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Player Features and Ideas Discussion

 
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Looking at this terrible star graphic...

Author
FlinchingNinja Kishunuba
Crunchy Crunchy
#1 - 2012-06-16 19:42:36 UTC
... I think to myself why don't we have modules that are affected by the star in the system.

Solar cap chargers?

Reduced activation costs for modules?

Finally a use for having shades on your avatar?

What you think?
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2012-06-16 20:24:33 UTC
Go to a wormhole. They have this.

I think. WH guys, the star is what controls your system effects, right?
Cerulean Errant
Deep Core Mining Inc.
Caldari State
#3 - 2012-06-16 20:27:28 UTC
FlinchingNinja Kishunuba wrote:
... I think to myself why don't we have modules that are affected by the star in the system.

Solar cap chargers?

Reduced activation costs for modules?

Finally a use for having shades on your avatar?

What you think?


Actually, this is already the case. This is what happens when you go through a wormhole and have to deal with the effects of the system's star on your modules, ship shields, etc. If you look, a Wolf-Rayet star is vastly different in a number of ways from a G-class star, aka our own Sun (and other closely related types).

I would guess that all modules have been developed so that they aren't affected by the stars of the system, so long as the star is a main-sequence one, similar to the Sun, more or less. Once you get to more exotic/unusual types, then you start to get... weirdness. All of the stars found in K-space are to some degree or another, stars that are able to support life (or at the very least won't go crazy anytime soon). However, this doesn't mean that they have life on them already.

If you look, you'll see stars that are blue, white, yellow, yellow-orange, and so forth. All are similar in many ways, and have predictable behavior patterns. It's when you get into W-space that things get crazy... because you have all sorts of strange stars in those systems: Wolf-Rayet, Magnetar, Pulsar, Red Giant, Black Holes, etc.

I asked one of the Devs about this, actually, the coloring of the stars and so forth, and as it turns out they have had an astronomer go through the systems to make sure that everything was "kosher" with regards to astronomical accuracy. Another example of this would be planets types and their relative orbital placement to the system's star. You won't find temperate planets right next to the star or at the far edge of the system - they tend to be in the "Goldilocks" region: not too hot, not too cold, just about right to support life (depending on orbit size, the third, fourth, and fifth orbits).

Now, I'm not an astronomer, but I like astronomy a lot, so if I made any mistakes with what I said, apologies to all people who know better than me. Same for the terms and explanations and so forth.

sabre906
The Scope
Gallente Federation
#4 - 2012-06-16 20:53:16 UTC  |  Edited by: sabre906
CCP came up with awsome effects, then tucked them up in holes where 97% of the population don't reach.

Break wh effects out of their holes.Big smile
FlinchingNinja Kishunuba
Crunchy Crunchy
#5 - 2012-06-16 21:13:46 UTC
Cerulean Errant wrote:
FlinchingNinja Kishunuba wrote:
... I think to myself why don't we have modules that are affected by the star in the system.

Solar cap chargers?

Reduced activation costs for modules?

Finally a use for having shades on your avatar?

What you think?


Actually, this is already the case. This is what happens when you go through a wormhole and have to deal with the effects of the system's star on your modules, ship shields, etc. If you look, a Wolf-Rayet star is vastly different in a number of ways from a G-class star, aka our own Sun (and other closely related types).

I would guess that all modules have been developed so that they aren't affected by the stars of the system, so long as the star is a main-sequence one, similar to the Sun, more or less. Once you get to more exotic/unusual types, then you start to get... weirdness. All of the stars found in K-space are to some degree or another, stars that are able to support life (or at the very least won't go crazy anytime soon). However, this doesn't mean that they have life on them already.

If you look, you'll see stars that are blue, white, yellow, yellow-orange, and so forth. All are similar in many ways, and have predictable behavior patterns. It's when you get into W-space that things get crazy... because you have all sorts of strange stars in those systems: Wolf-Rayet, Magnetar, Pulsar, Red Giant, Black Holes, etc.

I asked one of the Devs about this, actually, the coloring of the stars and so forth, and as it turns out they have had an astronomer go through the systems to make sure that everything was "kosher" with regards to astronomical accuracy. Another example of this would be planets types and their relative orbital placement to the system's star. You won't find temperate planets right next to the star or at the far edge of the system - they tend to be in the "Goldilocks" region: not too hot, not too cold, just about right to support life (depending on orbit size, the third, fourth, and fifth orbits).

Now, I'm not an astronomer, but I like astronomy a lot, so if I made any mistakes with what I said, apologies to all people who know better than me. Same for the terms and explanations and so forth.



Thanks for the reply, I would imagine a lot of people who play this game are interested in real world astrophysics. It would be cool if CCP re-visited their solar system models using newer information about the super gas giants in near star orbits.

Anyways to explain what I meant a bit more (vagueness is a skill of mine).

I understand that this happens in W-space but its a system wide effect I think we should have effects that are dependent on positions within a system.

What I would like to see is positions in any system to play more of a part in fighting.

For example,

The closer you are to a star the higher your heat damage is but the more damage you do when overheated.

Another idea could be that asteroids of certain types have a natural target disruption for ships targeting other ships near the asteroid.

Gas clouds that reduce propulsion bonuses or even have a chance of exploding causing AoE damage (I know we have something similar in mining).

Terrain is a key aspect of any military strategy but in Eve it is only relevant in a very small area, namely W-space. Adding these types of effects would make the place you chose to fight an important consideration when engaging or defending.

At the moment all I need to do is either reduce or increase transversal and keep a certain range. Missile users only need to do 1 of these, adding another dimension will make this more interesting in my opinion.

Another advantage would be that this uses existing distance information found in the game, the only added load would be applying the effect on the ship.
Cerulean Errant
Deep Core Mining Inc.
Caldari State
#6 - 2012-06-16 21:28:49 UTC
FlinchingNinja Kishunuba wrote:
Cerulean Errant wrote:
FlinchingNinja Kishunuba wrote:
... I think to myself why don't we have modules that are affected by the star in the system.

Solar cap chargers?

Reduced activation costs for modules?

Finally a use for having shades on your avatar?

What you think?


Actually, this is already the case. This is what happens when you go through a wormhole and have to deal with the effects of the system's star on your modules, ship shields, etc. If you look, a Wolf-Rayet star is vastly different in a number of ways from a G-class star, aka our own Sun (and other closely related types).

I would guess that all modules have been developed so that they aren't affected by the stars of the system, so long as the star is a main-sequence one, similar to the Sun, more or less. Once you get to more exotic/unusual types, then you start to get... weirdness. All of the stars found in K-space are to some degree or another, stars that are able to support life (or at the very least won't go crazy anytime soon). However, this doesn't mean that they have life on them already.

If you look, you'll see stars that are blue, white, yellow, yellow-orange, and so forth. All are similar in many ways, and have predictable behavior patterns. It's when you get into W-space that things get crazy... because you have all sorts of strange stars in those systems: Wolf-Rayet, Magnetar, Pulsar, Red Giant, Black Holes, etc.

I asked one of the Devs about this, actually, the coloring of the stars and so forth, and as it turns out they have had an astronomer go through the systems to make sure that everything was "kosher" with regards to astronomical accuracy. Another example of this would be planets types and their relative orbital placement to the system's star. You won't find temperate planets right next to the star or at the far edge of the system - they tend to be in the "Goldilocks" region: not too hot, not too cold, just about right to support life (depending on orbit size, the third, fourth, and fifth orbits).

Now, I'm not an astronomer, but I like astronomy a lot, so if I made any mistakes with what I said, apologies to all people who know better than me. Same for the terms and explanations and so forth.



Thanks for the reply, I would imagine a lot of people who play this game are interested in real world astrophysics. It would be cool if CCP re-visited their solar system models using newer information about the super gas giants in near star orbits.

Anyways to explain what I meant a bit more (vagueness is a skill of mine).

I understand that this happens in W-space but its a system wide effect I think we should have effects that are dependent on positions within a system.

What I would like to see is positions in any system to play more of a part in fighting.

For example,

The closer you are to a star the higher your heat damage is but the more damage you do when overheated.

Another idea could be that asteroids of certain types have a natural target disruption for ships targeting other ships near the asteroid.

Gas clouds that reduce propulsion bonuses or even have a chance of exploding causing AoE damage (I know we have something similar in mining).

Terrain is a key aspect of any military strategy but in Eve it is only relevant in a very small area, namely W-space. Adding these types of effects would make the place you chose to fight an important consideration when engaging or defending.

At the moment all I need to do is either reduce or increase transversal and keep a certain range. Missile users only need to do 1 of these, adding another dimension will make this more interesting in my opinion.

Another advantage would be that this uses existing distance information found in the game, the only added load would be applying the effect on the ship.


I see what you mean. With regards to heat issues from getting too close to stars, I think (for the sake of simplicity) they just aren't going to deal with that - for now, anyways.

But I do like your ideas regarding gas clouds, large asteroid belt clusters, and so forth, with various "terrain" features disrupting and/or having weird effects on things like scanning and whatnot. The whole "gas cloud explosion" would be a good start, I think.

And to echo your point about terrain with regards to fighting, one thing I'd like for them to do is to involve more LoS (line of sight) into fighting mechanics, especially if the target goes into a gas cloud or mini-nebula that messes with scanner signals. Another idea would be strategic fighting inside an huge asteroid belt, with rocks big enough to crush certain ships.
FlinchingNinja Kishunuba
Crunchy Crunchy
#7 - 2012-06-16 21:39:58 UTC
I agree with the LoS mechanic but currently I think the engine calculates on relative vectors (or whatever you would call comparing to vectors). A LoS calculation is pretty heavy on the processor and would be hard to tie in to the 1 second server tick they use imo.

Glad you like the other ideas I really think CCP should look in to this so that Miners have more variety. Making it so the mining ships have natural resistances to some effects would add to the appeal. They could even have special modules to amplify or negate them as well.

Dev opinion?
Cerulean Errant
Deep Core Mining Inc.
Caldari State
#8 - 2012-06-17 18:02:51 UTC
FlinchingNinja Kishunuba wrote:
I agree with the LoS mechanic but currently I think the engine calculates on relative vectors (or whatever you would call comparing to vectors). A LoS calculation is pretty heavy on the processor and would be hard to tie in to the 1 second server tick they use imo.

Glad you like the other ideas I really think CCP should look in to this so that Miners have more variety. Making it so the mining ships have natural resistances to some effects would add to the appeal. They could even have special modules to amplify or negate them as well.

Dev opinion?


I don't code or get too much into the nitty-gritty of development, so I guess LoS issues are something that'd have to be worked out. However, having a laser beam emitted from an Apocalypse going through solid rock to hit something on the other side... kinda just seems not real. This would make certain weapons more usable in certain situations, but then again, game balance, I know.

One thing I'd love to see (and yes, I've played Dead Space way too much, but hell, there's an EVE chronicle that describes a similar scenario) is for miners to be able to use their "tools" to defend - have them cut through enemy shields/armor plating or something along those lines. I mean, ****, they cut through solid friggin' rock reinforced with minerals made in the hearts of suns. Sure, you'd burn out your lasers doing that, but it'd be a useful "last-ditch" tool to survive the fight/escape and warp out. Even with high end strip miners, I think most people would rather lose a few of those than their entire ship.

To be honest, I think it'd be cool to see mining ships being good at what they're good at - going into certain (possibly hostile) environments: gas clouds, high density asteroid fields, etc. - and have a stronger level of resiliency than other ships. This would make ganking someone mining in a gas cloud, for example, a much more risky target, and I think it would balance the risk/reward issue a bit more. Modules would also work towards this, modules that can only be added to mining ships (since mining with a battleship allows you to still have resists, armor, and other battleship capacities).

Just airing out some thoughts is all...
FlinchingNinja Kishunuba
Crunchy Crunchy
#9 - 2012-06-18 18:56:37 UTC
The mining laser idea is a really good one, I would imagine they would need to change fitting requirements depending on what they choose though. Could cause a lot of people to jump to lasers for full time ;)

And the cloud/roid resistance is a perfect example of where this would be a major advantage.