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Docking/Undocking Animation

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Author
Gorgoth24
Aliastra
Gallente Federation
#81 - 2013-04-29 03:47:13 UTC  |  Edited by: Gorgoth24
+1

Where the stargate graphic improves immersion by removing an in-between system loading bar, removing the undocking loading bar in favor of a simple animation would drastically improve immersion imo.

Not to mention I always thought the camera should be facing out towards the universe you're about to explore and not back at the dingy station you're leaving.
Makoto Priano
Kirkinen-Arataka Transhuman Zenith Consulting Ltd.
Arataka Research Consortium
#82 - 2013-04-29 04:10:15 UTC
Agreed. Focusing back on the bay shows the ship blinking into existence, and the low-poly hangar interior.

An easy transition would be to follow the ship flying toward the station traffic, a fade transition of some sort, and then showing the ship flying out of the station -- from behind the ship, showing what's forward.

Depending on length of transition, merging with station traffic...

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Ranger 1
Ranger Corp
Vae. Victis.
#83 - 2013-04-29 04:22:13 UTC  |  Edited by: Ranger 1
I agree.

Optional is preferred.

If they need it to keep it no longer than the sequence normally takes then I think it would suffice if your camera view shifted to be opposite the opening where the ship traffic in the back ground will be visible... the engines flare to life and the ship begins to move forward slightly while swinging it's nose towards that opening as it gains speed... then fade to a view from behind the ship as it exits the station.

Perhaps this could include a slightly longer sequence at the end with your ship traveling towards the main hanger opening with space in front of you. In this way you could possibly see the other ships around you that are just about to exit into space for a few moments until you exit... instead of how it currently is where your ship appears after it has already exited. This would provide a more realistic change from station environment into a space environment.

While it would be very, very cool to see your pod dock with it if you had CQ turned on as part of the sequence, and it would be nice to see the ship move all the way to the station exit under any circumstances, this would take too long and only the most die hard RPers would leave it turned on for any length of time.

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Ranger 1
Ranger Corp
Vae. Victis.
#84 - 2013-04-29 04:27:11 UTC
Eugene Kerner wrote:
It has to be optional.
SOmetimes whole fleets need to undock on short notice and jump to an open cyno.
If eve freezes on some clients because of the animation (not everybody plays on high end equipment) whole ops were in danger.
There would be a lot of petitions....

Well, the new jump gate animations actually allowed some streamlining that actually reduce load. Hopefully the same could be done with this.

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Hazzard
Chaotic Dynamics
#85 - 2013-04-29 04:29:20 UTC
I would love a more realistic docking, even if it did mean waiting longer to dock. (yes undocking too)

As previously mentioned I would also love it if you had to approach a hangar instead of just any direction on the station. So if you warp in behind the station you need to go around to dock.

Dersen Lowery
The Scope
#86 - 2013-04-29 04:52:42 UTC
For now I don't mind that the animation is only as long as necessary to cover the transition. It's still immersion-shattering to have your ship go from a huge dock deep in a station to outside the station in a few seconds, but the alternative, verisimilitude, would be a huge drag, because the game automatically puts you either deep in a station dock, or in your clothes in your CQ.

If CCP wants to make the process both cool and flexible, they should flesh out stations. Imagine docking, and winding up in a gigantic hangar with a lot of other ships. This is the outer dock: Very fast indeed, but with lighter services (basically, reps and cap as if by a logistics ship) at fees that are set by the owning corp (with variables for standing, etc.), and there's nowhere to hide. Assuming that stations are headed the way of outposts, the outer dock would be destructible; once destroyed, piloted ships would be dropped into space after taking damage, and unpiloted ships would be subject to the whims of the loot fairy. You could get out of your pod, but the process would be slow and you'd be dropped into a public area, so still, nowhere to hide. You could walk to the elevators and take one up to your CQ/corp offices.

Now, imagine a standard dock: A corp-settable docking fee. Better repair services (the fees for which, again, go to the owning corp), harder to destroy, much faster egress into and out of your pod because you're docked right about where the captains' quarters are, and you land in your CQ; but it takes longer to get in and longer to get out.

Last, storage: The cheapest option by far. Excellent services. You can choose the option of docking in the public outer dock and having your ship towed to storage, or docking in the standard dock and having it towed to storage (faster). Stored ships would be as safe as the game allows, at the cost of taking a long time to pull out of storage, re-crew, and launch, but at least a simple message would allow the process to begin remotely, from essentially anywhere--for a fee, of course.

This sort of tiered system would not only allow for a number of different station customization options, new PVP options and the possibility of player corps profiting from a high-traffic station, it would also introduce terrain to the game, in the form of time. There would be advantages and disadvantages to each option. It would also introduce verisimilitude, which is never a bad thing, but it would do so in the context of deepening game play.

Sure, the current system is nice. It's also shallow and silly, and it doesn't hold up well given the incredible depth of complexity of the rest of the game, and the faithfulness of the rendering otherwise. It would be also nice to be able to teleport to Jita, right? That doesn't mean it's better for the game.

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Velicitia
XS Tech
#87 - 2013-05-01 02:26:42 UTC
Lucy Sazas wrote:
Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now.


this would actually make a lot of sense ... kinda like in the new trailer, yeah?

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Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#88 - 2013-05-01 02:53:48 UTC
Velicitia wrote:
Lucy Sazas wrote:
Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now.


this would actually make a lot of sense ... kinda like in the new trailer, yeah?

I second this idea.
Merouk Baas
#89 - 2013-05-01 03:03:10 UTC
Options:



1. We're spinning ships in-station, but the ship is immobile with regards to the station. No reason why the ship should just float in its docking bay; anchor it with a locking mechanism, and have tubes and crap protruding from it, one tube which can be used by the pod to enter the ship.

You can then have 2 animations:

- one for undocking - release clamps, ship accelerates out of the station via a corridor.
- one for switching active ships in-station - robotic arm picks up the current ship and parks it away and the new active ship is brought in and locked into the tubes and clamps.



2. According to the lore, the black screen we see is because the external cameras the ship launches aren't connected to our minds so we can't see anything yet. So, for the undock animation, black screen, some sort animated fitting screen showing status A-OK, requesting undock permission, loading external ship traffic data into cranial interface, connecting to external cameras, and voila. Aura voice narrating the whole thing.



3. When clicking the undock button >>>, it explodes into 15 pieces, some yellow some black, and you have to click on 5 yellow and 3 black pieces before they fade, to undock. Yes. Exactly.
Ryuu Shi
School of Applied Knowledge
Caldari State
#90 - 2013-05-01 03:31:52 UTC
There should be two types of undocking animations. One for WiS and the other when you're in 'ship spinning' mode .How i think it should be:


WiS mode:

When you hit the undock it should look borrow some ideas off Mechwarrior Online Power up sequence showing here:Mech Power up. The idea is while you're sitting in your pod the avatar is linking up to whatever devices CCP wants through in there and at the same time AURA is speaking to you current system etc etc. The example from MWO only takes 10 seconds.

Ship Spin mode:

We can see the ship has been 'hard docked' into the station via clamps linked to the bottom of the ship so it looks like it is 'resting' on some type of plant form. We hit the undock button and lights go off, clamps starts to throw off some smoke animations while unclamping itself off the ship, engines start to power up and finally the ship starts to move slowly to the entrance. It fades from there and loads to the outside. It should only take 10 seconds as well.

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Jarod Garamonde
Federal Navy Academy
Gallente Federation
#91 - 2013-05-01 03:50:35 UTC
KuroVolt wrote:
This is the one Im really looking forward to.

But all of a sudden it hit me: While I would love to see my ship fly towards the exit of its hangar and towards the main docking/undocking bay of the station, such an animation would take alot more time than a loading bar so it would probably not be very well recieved by the more *get down to bussiness* players.

Would you mind taking a few seconds longer to dock/undock in the name of immersion?
And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?


Yes..... let's give people EVEN MORE OF A REASON TO PLAY UNDOCK GAMES!
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Niko medes
Freeman Technologies
#92 - 2013-05-01 04:06:17 UTC
Make it absolutely stunning and make it optional. Done.
Arkady Vachon
The Gold Angels
Sixth Empire
#93 - 2013-05-01 06:55:11 UTC  |  Edited by: Arkady Vachon
What happens when the launch animation hangs up in lag... ;)

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AndromacheDarkstar
Caldari Provisions
Caldari State
#94 - 2013-05-01 07:12:50 UTC
Providing it takes the same amount of time as the prgress bar now, or a rule is addded saying it taeks 3 seconds ect for everyone to undock then anything that makes that process more immersive is great.

I would suggest that the Station doughnut your ship is spinning on retracts its arm or the arm is retracted from it and it lowers itself down off screen while lights flash on all sides in a downward pattern. Nice and quick, dosent have to show ship leaving station but does give some indication its gonig somewhere and removes loading bar.

my two cents
Adria Kizama
Omega-5
#95 - 2013-05-01 07:34:37 UTC  |  Edited by: Adria Kizama
Greetings,
I think a short Animation that shows the pod been connected to the Ships Interface, while leaving the Stations Entrance, would exact the right thing for a undock Sequenze. This is exactly what we can see in the new "Origins" Trailer and that would perfectly match the loading time for undocking.

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KuroVolt
Federal Navy Academy
Gallente Federation
#96 - 2013-05-01 12:24:05 UTC
I wouldnt mind if it took larger ships longer to undock.
I think its something everyone would learn to live with and would be prepared for eventually.

Ofcource alot of people would call *outrage* at first, but CCP could have done it that way from the start and nobody would have complained if its all they ever knew.

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Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#97 - 2013-05-01 12:34:28 UTC
While station undocking is being looked into, how about giving certain ridiculously overpopulated stations like Jita 4 - 4 multiple undock ports?
Singoth
Federal Navy Academy
Gallente Federation
#98 - 2013-05-01 12:48:14 UTC
Could be done in multiple ways:

- Fast and simple, by seeing your ship on some launch pad, then watch it get launched into space while you fly through a short/long tunnel. (for as long as you would normally get a loading bar.)
(example: http://youtu.be/B2L-D6_mvEs?t=1m )

- Slow, by seeing the intricate details of grappling hooks disengaging, watching your ship hover for a bit, then watch the thrusters engage as blast doors open and you fly out of the station. Obviously this would take a couple seconds.
(example: http://www.youtube.com/watch?v=m6EHt4vt_IQ )


Docking sequence... I think a simple and fast animation of the ship flying in and stopping at where you normally spin your ship, would suffice.
But an intricate and detailed clip of the ship flying in a-la Mass Effect (example vid: http://youtu.be/GPIQUKJGGoY?t=22s ) would be awesome as well :P

Less yappin', more zappin'!

FluffyDice
Kronos Research
#99 - 2013-05-01 12:55:55 UTC
As far as undocking goes: http://www.youtube.com/watch?v=9XcBsmVgC3s

Do that.
Samillian
Angry Mustellid
#100 - 2013-05-01 13:12:40 UTC
I really don't mind this with the provisos that the animations used do not adversely affect docking / undocking times and that they are optional features.

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