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Just an Immersive Idea, small but maybe effective?

Author
Agony Etain
Black Thorn Elites of EVE
#1 - 2012-06-28 22:08:50 UTC  |  Edited by: Agony Etain
Was just thinking, CCP has been doing alot of great things to bump up the graphics of EVE, and they've been doing a splendid job of it. As technology, and computers advance, their keeping up with what they can pull off. So maybe its time for this step as well?

Its a small Idea, but will make the universe of EVE more immersive (I think). When ships explode, they leave wrecks. Not just little twisted bits of metal, but actual hulls. Hulls with holes, or perhaps blown or twisted in half, making it look like a ship destroyed in a battle, that actually happend.. which it did. That wreck can than be salvaged, once salvaged, the wreck.. stays there.

These new "destroyed hulls" which would resemble the ship destroyed, would be new large objects which have no "real" function other than to show a battle which happend, they would get reset and removed from the game world at every maintenance, same as when asteroids all get reset as well.

Now I'm thinking, some of you who get into large scale Fleet battles, are thinking O.o Good god, the FPS would be horrendous. Which is why I think an additional option in graphics of "Show destroyed hulls" with a box mark, with an additional option of "show maximum of X hulls" where X would be a drop down menu from 5-10-15-20-infinte option Where the option you choose, the wrecks are limited to that amount, otherwise they just show up to you as the normal twisted wrecks they have now. This way people with lower end machines, wont get screwed.

The wrecks could also be pushed, so if someone undocks in low/null sec and gets their battleship blown up, it wont block other players from exiting,their hulls would just get pushed away by another players ship.

My reasons:

1) Advancement of the game itself, which is what CCP is doing, and has been doing graphically all the time. Just another addition to make the universe of eve feel "real".

2) Immersion, like I said in 1, would make it feel more "real", You could be flying along, and then see a few wrecks, all salvaged, but universally left over hulls from a battle that happend hours ago, Even though the salvage is gone, and the original owners are light years away, you can still see their wrecks, and know that something, sometime, happend here. Both Role-playing quality, and immersion factor to make the universe feel that much more real and alive.

I understand, that it could/might even add some new stress on the servers, since the servers would have to mark every single wreck that happend outside of mission reset zones, etc. (Though ships that get destroyed in mission zones, etc. would get removed immediatly after the missions area is removed once the mission is complete, which would take away some of the stress of server) Which is why perhaps having a universal ceiling of how many wrecks could be in the entire universe, before the server starts removing the oldest ones before maintenance resets them all.

Edit: This is a response I wrote to a response to this thread, I felt it had justice to being on the main thread:

Its not just graphical Immersion, Its Roleplaying immersion, as well as realistic immersion, and making EVE be a sense that every capsuleer, even in death, leaves a mark, which is what EVE is all about to begin with, every action every player does, will leave some type of mark on other players, this only adds to that, even if its just adding the sense of a more lively universe.

Just think about it. Whats better?

Situation A: You fly by a stargate, and find 4 wrecks, nothing special, you think nothing of it, you dont even look to see what type of wreck or who its of.

Situation B: You fly be a stargate, although you dont really care about the 4 wrecks, you can see the tall tale signs of what probably was a pretty good battle. 1 Large Freighter 3x the size of your own ship, crippled, and destroyed, with another battleship hull lying dormant, and wrecked, with 2 frigates 30KM out drifting lifeless as well.

Just from this, you can see what happend, and even have an idea of how the battle possibly unfolded, and what might of happend afterword. Even if you dont necessarily care about salvage, just the wrecks themselves tell a story. A story which is easier to see and get more immersed in, than Situation A. This is an easier story and more exciting story to see, a story created by players, for players who, may want to get somewhat immersed in it.

Granted once you jump, its gone, a nice thing to see as your travelling, something to make the world feel more alive, more real, more vibrant, and.. that much more dangerous. This is exactly what CCP is trying to give us the players, and I feel even a simple thing as showing wrecks, can do that in a large scale, in many ways.

Just an Idea I'd been playing with, but I think it'd be a cool addition to EVE, somewhat more simplistic, but gets the job done of my reasons.
Akirei Scytale
Okami Syndicate
#2 - 2012-06-28 22:36:28 UTC
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.
Kimmi Chan
Tastes Like Purple
#3 - 2012-06-28 22:40:43 UTC
A lot of what Eve runs on is a database, Inventory, market, systems, stations, agents, stuff in space, all entries in a database. Adding that many items into the database and leaving them there for 24 hours would create a lot of trash entries in the database. It has less to do with the graphics and more to do with database entries.

I like the thought but I fear it would be a monster to maintain.

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Simetraz
State War Academy
Caldari State
#4 - 2012-06-28 22:40:43 UTC  |  Edited by: Simetraz
Okay this would be really cool.

As others have said not very practical but maybe something to strive for, sure why not.
Phill Esteen
Federal Navy Academy
Gallente Federation
#5 - 2012-06-28 22:43:46 UTC
Don't capitals already do this?

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Altrue
Exploration Frontier inc
Tactical-Retreat
#6 - 2012-06-28 22:54:36 UTC  |  Edited by: Altrue
No, capital ships are just having different wrecks according to the 'living hull'.

I find the idea great, especially the fact of having persistent yet salvaged wrecks. Like frozen corps, they are realistic indicators that a battle took place somewhere... an indicator that you have to destroy if you don't want to alert everybody around. I live in a wormhole and I can assure you that persistent wrecks would be everything but a small detail.

About their lifetime, it would be cool to have the same despawn time than frozen corpses.

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Abel Merkabah
Caldari Provisions
Caldari State
#7 - 2012-06-28 23:08:13 UTC
Love the idea...not sure if feasible, but would be sweet. I loved dark souls where you could see other peoples deaths...this wouldn't be the same, but you'd still get the idea that someone else was there...

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Crunchie Attuxors
Always Another Corporate Venture
#8 - 2012-06-28 23:21:59 UTC
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.
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Agony Etain
Black Thorn Elites of EVE
#9 - 2012-06-28 23:30:27 UTC
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Would it though? you just take the hull thats already there, break out, and change some aspects of it, warp the model a bit itself, you already have a hull to work it, all thats left is to "warp" and change aspects of it to look destroyed. I'm not totally new to 3D modelling, and yes, it would take some time to do, not saying it wouldnt, but it also wouldnt take to long (when comparing with other 3D modeling, such as starting from scratch on a large project)
Gun Gal
School of Applied Knowledge
Caldari State
#10 - 2012-06-28 23:30:47 UTC
Would have to be able to be turned on and off, and in now way be collidable, or it is open to mass abuse.

That's right , abuse, jump into a system with 1000 wrecks on the gate...... people will do this. Just one of many ways to exploit
Agony Etain
Black Thorn Elites of EVE
#11 - 2012-06-28 23:33:52 UTC
Crunchie Attuxors wrote:
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.


You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room.

Jessy Berbers
The Scope
Gallente Federation
#12 - 2012-06-28 23:35:27 UTC
You might not know it but they are already working on this, for ships to leave wrecks according to holes and everything else.

Greets
Jessy
Agony Etain
Black Thorn Elites of EVE
#13 - 2012-06-28 23:35:55 UTC
Gun Gal wrote:
Would have to be able to be turned on and off, and in now way be collidable, or it is open to mass abuse.

That's right , abuse, jump into a system with 1000 wrecks on the gate...... people will do this. Just one of many ways to exploit


I dont quite get what you mean. I already explained the wrecks could be "bumped" like normal ships, but have no real "mass" to them, so they'd get pushed around like I'd push around a ball on a court, they wouldnt do anything real, just be there for immersion, so having 1,000 wrecks on a gate will do nothing. I.E. makes it un abusable.
Agony Etain
Black Thorn Elites of EVE
#14 - 2012-06-28 23:37:32 UTC
Jessy Berbers wrote:
You might not know it but they are already working on this, for ships to leave wrecks according to holes and everything else.

Greets
Jessy


I did not know this. <3 sounds great
ErrorRon
Turbo-Encabulator LLC
#15 - 2012-06-28 23:38:40 UTC
How about they disappear once all pilots leave grid?
I don't know anything about how Eve is run BTW.

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Agony Etain
Black Thorn Elites of EVE
#16 - 2012-06-28 23:44:14 UTC
ErrorRon wrote:
How about they disappear once all pilots leave grid?
I don't know anything about how Eve is run BTW.


That would kill half of the whole reason for doing it, which is immersion. Traveling the vast Galaxy of EVE, you find 3 lone wrecks on a stargate from a past battle no one else around, seeing the destroyed hulls, etc. adds immersion to the game. Making it feel more alive and vibrant.
Jax Bederen
Dark Horse RM
#17 - 2012-06-28 23:57:49 UTC
I'm all about immersion if it's doable, they could even keep a limited amount of wrecks before popping them and making room for new ones.
Agony Etain
Black Thorn Elites of EVE
#18 - 2012-06-29 00:03:02 UTC
Jax Bederen wrote:
I'm all about immersion if it's doable, they could even keep a limited amount of wrecks before popping them and making room for new ones.


Right, which I explain in the main thread, and here: "You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room. "
Kimmi Chan
Tastes Like Purple
#19 - 2012-06-29 00:56:34 UTC  |  Edited by: Kimmi Chan
Agony Etain wrote:
Crunchie Attuxors wrote:
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.


You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room.



And how many times a day would this operation have to run? What other operations will be slowed because the resources that would have been used are being used to complete this other operation that you would like to see added? The database would need to track which wrecks are still in space, how long each wreck has been there, how many does it need to eliminate to compensate for all the new ones, etc. As it stands wrecks last 2 hours unless salvaged. Are you wanting them to stay there for 2 hours despite being salvaged? That means the database has to include a boolean value for whether a wreck is salvageble still or not. There is more coding involved here than just the graphical representaion of crap floating around in space.

"Grr Kimmi  Nerf Chans!" ~Jenn aSide

www.eve-radio.com  Join Eve Radio channel in game!

Agony Etain
Black Thorn Elites of EVE
#20 - 2012-06-29 01:20:55 UTC
Kimmi Chan wrote:
Agony Etain wrote:
Crunchie Attuxors wrote:
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.


You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room.



And how many times a day would this operation have to run? What other operations will be slowed because the resources that would have been used are being used to complete this other operation that you would like to see added? The database would need to track which wrecks are still in space, how long each wreck has been there, how many does it need to eliminate to compensate for all the new ones, etc. As it stands wrecks last 2 hours unless salvaged. Are you wanting them to stay there for 2 hours despite being salvaged? That means the database has to include a boolean value for whether a wreck is salvageble still or not. There is more coding involved here than just the graphical representaion of crap floating around in space.


Right, which most of it already is there to begin with, your assuming it'd have to add additional information, apart from the information of showing a hull in space.. which it wouldnt. Nothing is different except the fact you see a large hull floating in space, not twisted hunks of metal, which you see now, and instead of them disappearing, they stay there after its salvaged, (which adds just a small line of script of whether its still salvageble or not)

To what the server already tracks, to what it doesnt, there is not a large amount of extra script being adding.

As for resources, I dont pretend to know how the servers run, but having an automated check every hour wouldnt be hard, just as 1 quick idea. When the amount of wrecks exceeds, or comes close to exceeding the X value, the system does a mathematical equation of how many ships to remove, this mathematical equation would always be set as a check, which would tell the server in seconds how many wrecks to remove. Since the server already logs the time for literally everything that happens inside it, it'll know to eliminate the oldest wrecks, which it already will know which those are.


*Takes a deep breath*

IF thats not possible.. than just let them last for 2 hours like the wreckage already does...
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