These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Dscan improvement/new ideas

Author
Metch
Yuengling Technologies
#1 - 2012-07-24 23:18:28 UTC
I've been playing Everyone vs Everyone for the past five years and have just recently thought about why Dscan is the way that it is. I am a sci-fi fan and entertain my free time with a lot of space ship based shows/books/movies. One thing I have noticied ships in alot of the shows I watch is that their onboard ship scanners seem to operate and provide information in a much more fluid manner by the ones operating them.

I myself have had no problems using the dscan when hunting down targets or using it to investigate systems, however I would like to see an overhaul at some point, would like to see more futuristic setup with how our ships sensors displays information to us.

My thoughts of improving it would be to intergrate results of the dscan into the tactical overlay, therefore give it more utility as well. I would also like to see a more active setup, whereas I can just bring up the overlay and it constantly provides me updates as to what is around me instead of clicking the scan button all the damn time(removing it entirely).

To illustrate what I am proposing, say you open your tactical overview and your ship has an active scan range of 2 AU, once another ship enters into this range it will begin to aquire a signal. Once signal is aquired it will show you in space what direction they are at with an icon (uses icon setting for your overview, ie red = horrible standing, green = corp, purple = fleet) Also gives you information such as ship size (but not what ship it is) and maybe the option to warp to ?. Skills can be learned to increase scan range and signature locking. Perhaps also give an option to manually adjust scan range on the ship at the expense of scan speed and vice versa.

Just thought I would throw this out there as I understand the current advantages/disadvantages of the system as its implemented now. Hopefully others can appreciate a more sci-fi feel to the game.
Uris Vitgar
Center for Advanced Studies
Gallente Federation
#2 - 2012-07-25 00:58:09 UTC
The dscanner is certainly a very sad interface; for something so central to all life outside highsec it feels almost like a debugging tool. At the very least it could use some keyboard shortcuts and a bigger slider.
As for off-grid ships appearing on the overview, I think it would be cool if objects within dscan range appeared on your overview- but at the speed of light. So if someone is at the same planet as you your ship picks them up almost straight away, but if they are 8 light-minutes away their signature only appears after 8 minutes. IT would probably be way impractical, but it's fun to think about
MintyRoadkill
Vulture Enterprises
OnlyFleets.
#3 - 2012-07-25 01:34:15 UTC
It would be interesting if they let you use it in combination with the tactical overlay and maybe gave it a rotating scan range cone, so you could, for example, take a 30 degree angle and point it to the left or right depending through the overlay.
HAMBER BOGAN
Royal Amarr Institute
Amarr Empire
#4 - 2012-07-25 03:39:59 UTC
Kinda would be cool but I dont think this would work for 2 reasons.

1) A lot harder to sneak up on someone, too safe, not enough asplosions

2) The actual server side pressure would greatly increase. Right now, if you click on scan, it gets all the information once and sends it back to you. If it is active all the time, then it would scan, even say once per second, with 30k players, that an extra 30k tasks/second it needs to calculate. There is no way the servers will be able to keep up with that. You could incorporate it with the onboard system scanner perhaps.

As much as it would be cool to have, practically in the game, it is too much. Would make people too safe and less things killed, where as we want the opposite ^^

Best Bogan

EVE Down Under - Australian EVE Community www.evedownunder.com

Metch
Yuengling Technologies
#5 - 2012-07-25 04:14:09 UTC  |  Edited by: Metch
HAMBER BOGAN wrote:
Kinda would be cool but I dont think this would work for 2 reasons.

1) A lot harder to sneak up on someone, too safe, not enough asplosions

2) The actual server side pressure would greatly increase. Right now, if you click on scan, it gets all the information once and sends it back to you. If it is active all the time, then it would scan, even say once per second, with 30k players, that an extra 30k tasks/second it needs to calculate. There is no way the servers will be able to keep up with that. You could incorporate it with the onboard system scanner perhaps.

As much as it would be cool to have, practically in the game, it is too much. Would make people too safe and less things killed, where as we want the opposite ^^


Thanks for the reply Hamber Bogan.

I actually think that the reverse would be true in regards to sneaking up on someone, with this system it would be easier on the one sneaking up. We can factor in a ships resoultion strength into these "long-range" scans meaning smaller ships such as interceptors/sb's would be able to pick up bigger targets faster then what it would take for them to be picked up on. Unless they change local, you would still show up there as they will know you are in system anyways. Also, it is obvious that I would also prefer for ships with a cloak to be invisible to "long-range" while cloaked. For large ships like bc's/bs's, they would be picked up faster. This would also add new uses/abilities for those ships who specialize in tackling and modules that affect scan resoultion/range

In response to your second question, I thought about this as well and thought it should only be active with the tactical overview up(you know, the thing with circles and distances marked around it ). This way you arnt being fed information when you dont have it turned on and not every player on the server will be using it at the same time. From what I hear, a lot of players in highsec stay docked anyways :P
Metch
Yuengling Technologies
#6 - 2012-07-25 04:25:27 UTC
To reply to myself on this subject, I do realize that some may reply stipulating that this is what combat scan probes are for. Would like for something to be done though about how d-scan operates. Though I like the new scan probe system as its leaps and bounds better then how we used to have to do it (warp from planet to planet/safespots dropping the scan probes). The controls for even that system need to be improved upon....getting to the point where it hurts ones appendages. heh