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Player Features and Ideas Discussion

 
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PvP Autopilot Scripts

Author
Chromoburst
Corporate Scum
#1 - 2012-12-04 03:18:17 UTC
There are a lot of advanced maneuvers that can be handled client side that are difficult or impossible for a human player to perform and there are some tasks that are mundane but necessary in all parts of eve.

My suggested feature: Autopilot scripts that load like any other script and automate various types of flight operations.

Example 1: "Maximize Transversal Velocity at Range" and "Minimize Transversal Velocity at Range"
In PvP one ship may rely on maximum transversal velocity to augment the effectiveness of their tracking disruptors. But as the target rotates, gets bumped, orbits, etc this sometimes gets marginally negated. Maximizing the transversal might logically alter directions when two ships are orbiting at near the same speed and are thusly 'locked' to each other with relatively low transversals. Alternately a slower ship being disrupted my try to rotate, align, or withdraw in various ways and combinations so as to minimize the transversal of its target. On fast ships this may produce the orbiting lock that would negate transversal.

Example 2: "Maximize orbital velocity" or "Maximum orbital transversal velocity"
Tight orbits are not always the best. This occassionally produces the eliptical orbit which in turn produces moments of low transversal velocity. This script may automatically begin orbiting the target at the distance which produces the maximum speed regardless of what effects are being applied to the ship. Sometimes it is maximum speed that is desired such as in the case of a ship capable of outrunning drones and missiles. Other times a slower speed produces an orbit with a higher transversal velocity which is effective against larger guns.

Example 3: "Collision Avoidance" and "Avoid at Range"
It is occasionally beneficial to avoid bumping into things while still traveling on your path. This is true in the case of mining ships stuck in asteroid belts and in the case of covert ops ships. It can be difficult to quickly find the best direction to take to avoid being decloaked by an incoming ship. A script set to auto avoid obstacles at range would allow a covert ops ship to analyze the trajectory of a moving vessel and execute an avoidance path to compensate. This would be computationally intensive if programmed poorly but many objects in space can be ignored based on their relative trajectories and distance from the players ship.

Example 4: Keep multiple targets at range.
Its nice to keep 1 ship at range but sometimes this puts you out of range or within range of other ships. In missions, mining, and pvp this would be invaluable. This would try to keep all targets within a specified range if at all possible. When this is impossible it will give priority to the primary target. When that target is destroyed or lost it moves the ship into position with another target.

Other thoughts:
Combining scripts - Collision avoidance in tandem with keeping multiple targets at range or orbiting with a maximum transversal. Keep one set of targets at one range while keeping another set of targets at a different range.
Game effect - This in my opinion would drastically improve the enjoyment of all parts of combat. It would also allow CCP to produce additional piloting effects that show the ship doing various combat turns and tricks. It would even open up the ability for certain ships to perform combat maneuvers specific to that ship class.
Implementation - There is very little server side code necessary for this sort of feature but there would need to be considerable thought put into the mechanics of each maneuver and I'm sure tons of small bugs. Other wise this is basic geometry.

I hope this has given you something to think about. I think this idea has a lot of potential. If there are any significant concerns or thoughts from the devs I would like to hear them.

Thanks
Chromoburst



All your base are belong to us!

Crimeo Khamsi
Viziam
Amarr Empire
#2 - 2012-12-04 04:00:04 UTC  |  Edited by: Crimeo Khamsi
What do these scripts load into? You would likely need some sort of module to do this.

I kind've like the idea. What I would like very much MORE, however, would be if there were an API for this, such that players could write and load in and then sell their OWN scripts, to do anything related to ship movement that their little hearts desired.

Basically, the API would have hooks for all of the things that your overview has access to, and their 3-d relative positions to you.

Then you could write plugin type scripts that can use any of that information and basic libraries, and output commands for how to turn and maneuver your ship. The upload them to EVE and trade them as commodities or use them yourself.

In order to make sure people didn't write virus scripts that hogged up resources and crashed the game, every ship could be allocated a maximum, small amount of RAM (e.g. a few kilobytes) that it would be allowed to use for its scripting purposes. if it goes over budget, it simply stops and starts over the next tick.
Chromoburst
Corporate Scum
#3 - 2012-12-04 04:23:06 UTC
Thats considerably more involved than my suggestion Crimeo

The scripts wouldn't necessarily need to load into a new module. An additional button on the over view would suffice. The scripts could be said to load into the ships navigational array itself.

All your base are belong to us!

Crimeo Khamsi
Viziam
Amarr Empire
#4 - 2012-12-04 04:45:49 UTC  |  Edited by: Crimeo Khamsi
Not necessarily. Either way, they'd have to code it to accept scripts, and make the ships have a load-in thingie (module or not). And if it were an API, then they could spend their time making an API instead of those 4 scripts (which could be left to players, along with every other script). Might end up not even being that different, workwise. Very different awesomeness-wise, though.

By "API" by the way, I am talking like.. the most barebones API you can possibly imagine. As in, it has only two API read method (grabbing a hashtable from the game or whatever stores object positions, and grabbing target info), and only one API write method (setting vector and speed).
Minty Moon
#5 - 2012-12-04 05:11:58 UTC
I think this should be something left up to pilot skill and attention, and automating it, even a little would take away a lot from the games appeal of how you have to pay attention to so many small things in order to be the best. That adding scripts to lessen this and essentially "carebear" up flying in an active environment more so than we already have available to us is just. I wouldn't say bad idea necessarily. But not smart or really respectful to the actually devoted skill involved in needing to be good. As manual piloting skills can make or break a lot of pvp fights.
Crimeo Khamsi
Viziam
Amarr Empire
#6 - 2012-12-04 05:46:02 UTC
Quote:
But not smart or really respectful to the actually devoted skill involved in needing to be good. As manual piloting skills can make or break a lot of pvp fights.

On the other hand, if players could upload their own privately coded scripts *cough cough* then skilled corporations with skilled programmers would also make or break a lot of pvp fights. That's not carebeary at all. That's hardcore real life human skills and corp logistics and proprietary software letting you wipe the floor with people who aren't as clever as you, as you unleash crazy coordinated squad maneuvers with 14 different complementary scripts, etc. that they do not have access to.
Chromoburst
Corporate Scum
#7 - 2012-12-04 05:53:54 UTC
yeah I don't like the API idea at all.

@Minty
there are some aspects of this that would supplant personal piloting ability. but that is often the extreme. few fights seem to have large scale maneuvering. in fact you see alot of ships never even move during an engagement or just orbit a fleetmate or the gate. and some of what I suggested is simply impractical for a pilot or even impossible such as rotating a BC to negate a cruisers speed.

eve really lacks flexibility in its piloting system. this is one way to expand that

All your base are belong to us!

Dawn DiDacyria
The Scope
Gallente Federation
#8 - 2012-12-04 09:28:09 UTC  |  Edited by: Dawn DiDacyria
I like this idea.
It's almost impossible to pilot your ship on your own as it is, and most of the commands we have access to do not help in attempting any of the OP's mentioned manoeuvres.

Combo scripts would be nifty too, like keeping Transversal up against a BS while keeping within range of a Cruiser so as to avoid being hit as often by the BS and still being able to pummel the Cruiser.

I'm against API's though as many, many players would have no clue as to how to set one up effectively and the corps/alliances with programming or API knowledgeable members would get what I would consider an unfair advantage.

Having EVE Skills determining ability to create such navigational/manoeuvring scripts would be good though as any one could in essence get to either make their own predetermined scripts or buy them from others that can make them.

Cheers
Paikis
Vapour Holdings
#9 - 2012-12-04 09:57:24 UTC
No. IFL2P