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Missile range

First post
Author
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#21 - 2011-10-15 14:37:38 UTC
I have no idea why are people talking about movement of the attacker and target in relation to the missile range. The range of a missile, defined as the maximum distance the missile travels from the moment of launch to when it dissipates in space, is always fixed for a given pilot and ship loadout. Unlike turrets, my target can move out of my range while my missile is in flight, but that doesn't mean my range changes.

For example, let's say that with my skills and my fit my missiles travel at 5 km/s and last in space for 10 seconds. Let's also say that they lose 5 km due to needing to accelerate (this is given by the physics engine, and again unaffected by the movement of anything). This means that a missile will always travel 45 km, not more, not less. If the poor sod sitting 40 km away from me realizes that he's got missiles coming his way, and manages to burn to 50 km away from me, he will not get hit. But that still doesn't make the distance my missiles actually travelled any less (or more) than 45 km!
Tippia
Sunshine and Lollipops
#22 - 2011-10-15 14:52:07 UTC
Abdiel Kavash wrote:
I have no idea why are people talking about movement of the attacker and target in relation to the missile range. The range of a missile, defined as the maximum distance the missile travels from the moment of launch to when it dissipates in space, is always fixed for a given pilot and ship loadout. Unlike turrets, my target can move out of my range while my missile is in flight, but that doesn't mean my range changes.
It means that the maximum flight distance of your missile bears no connection with, and can't be compared with, the range measurement you see in the overview.
Sir Substance
Sebiestor Tribe
Minmatar Republic
#23 - 2011-10-15 14:57:53 UTC
Tippia wrote:
It means that the maximum flight distance of your missile bears no connection with, and can't be compared with, the range measurement you see in the overview.


That's not true and you know it, but even if it were true that wouldn't make the information useless.

Knowing your target is definitely out of range can sometimes be more important then being a little unsure that they are in range. For example, when timing the decloaking of a stealthbomber.

In other words, you still have not come up with a compelling, sound and logical argument why this shouldn't be implemented, you are still arguing pedantry.

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#24 - 2011-10-15 15:39:09 UTC  |  Edited by: Abdiel Kavash
Tippia wrote:
Abdiel Kavash wrote:
I have no idea why are people talking about movement of the attacker and target in relation to the missile range. The range of a missile, defined as the maximum distance the missile travels from the moment of launch to when it dissipates in space, is always fixed for a given pilot and ship loadout. Unlike turrets, my target can move out of my range while my missile is in flight, but that doesn't mean my range changes.
It means that the maximum flight distance of your missile bears no connection with, and can't be compared with, the range measurement you see in the overview.


It very much can, when shooting either at a stationary target, or a reasonably slow target reasonably within (or well outside) the range.

Current process of determining whether you should get closer to your target before firing the missiles:

1) Check the showinfo of your missiles.
2) Multiply speed * flight time.
3) Add a fudge factor for missile acceleration.
4) Adjust for relative movement of the target.

With the proposed suggestion in place:

1) Check the showinfo of your missiles.
2) Adjust for relative movement of the target.
Joe Risalo
State War Academy
Caldari State
#25 - 2011-10-15 22:01:01 UTC
Abdiel Kavash wrote:
Tippia wrote:
Abdiel Kavash wrote:
I have no idea why are people talking about movement of the attacker and target in relation to the missile range. The range of a missile, defined as the maximum distance the missile travels from the moment of launch to when it dissipates in space, is always fixed for a given pilot and ship loadout. Unlike turrets, my target can move out of my range while my missile is in flight, but that doesn't mean my range changes.
It means that the maximum flight distance of your missile bears no connection with, and can't be compared with, the range measurement you see in the overview.


It very much can, when shooting either at a stationary target, or a reasonably slow target reasonably within (or well outside) the range.

Current process of determining whether you should get closer to your target before firing the missiles:

1) Check the showinfo of your missiles.
2) Multiply speed * flight time.
3) Add a fudge factor for missile acceleration.
4) Adjust for relative movement of the target.

With the proposed suggestion in place:

1) Check the showinfo of your missiles.
2) Adjust for relative movement of the target.



Exactly....

Personally, I dont' even care if I still have to do the multiplication.

The major issue here, expecially with short range missiles, is the "fudge factor" that is missile acceleration time.

Now, would I like to be able to see my EXACT range on a stationary target without doing any math....Sure...

However, i'm willing to deal with the math as long as the bs random acceleration time is already factored into my flight speed.

Honestly, this isn't that hard to do and there are 2 options to clear is up.

1) Reduce the flight speed to show ACTUAL range when the multiplication is done, which basically means, reduced DISPLAYED missile range, but not reducing their actual range.

2) Boost missile flight time and speed but do not show the added numbers under the info. These would basically be hidden caculation numbers that the players wouldn't see. It's just there so that missiles will go the actual range that is currently displayed.

Now, when it comes to these 2 choices, it's obvious that missile pilots would prefer option 2 so that, like turret pilots, we'll be able to get the range that we've been displaying for years.

However, any pilot flying a ship with torps has been used to this "fudge factor" for some time now, so if CCP went with option one in order to avoid the QQ of other pilots, we'd be willing to accept this reduction in displayed range, because we already know it's the same range we've always been getting, but now we dont' have to do the fudge math ourselves.

So again, whether you choose the not so good option for missile pilots, or the good for missile pilots option.

It doesn't matter, we're just tired of the fudge.

And in my personal opinion, I'm rather disapointed that CCP never thought to factor acceleration time from the beginning.
It was literally the difference of a displayed number that had no actual effect on the missiles themselves.

Seriously, it's a cosmetic number. Either adjust the number, or rework missiles to give us displayed range. Either way, missile pilots will be happy to kill off the fudge factor.
Joe Risalo
State War Academy
Caldari State
#26 - 2011-10-16 16:37:41 UTC
bump
Tanya Powers
Doomheim
#27 - 2011-10-16 16:43:22 UTC
Tippia wrote:
Sir Substance wrote:
The truth is that it would be trivial to make the UI do a quick check on your skills and any relevant effects, and calculate the range of your missiles, and just stick it in the info on the launcher, in exactly the same manner that turrets do.
…the difference being that the turrets actually show the range, whereas missiles do not really have that value.



Missiles have "Flight time" and this is why.
Tippia
Sunshine and Lollipops
#28 - 2011-10-16 17:12:58 UTC
Sir Substance wrote:
That's not true and you know it
Of course it's true. A ship can be at 15km range, and you can fire your 150km flight distance missile at him and not have enough “range”…
Quote:
but even if it were true that wouldn't make the information useless.
Sure. Having the max flight distance readily available might be handy, but that doesn't change its very lose connection to the range to target shown in the overview and the concept of range as it applies to turrets.
Quote:
In other words, you still have not come up with a compelling, sound and logical argument why this shouldn't be implemented
Why would I?
Quote:
you are still arguing pedantry.
No, I'm arguing mechanics and terminology.
Abdiel Kavash wrote:
It very much can, when shooting either at a stationary target, or a reasonably slow target reasonably within (or well outside) the range.
…in other words, you can't really compare them since you have to pile on all those conditionals to make it work. It's not the same general concept.

Range, as shown in the overview, and turret range is not the same thing as missile flight distance.
XXSketchxx
Sniggerdly
Pandemic Legion
#29 - 2011-10-16 19:23:43 UTC
I vote you stop posting terrible ideas in the subforum.
Joe Risalo
State War Academy
Caldari State
#30 - 2011-10-16 19:29:25 UTC  |  Edited by: Joe Risalo
XXSketchxx wrote:
I vote you stop posting terrible ideas in the subforum.


I vote you stay off the forums unless you have a good agree or disagree suggestion.

If you aren't a missile pilot then this suggestion shouldn't even apply to u, and if you're a troll then get back under your bridge and shout your illagit rants elsewhere.
XXSketchxx
Sniggerdly
Pandemic Legion
#31 - 2011-10-16 19:34:28 UTC
Joe Risalo wrote:
XXSketchxx wrote:
I vote you stop posting terrible ideas in the subforum.


I vote you stay off the forums unless you have a good agree or disagree suggestion.

If you aren't a missile pilot then this suggestion shouldn't even apply to u, and if you're a troll then get back under your bridge and shout your illagit rants elsewhere.


Assumptions are fun amirite?

My main uses missiles primarily. People have already stated why this idea is terrible.

But really, almost every one of your threads shows a failure to understand fundamental game mechanics.

Do you even play Eve?
Joe Risalo
State War Academy
Caldari State
#32 - 2011-10-16 20:02:35 UTC
XXSketchxx wrote:
Joe Risalo wrote:
XXSketchxx wrote:
I vote you stop posting terrible ideas in the subforum.


I vote you stay off the forums unless you have a good agree or disagree suggestion.

If you aren't a missile pilot then this suggestion shouldn't even apply to u, and if you're a troll then get back under your bridge and shout your illagit rants elsewhere.


Assumptions are fun amirite?

My main uses missiles primarily. People have already stated why this idea is terrible.

But really, almost every one of your threads shows a failure to understand fundamental game mechanics.

Do you even play Eve?


Well good for you. Lol, funny how you don't post are ur main but your trying to get me to post on my main. Lol, I e-scared bro?

Now, back on topic, where exactly am I missinga fundamental of missiles here? They have a Max range. That Max range is determined by multiplying flight time by velocity. Yet there is a fudge factor that can't truly be determined by the player. So not pony can we miss targets because they fly out of range while our missile is in flight, but we also have to try and determine this fudge factor.
So were getting reduced range because of acceleration time, and then were losing the target due to his movement.
All I'm suggesting is that we are given a legitimate Max range with no fudge factor.

Just because the target is moving doesn't mean that missile range is any more or any less than what is listed. Either way my missiles are going that distance, which means what? Could it mean that's my Max flight range? I bet it does....
XXSketchxx
Sniggerdly
Pandemic Legion
#33 - 2011-10-16 20:06:31 UTC
Joe Risalo wrote:


Well good for you. Lol, funny how you don't post are ur main but your trying to get me to post on my main. Lol, I e-scared bro?
.



My main is on vacation. I am Emperor Salazar. And you are not very bright.
Joe Risalo
State War Academy
Caldari State
#34 - 2011-10-16 20:15:43 UTC
XXSketchxx wrote:
Joe Risalo wrote:


Well good for you. Lol, funny how you don't post are ur main but your trying to get me to post on my main. Lol, I e-scared bro?
.



My main is on vacation. I am Emperor Salazar. And you are not very bright.


Good for you. Never cared who your main was because it doesn't at all apply to the conversations we're having, nor does the name of my main, my alliance, or my location. So stay on topic and mind you buisness, instead of worrying about mine, but just so you feel better about you life, I'm not in your alliance.
Tippia
Sunshine and Lollipops
#35 - 2011-10-16 20:27:16 UTC
Joe Risalo wrote:
Now, back on topic, where exactly am I missinga fundamental of missiles here? They have a Max range. That Max range is determined by multiplying flight time by velocity.
…minus acceleration time.

You're missing that max flight distance is not quite the same thing as “range” in the way the game handles that particular measurement for everything else in the game. We're not even talking about flying in and out of range — we're talking about catching a target that is, in absolute terms, very close by.

It's just the wrong term, that's all.
Quote:
Just because the target is moving doesn't mean that missile range is any more or any less than what is listed.
Its range most certainly changes — its max flight distance does not. The trick in figuring one out from the other lies in understanding whether the flight distance will be enough to cover the range to the target.
Joe Risalo
State War Academy
Caldari State
#36 - 2011-10-16 20:51:03 UTC
Tippia wrote:
Joe Risalo wrote:
Now, back on topic, where exactly am I missinga fundamental of missiles here? They have a Max range. That Max range is determined by multiplying flight time by velocity.
…minus acceleration time.

You're missing that max flight distance is not quite the same thing as “range” in the way the game handles that particular measurement for everything else in the game. We're not even talking about flying in and out of range — we're talking about catching a target that is, in absolute terms, very close by.

It's just the wrong term, that's all.
Quote:
Just because the target is moving doesn't mean that missile range is any more or any less than what is listed.
Its range most certainly changes — its max flight distance does not. The trick in figuring one out from the other lies in understanding whether the flight distance will be enough to cover the range to the target.


You're right in that flight range is different from range, however I have stated that when it comes to missiles you can't base them off a moving target. Base them off a stationary target which means you can factors their flight distance as range.

Again though. The fact that we have to subtract an unlisted number that is not able to be precisely determined by the player is not appropriate. We can not hit a stationary at what is displayed as maximum flight range because we have to factor a variable that we have no numbers on. That is my point.

So remove the math from missiles and list our Max "flight range" and have our acceleration time factored into it so there is less variables the players have to determine.

Turret pilots only have to worry about factoring tracking.

We have to worry about experience radius, flight range, an indeterminable variable of target flight, and acceleration.
Do the math and take out figuring flight range with acceleration, that way we can focus on experience radius and target movement.
Sir Substance
Sebiestor Tribe
Minmatar Republic
#37 - 2011-10-17 00:11:47 UTC
Tippia wrote:
Sir Substance wrote:
That's not true and you know it
Of course it's true. A ship can be at 15km range, and you can fire your 150km flight distance missile at him and not have enough “range”…

And so, because if you fire a cruise missile at an interceptor it will do this, all range information on every missile is completely useless and thus not worth 2 hours of developer time to fix?

You are bad at arguments man, just stop.

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Joe Risalo
State War Academy
Caldari State
#38 - 2011-10-17 01:33:13 UTC
If you take a missile and fire at a stationary target it results in "range".

However, this still isn't the matter at hand.

The matter at hand is that we multiply our flight time by velocity in order to get our "flight distance".
However, we have to work in a fudge factor for acceleration time.

There is no reason why acceleration time couldn't have been factored in by reducing the displayed velocity or displayed flight time.

It is literally a matter of changing a few numbers that are sheerly there cosmetically to let the players know their flight distance.

Simple, easy, why not?
CCP Phantom
C C P
C C P Alliance
#39 - 2011-10-17 15:55:59 UTC
Off topic posts removed.

Please stay on topic, thank you!

CCP Phantom - Senior Community Developer

Ingvar Angst
Nasty Pope Holding Corp
#40 - 2011-10-17 16:09:59 UTC
You know... I'm going to side with the OP here. I wouldn't mind at all seeing a "flight path range", so to speak, displayed. If I know my flight path range is 64KM and I'm 65KM from a target racing towards me I'll likely go ahead and fire, but if my fpr is 64KM and the target is 55KM yet racing away I won't waste the ammo.

It's fine to see a value that says "Your missile's maximum flight path is n KM". I'm still responsible for making the mental tweaks as far as realizing whether or not I'll be able to hit a moving target at a particular range heading in a particular direction at a particular speed, but just having that fpr as a fixed, easy to see value would help.

Six months in the hole... it changes a man.

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