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Player Features and Ideas Discussion

 
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Increase Warp Acceleration [Condensed]

Author
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#41 - 2012-04-20 16:45:15 UTC
up and at them!

There should be a rather awesome pic here

Zora
Federal Defense Union
Gallente Federation
#42 - 2012-04-22 16:44:50 UTC
+1

I've been annoyed by the lack of immersion due to the long in-warp acceleration/decceleration for the last 9 years. It just feels wrong to get from one gate to the next in an instant, only to wait 10 seconds until the breaks kick in. I'd rather spend a longer time in warp, so that the relative warp speed of the ship actually makes a difference.
Another thing would be to make modules/skills that increase in-warp acceleration. But to be honest it would be better to just remove it completely and compensate by reducing overall warp speed across the board, but keeping the relations intact.
Ilyashen
Deep Core Mining Inc.
Caldari State
#43 - 2012-04-22 20:47:57 UTC
+1

I agree that you should accelerate much faster in warp.

I liked the skilllbook idea.

Even if it means that all in-warp speeds will be a little slower, I support this.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#44 - 2012-04-25 15:54:43 UTC
sup

There should be a rather awesome pic here

Kais Klip
Brutor Tribe
Minmatar Republic
#45 - 2012-04-25 16:42:14 UTC  |  Edited by: Kais Klip
Copine Callmeknau wrote:


If you for instance, take a covops and perform a short warp (20AU or so), hover over the speed gauge as you do this. You'll see that you'll only be at full warp speed for a fraction of a second, and that the vast majority of the warp is taken up by the ship accelerating and then decelerating.



Made me grin as I remembered Mass Effect's "why-is-the-ship-flying-a#%e-first-half-way-through-the-trip?"

Maybe CCP is trying to hold on to atleast some final strand of realism?

I agree with your intent, and the fact that we've already abandoned so much realism means a green light should be given whenever it is tactical depth vs realism, to a sensible degree.

For a solution: change the AU velocity to acceleration (without a velocity cap, you'll get some peeps trying to find the longest warp possible in order to break a speedrecord), then we'll see a more significant difference between AU speed classes.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#46 - 2012-04-25 17:09:59 UTC
Kais Klip wrote:
Copine Callmeknau wrote:


If you for instance, take a covops and perform a short warp (20AU or so), hover over the speed gauge as you do this. You'll see that you'll only be at full warp speed for a fraction of a second, and that the vast majority of the warp is taken up by the ship accelerating and then decelerating.



Made me grin as I remembered Mass Effect's "why-is-the-ship-flying-a#%e-first-half-way-through-the-trip?"

Maybe CCP is trying to hold on to atleast some final strand of realism?

I agree with your intent, and the fact that we've already abandoned so much realism means a green light should be given whenever it is tactical depth vs realism, to a sensible degree.

For a solution: change the AU velocity to acceleration (without a velocity cap, you'll get some peeps trying to find the longest warp possible in order to break a speedrecord), then we'll see a more significant difference between AU speed classes.

Yeh I do like this, I'm guessing you mean ships accelerate until they reach the halfway mark, then start decelerating at the same rate?
Would be a great solution, and actually more realistic (science-wise) than any other method proposed

And yeh, I don't really care too much for how accurate the physics in game are, I think it's all rather moot when you consider the earth's atmosphere is thinner than the goop EVE space is filled with

There should be a rather awesome pic here

Leysritt
The Last Remnant
#47 - 2012-04-25 23:16:32 UTC
I agree the warp speed difference between a frigate and a cruiser makes nearly no difference unless its a ridiculous large travel distance where the frigate beats the cruiser by a couple of seconds.


Acceleration to warp speed needs to be faster for smaller ships to be better and allows for more tactical usage.
Vertisce Soritenshi
The Scope
Gallente Federation
#48 - 2012-04-30 13:31:40 UTC
Warping in EVE has always looked and felt different than any other Sci-Fi series or show I have ever seen. Most of the time when going into warp the ship shoots off like a bullet and just dissapears in about a second. When coming out of warp it appears and in less than a second is at normal speed.

EVE should adopt this.Instead of seeing a ship slowly gaining speed as it goes into warp it should just kind of "punch" into warp and within a second be at full warp speed. The exact reverse should occur for coming out of warp. This would make the warp speed of all ships much more relevant. Right now I don't even care what the warp speed of a ship is...it never makes a difference in fleet.

OP's idea is supported by me.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#49 - 2012-04-30 15:22:26 UTC
I don't understand why so many people were having trouble understanding this idea. The difference between acceleration and velocity is a very simple concept to grasp.

+1

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Esan Vartesa
Samarkand Financial
#50 - 2012-04-30 18:22:05 UTC
Not saying that this is a reason NOT to implement the changes discussed here, but do note that current functionality allows for ships with different max warp speeds to warp as a fleet, where for short distances all the ships appear to be in the same warp tunnel together.

You would lose that.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#51 - 2012-04-30 20:35:28 UTC
Esan Vartesa wrote:
Not saying that this is a reason NOT to implement the changes discussed here, but do note that current functionality allows for ships with different max warp speeds to warp as a fleet, where for short distances all the ships appear to be in the same warp tunnel together.

You would lose that.

Actually, afaik when you perform a squad/wing/fleet warp, all ships in warp are limited to the warp speed of the slowest warping ship in fleet to keep them in a 'nice' formation.

This system could continue to be applied in some of the proposed alternatives here

There should be a rather awesome pic here

Carton Mantory
Vindicate and Deliverance
#52 - 2012-04-30 20:55:56 UTC
I say remove the warp effect all together.
There should be no difference in mass to warp effect.
If you hit warp you should instantly appear at destination after calibration

The change is the moment you are visible to ships you have a calibration to warp. (uncloaking or after jump or exit station)

EVE should not be a 3 minute slide show for a freighter.
There should be no gate show. There should be no visual on JB or cyno/titan jump.

Lets lesson travel massively and make the end point the issue.

Kitt JT
True North.
#53 - 2012-04-30 22:37:54 UTC
This is a logical suggestion, but as someone mentioned, this is one of those things i think that is burried deep within the code that would take a long time to change.

Think of it like this: what would you rather the devs spend time on? Fixing the tracking formula? Balancing out ships? Creating and balancing new and existing roles? Or having frigs accelerate faster.

In principle the suggestion makes sense, and would do the game some good in general. In practice, there are simply other things the devs could spend their time on that would have a greater effect on our gameplay.
James Amril-Kesh
Viziam
Amarr Empire
#54 - 2012-05-01 01:29:14 UTC
Maybe I'm missing something, but I don't really understand how the code for warp could be that complicated, since the mechanic itself is rather simple.

Enjoying the rain today? ;)

Nemesis Factor
Deep Core Mining Inc.
Caldari State
#55 - 2012-05-01 08:11:22 UTC
I think it would be pretty cool if ships left and entered grids really rapidly. An example we're all familiar with.

It would make combat a little more spontaneous for both parties and would be fun to suddenly land on grid with little time to take in your surroundings.
Bubanni
Center for Advanced Studies
Gallente Federation
#56 - 2012-05-01 11:54:17 UTC
I made a thread about this too a while back, it had a lot of support, just like this thread... It seems most people agree that warp acceleration and deceleration should be tweaked...

Effects like the star trek warping was mentioned... that ships being slinged into warp almost hit full speed instantly after reaching align and warping speed... leaving behind a tracer light so you would be able to see the direction the ship went for a few sec. (engine trails basicly)

I personly didn't care for that idea... one thing is for certain... faster warping ships should be accelerating faster in warp also... this could be done by either making it a "specific time to reach max warp speed", thus the faster the ship is able to warp, the more acceleration it has, instead of "same acceleration for all ships"... which correct me if im wrong, but thats how it works now...

Alternatively, the mass and "agility" could make the ships acceleration in warp, the same way it does outside warp... the less mass and better agility... the faster the acceleration and deceleration...

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Taurich Vorsel
#57 - 2012-07-10 04:23:37 UTC
bump

Copine Callmeknau disappeared one day now we are left with Taurich Vorsel AKA BIZARRO COPE!

Corina Jarr
en Welle Shipping Inc.
#58 - 2012-07-10 05:49:37 UTC
In most other sci fi that involves FTL travel, acceleration is ridiculously fast. EVE ships accelerate like snails in comparison.

I personally thing it should take exactly two seconds from warp start (not clicking but after the 75% and warp activates) to max speed, then 2 seconds from max speed to out of warp. Nice and quick.

If it would cause issues during decel (loading grid and such) decel could be a bit slower.
Kadeyoo
Viziam
Amarr Empire
#59 - 2012-07-10 10:23:45 UTC  |  Edited by: Kadeyoo
Totally +1


This makes sense from a balance point of view:

Interceptor or any fast warping ships (hull, rigs) should be able to get ahead of people with it's superior warp speed. At the moment "warp speed" is just a fancy number on your ships details, which has no meaningful impact on the game. But consideration of sub-warp statistics like Agility makes no sense here, since your warp drive takes over and breaks all Eve-Physics laws. Also it would present more of a tradeoff between subwarp and warp capabilities, so that Nanofiber Internal structures don't give you everything you could possibly want in a box.


--

The idea of instantly going into warp once "warp speed has been initiated" - the point at which the warp bubble is formed - is good. The graphics idea of leaving Star Trek-like trails is nice, but might be problematic due to copyrights.

However, the real big problem I see - and this is neither a technical or balance problem - is that instant warp will remove an immersion factor. If you look at celestials while warping, it gives you that feeling that you are really moving in a single system. There is no loading (not anything visible anyway) for the grid involved, there is no instant "Cyno feeling". It feels somewhat real. The user gets immersed.

This may not sound very important to the hardcore Eve player, but would be to CCP, due to their effort to immerse new players into the game more fully. All the recent graphics updates for weapons, richer and more dynamic backgrounds, the beginning of WiS - alll of that is proof that CCP definitely holds a vast interest in this. By giving instant warp speed, the relative movement of celestials would look bad, and feel unreal. Anyone who spends at least some minutes looking around the galaxy, missiles, turret animation every now and then for show - and admit it, even veterans still do this! - would to some degree prefer to keep the graphics cool the way they are.

A second big problem with instant warps would be short range warps, especially on grid warps. Right now due to acceleration and deceleration it is not instant, and takes a few seconds before you either become lockable or gain control of your ship. This is fine and it should stay that way.

As to my proposed solution:

Make the time it takes to reach optimal warp speed fixed, and tweak it as needed.

For the sake of the argument, let's just use a number of around 3 seconds, and let's compare the following unrigged hulls, and their rough respective warp times with my proposed change:

Formula used: (AU / Warp Speed) + (2 * 3s)
Freighter: 0.75AU/s
Battleship: 3AU/s
T1 frigate: 6AU/s
T2 interceptor: 13.5AU/s (I'm assuming Malediction/Raptor/Ares/Stiletto)

10AU:
Freighter: ~19s
Battleship: ~9s
T1 frigate: ~7s (little more)
T2 interceptor: ~7s (little less)

30AU:
Freighter: ~45s
Battleship: ~16s
T1 frigate: ~11s
T2 interceptor: ~8s

60AU:
Freighter: ~90s
Battleship: ~30s
T1 frigate: ~20s
T2 interceptor: ~10s

100AU:
Freighter: ~143s
Battleship: ~36s
T1 frigate: ~23s
T2 interceptor: ~13s

On-grid warps: 6s - no change to this!

This is just a random number to give you a taste, don't argue or discuss about the balance or imbalance in these numbers.

Immersion preserved, balance served - and opening more options. Making small ships in gangs more mobile and large gangs less mobile. And suddenly interceptor can actually intercept ships, by not just being fast and super squishy - but by being able to warp ahead of targets. It would make life in low/null/WH space a little bit (only a bit) dangerous and interesting, since interceptors actually gain more usage, being able to catch up to people and tackle them.
Hannott Thanos
Squadron 15
#60 - 2012-07-10 11:20:44 UTC
PS I have not read the entire thread.

What I imagine would look insanely cool:
When you align to warp, the second you go into warp, you hear the BOOM sound, and instantly go max speed, and get the "need for speed" blurry effect. Holy **** that totally makes it look like you are going fast! I don't get the feel of speed in warp like we warp now. I'd ******* grab my monitor to hang on with such an effect :D

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}