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Player Features and Ideas Discussion

 
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Give us radar

Author
King Rothgar
Deadly Solutions
#1 - 2012-08-26 16:01:03 UTC  |  Edited by: King Rothgar
The d-scanner is a tool all of us in low/null sec use all the time. It's also a piece of crap. While CCP is on the fixing old stuff bit, I suggest redoing the d-scanner from scratch. Delete it in its current form and give us a proper radar set. My proposal for this radar set is as follows:

1) Gives a heading for all ships and selected items within a 14au range while in active mode.

2) Provides only general data on long range targets (a stabber will show up simply as "cruiser") in both active and passive modes.

3) Data increases in detail as range decreases, the exact range it would start giving specific ship types is debatable.

4) At short ranges in active mode, it can provide a range (I'm thinking 1-2au) thus granting a warpable point. This would be subject to substantial deviation however (you might land 150km from your target or right next to him). The deviation would go down the closer you get.

5) Radar can be used in active and passive modes. In active mode it alerts everyone of your presence within 2x your radar range (28au).

6) In passive mode, your radar doesn't reveal you but it has greatly reduced functionality. You can still see ships and objects using active radar at up to 28au but ships and objects in passive mode (or without radar) will only show up at 4au. You cannot get a range or warpable point regardless of how close you are in passive mode.

7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).

Optional: IFF system allowing you to identify radar targets as friend or foe (gives standings/corp/alliance info only). This would be a short range feature.

That's it, proceed with ripping it apart and calling me a fool.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Takeshi Yamato
Ministry of War
Amarr Empire
#2 - 2012-08-26 16:33:58 UTC
I like the concept of an active and passive mode the way you described it. There's room for interesting stuff in there.

The active mode could be tied to local chat, ie. if you use active mode, you show up in local but get the best intel as well. In passive you don't show up in local but get much less intel.

Anyway, it shouldn't be called radar. Radar systems are based on electromagnetic waves that travel at light speed. It means they take 499 seconds to travel 1 AU.

King Rothgar
Deadly Solutions
#3 - 2012-08-26 18:25:28 UTC
I was very tempted to tie this into a local chat change proposal but opted not to simply because of how beaten to death that topic is. I am also well aware that it wouldn't actually be radar, it would be a radar like device operating on a technology that hasn't been invented. But let's not discuss eve physics, they are most definitely cringe worthy.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Loius Woo
Sebiestor Tribe
Minmatar Republic
#4 - 2012-08-26 18:31:38 UTC
I say call it "Subspace Anomaly Detection and Ranging (SADAR)".

Also, there is a problem with it as you describe and that is the warp in ability for things at close range. That means that snipers are even more screwed than they were by on grid scanning probes.

So, in addition to what you have described, I would say that the SADAR system in active mode creates too much subspace disturbance to create a warp able lock at less than 500KM range, that way snipers are not always able to be warped to.

I also think that the best way to implement it on the overview is to add a small 3D sphere that shows dots in the direction of the contacts that are being detected, and a list that you can pull up. This way, when in passive mode when you are not actively looking for people but just using it to warn of incoming, you will see just a dot pop up, maybe with a range readout (if range is available). When you go active, you open up the list as you do now.

Another possible solution would be to have the 3D sphere as I said, but also have an overview option to enable SADAR contacts to be displayed when detected. This way you don't have so much screen clutter. You could even color code SADAR contacts to more easily pick them out from on grid contacts.

Very good idea, +1
Justin Cody
War Firm
#5 - 2012-08-26 19:45:54 UTC
learn 2 dscan
Mishtkrah
Federal Navy Academy
Gallente Federation
#6 - 2012-08-26 19:52:04 UTC
For the luff of gawd! Do not encourage CCP to remove D-Scan. IF anything is to be changed please add it, not replace.

This would make a lot of people very upset.
bornaa
GRiD.
#7 - 2012-08-26 19:53:44 UTC  |  Edited by: bornaa
King Rothgar wrote:
The d-scanner is a tool all of us in low/null sec use all the time. It's also a piece of crap. While CCP is on the fixing old stuff bit, I suggest redoing the d-scanner from scratch. Delete it in its current form and give us a proper radar set. My proposal for this radar set is as follows:

1) Gives a heading for all ships and selected items within a 14au range while in active mode.

2) Provides only general data on long range targets (a stabber will show up simply as "cruiser") in both active and passive modes.

3) Data increases in detail as range decreases, the exact range it would start giving specific ship types is debatable.

4) At short ranges in active mode, it can provide a range (I'm thinking 1-2au) thus granting a warpable point. This would be subject to substantial deviation however (you might land 150km from your target or right next to him). The deviation would go down the closer you get.

5) Radar can be used in active and passive modes. In active mode it alerts everyone of your presence within 2x your radar range (34au).

6) In passive mode, your radar doesn't reveal you but it has greatly reduced functionality. You can still see ships and objects using active radar at up to 34au but ships and objects in passive mode (or without radar) will only show up at 4au. You cannot get a range or warpable point regardless of how close you are in passive mode.

7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).

Optional: IFF system allowing you to identify radar targets as friend or foe (gives standings/corp/alliance info only). This would be a short range feature.

That's it, proceed with ripping it apart and calling me a fool.



You were watching some submarine movie while writing this? Smile
I ask because that active and passive mode... thats like sonar.
You listen to sound (in this case EM waves) and you have some info about what is around you, but when you ping (create burst of sound (in this case EM wave)) you get much more info but others are alerted that you are here because pinging is loud.

I like sonar type scan idea a lot... Big smile
[Yes, I'm an Amateur](http://www.youtube.com/watch?v=hRa-69uBmIw&feature=relmfu)
Busta Rock
The DawnSoarers
#8 - 2012-08-26 20:25:42 UTC
I like the idea overall, but would suggest tying aspects of the detection, direction of contact and rangefinding capabilities to target signature. for instance, a microwarping frigate at an off-gid safe would have a MUCH larger signature (as per normal) than one that is moving normally or on afterburner, thus enabling a hunter to more easily acquire a tactical warpin from longer ranges. conversely, a ship with low sigrad and/or ECCM modules/sigrad implants in use would be more difficult to get a lock on.

Lucious Shazih
Doomheim
#9 - 2012-08-26 20:52:19 UTC
I think this is a great idea to have radar. I don't support the idea of the radar to provide you with warp points on player ships however.

I also Definitely think that Dscan is currently pretty dumb. It's easy to use and I'm not complaing about that... but we're flying some really high tech spaceships here and yet a crappy list is what we get? it's nonsense. I don't completely agree on deleting it's current form since it doesn't require a lot of resources (it's lean).

/me gives thumbs up to a more advanced radar system.
Ganthrithor
School of Applied Knowledge
Caldari State
#10 - 2012-08-26 21:16:52 UTC
If you think d-scan only gives you a list of whats within 14au of your ship you're doing it wrong. Plus, the last thing the game needs is some auto-scanning thing to provide potential victims of space violence with ANOTHER set of alerts regarding their impending destruction. Intel channels, local, and dscan are enough.
Selaya Ataru
Phalanx Solutions
#11 - 2012-08-26 21:53:50 UTC  |  Edited by: Selaya Ataru
Dscan is fine, everybody gets some basic information and it scales very well with actual playerskills (the one not measured in sp mind you).

Edit: It could be nice to add some features to it, possibly a greater range for reduced scan angles or something similar but it certainly shouldnt be removed.
Bienator II
madmen of the skies
#12 - 2012-08-26 22:16:53 UTC
supported. less spread sheet, more scifi

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Gerrick Palivorn
Caldari Provisions
Caldari State
#13 - 2012-08-27 00:11:15 UTC
I like this idea a lot, I also like the idea of tying it to local, but I understand the OP's reasoning for omitting that option as it becomes the focus of the thread.

D-Scan is very primitive considering the setting of the game and I agree that an update is needed. I do believe that a completely auto/passive system is to black and white. There should be a manual button that works much like the current d-scan and gives the ship a snapshot of whats going on without entering fully active mode. It shouldn't give trajectories and such, just positions since it is a single scan and no delta value can be projected.

I also put in that ships that are cloaked can only use the passive abilities, I know that it was implied but I think that it needs to be clairified.

MMOs come and go, but Eve remains.  -Garresh-

Severian Carnifex
#14 - 2012-08-27 09:53:39 UTC
Bienator II wrote:
supported. less spread sheet, more scifi


BINGO!
why the hell everything in EVE must be table/spreadsheet???
give us some sci-fi stuff, some more visual feedback.
make this game feel like a game and not office work.

And one more thing, how appealing do you think is clicking on the same button every few seconds over and over and over?
and then you ask why new players dont stay long in EVE.
its zillion times more annoying and boring then mining, even then PI!!!
Please, reconsider, and make this game a game.
King Rothgar
Deadly Solutions
#15 - 2012-08-27 11:07:07 UTC
Loius Woo wrote:
Also, there is a problem with it as you describe and that is the warp in ability for things at close range. That means that snipers are even more screwed than they were by on grid scanning probes.
I also think that the best way to implement it on the overview is to add a small 3D sphere that shows dots in the direction of the contacts that are being detected, and a list that you can pull up. This way, when in passive mode when you are not actively looking for people but just using it to warn of incoming, you will see just a dot pop up, maybe with a range readout (if range is available). When you go active, you open up the list as you do now.

Another possible solution would be to have the 3D sphere as I said, but also have an overview option to enable SADAR contacts to be displayed when detected. This way you don't have so much screen clutter. You could even color code SADAR contacts to more easily pick them out from on grid contacts.

Very good idea, +1


I had a 3d display in mind for viewing the info in addition to a list mode style we currently have. I also agree that it shouldn't allow on grid warping.

Busta Rock wrote:
I like the idea overall, but would suggest tying aspects of the detection, direction of contact and rangefinding capabilities to target signature. for instance, a microwarping frigate at an off-gid safe would have a MUCH larger signature (as per normal) than one that is moving normally or on afterburner, thus enabling a hunter to more easily acquire a tactical warpin from longer ranges. conversely, a ship with low sigrad and/or ECCM modules/sigrad implants in use would be more difficult to get a lock on.


Good idea, fits in perfectly. Not exactly sure on how to balance out the various effects but this is only a general idea discussion.

bornaa wrote:

You were watching some submarine movie while writing this? Smile
I ask because that active and passive mode... thats like sonar.
You listen to sound (in this case EM waves) and you have some info about what is around you, but when you ping (create burst of sound (in this case EM wave)) you get much more info but others are alerted that you are here because pinging is loud.

I like sonar type scan idea a lot... Big smile


Actually I'm a big aviation buff so I was thinking of how real world military radar works. Modern military aircraft have a radar and a radar warning receiver. The radar works exactly like you'd think, it emits EM radiation and can use that to get both bearing and distance information. It does have limitations though like giving inaccurate ranges when you reach the limits of the set's range. It also alerts everyone at about twice you're radar's range of your presence via their radar warning receiver. The radar warning receiver alerts you of any active radar sets within it's detection range. It gives you basic info on it such as if it is airborne, SAM, ship or whatever else. It can't give range though, only type and bearing information.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

FloppieTheBanjoClown
Arcana Imperii Ltd.
#16 - 2012-08-27 13:33:41 UTC
There's nothing wrong with d-scan. I think it's a balanced mechanic that rewards the attentive player and punishes you for being sloppy and not using it.

Founding member of the Belligerent Undesirables movement.

Bienator II
madmen of the skies
#17 - 2012-08-27 14:10:35 UTC
FloppieTheBanjoClown wrote:
There's nothing wrong with d-scan. I think it's a balanced mechanic that rewards the attentive player and punishes you for being sloppy and not using it.

everything is wrong with dscan from a gameplay perspective

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Michael Loney
Skullspace Industries
#18 - 2012-08-27 15:42:24 UTC
+1

The SADAR is completely separate from D-scan, you don't have to remove D-scan to implement SADAR.

Active vs. passive is a perfect answer to the local chat problem as well. If you want to be out of local chat then stay passive and cloaked, but if you are hunting someone go active and be faster than them.

Now just add custom alerts for things like ships within 1 AU and other ships exploding in system and it will be a very valuable tool indeed.

To all the gankers out there, don't shed any tears because we want to better protect ourselves from you. Get smart, and find a way to work around your problems. It is a sandbox after all.
Jessy Berbers
The Scope
Gallente Federation
#19 - 2012-08-27 15:44:01 UTC
Good idea, i would love to see a sort of visual radar of roughly where everything is on the D-scan list, plus it just pulsing like a radar, and having to watch more where who ever comes for me, or where my target is heading towards.

Gankers should be also happy with this kinda of suggestion, as you can then see roughly where you're target is heading towards.

I am against the creating a warp to point though, thats what probes are for.

Greets
Jessy.
Usagi Toshiro
Strategic Exploration and Development Corp
Silent Company
#20 - 2012-08-27 15:45:50 UTC
D-scan is a useful if cumbersome tool. I like the idea of SADAR as a more dynamic and quickly learnable tool.

+1

Trolls are like stray cats. If you feed them they multiply. Please do not  feed the trolls.

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