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Player Features and Ideas Discussion

 
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Unique wrecks for ships

Author
Dhuras
The Classy Gentlemans Corporation
Moist.
#1 - 2013-12-18 04:34:01 UTC
Name says it all.

Would be nice if wrecks for ships actually somewhat resembled the ship. Like a geddon leaves a half split geddon wreck or something along the lines of an exploded geddon.

Albeit this is small and would likely be quite an art team investment, but would be nice.
Altered Ego
Deep Core Mining Inc.
Caldari State
#2 - 2013-12-18 06:31:10 UTC
Some sort of procedurally generated wreak would be some nice eye candy, but I honestly think it would be a lot of work for an not-so-critical feature ... of course, if the generated the -interiors- of those wreaks so we could dock with and salvage them ... that would be an whole different ball game. =)
Viki Katana
Kusari Navy
Kusari State
#3 - 2013-12-18 07:38:09 UTC
Eye candy indeed... I've thought they should have done this along time ago. Although I'd imagine this would make horrible lagg after you accumulate a bunch of wrecks.
Gigan Amilupar
Viziam
Amarr Empire
#4 - 2013-12-18 10:25:53 UTC
Viki Katana wrote:
Eye candy indeed... I've thought they should have done this along time ago. Although I'd imagine this would make horrible lagg after you accumulate a bunch of wrecks.


I don't really see how it would make a difference then the current system. It's a unique art asset that would be loaded...currently, player ships are all unique art assets so it's not like it would put any more strain on the system then the load of individual ships (less, since it's a container). In fact, I don't think the load difference would be much more then the current amount when loading wrecks, in large quantities or not (although I could be wrong).

Regardless, it seems like a nice idea to put into the "someday" bin. I'm sure art assets could be better used for now, but it would be cool to see eventually.
Britannica
Legion of Ghost
#5 - 2013-12-18 11:02:03 UTC
nice bit of eye candy for the game, though I wouldnt expect to see unique wrecks until after tiericide is done at the earliest
Allyssa Lowell
Imperial Shipment
Amarr Empire
#6 - 2013-12-22 05:16:29 UTC
the number of new objects that would need to be created would far out weigh the benefits of the immersion something like this would give. and the lag generated by the servers having to choose between the various wreck models in a large PVP engagement would cause several people to be unhappy with another 'feature' of the game.

I do agree that something like this would be nice. but from a programming standpoint, I don't think the benefits are high enough to go through the work of actually doing it. as well as the number of complaints at the patch time when those models are added to your EVE file.

also once something like this is implemented your post would change from 'wrecks' to 'more wrecks' and then we are looking at several variations of those wrecks being downloaded into each new EVE client making a large game even bigger.

a lot of code optimization would need to occur before something like this could/should be implemented.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#7 - 2013-12-22 05:36:31 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Allyssa Lowell wrote:
a lot of code optimization would need to occur before something like this could/should be implemented.

Those arts are loaded locally and would not put any additional strain on servers as servers already send you enough information about wreck. If ships will have only 1 wreck model for their ship class then no additional info needed to be sent - just swap generic models with eye candies of appropriate ship class client-side. In case of several wreck models - 1 byte of additional wreck info will have to be sent to clients and thats not that much. If your PC is not strong enough then an option to reverse to generic models could be added (akin to "remove drone models").

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Sentamon
Imperial Academy
Amarr Empire
#8 - 2013-12-22 05:37:32 UTC
Allyssa Lowell wrote:
the number of new objects that would need to be created would far out weigh the benefits of the immersion something like this would give. and the lag generated by the servers having to choose between the various wreck models in a large PVP engagement would cause several people to be unhappy with another 'feature' of the game.


The several unhappy people are unhappy anyways.

+1 to the OP idea. Some cool concepts on this were shown at fanfest.

~ Professional Forum Alt  ~

Daenika
Chambers of Shaolin
#9 - 2013-12-22 05:39:27 UTC  |  Edited by: Daenika
Quote:
I don't really see how it would make a difference then the current system. It's a unique art asset that would be loaded...currently, player ships are all unique art assets so it's not like it would put any more strain on the system then the load of individual ships (less, since it's a container). In fact, I don't think the load difference would be much more then the current amount when loading wrecks, in large quantities or not (although I could be wrong).


Technically wrong. Right now, there are maybe a half-dozen wreck models. You'd need a couple hundred new art assets for this, and those assets would have to be loaded at runtime. Considering the current load of art assets, it probably wouldn't be much of a performance hit, but it's still more assets to load and dynamically display (and more for them to design, for that matter).

And that's assuming they are pre-modeled. If they are procedural, you're talking a whole new level of load. The processor would have to generate those wreck on the fly for every kill, and maintain the wrecks in memory. If they aren't static (ie. the pieces can drift), the processor would have to continue to devote calculations to them until they leave grid. If there's any sort of interaction capable between them (ie. collisions, both with ships and with other wrecks), then that leads to another load, and one that scales polynomially with the number of wrecks on field.

If that procedural generation is to be synced (ie. the same on each person's client, instead of just being a local animation), such calculations would have to be done server-side instead. While this would free up resources from the client systems, it would take a rather massive toll on the already flagging servers, particularly during large fights.

You also have to keep in mind the intel potential of unique wrecks. Currently, all a wreck tells you is race and class ("Amarr Advanced Battleship Wreck" = T2 Amarr BS). Informing you of hull type as well (and possibly if it's a faction variant or not, if the wrecks are that specific in their models) would be a large amount of additional intel, if you're investigating the evidence of a battle afterwards. Possibly not a big deal in large fights, but if you're looking at the wreck of a ship lost to sleepers in WH, for example, and waiting for the person to come back in another ship, knowing the ship's exact hull rather than simply the size class, teir, and race, is a lot of additional tactical information that can be used.

Basically, while it'd be nice, it introduces too many potential issues and would take too much development time to actually get done, for too little benefit. I mean, honestly, how often do you really get that up close and personal with a wreck?