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Player Features and Ideas Discussion

 
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Missile target re-aquisition

Author
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#1 - 2014-09-14 22:13:06 UTC  |  Edited by: Vesan Terakol
One of the major downsides to using missiles at long range is that a volley fired at a target far away could be wasted as several volleys could be on their way when the target is destroyed.

However, missiles are supposed to be smart, guided weapons, right? Why shouldn't they be able to acquire a new target while in flight (directed by the ship that launched them)?

Referencing real world cruise missiles (Russian "Granit" missile in particular), we see ability to perform formation flight, autonomous target acquisition and prioritizing. In game, we also have the F.o.F missiles,which would choose a target for themselves (not brilliantly sometimes).

So, here is my proposition - Missile target re-acquisition - when a target is destroyed (as missiles are flying towards it), all missiles in flight would attempt to home in on the next selected target. The mechanic could apply to long-ranged (guided missiles) or all.

I personally see no possible game-breaking effects from such a feature, as targets still need to be locked in order for the re-acquisition to occur. It would be of benefit to players that are not that cautious in managing their missile volleys (not the main intention) and missile users in large fleets (where calculating volley damage is close to impossible, so volley management is not viable).

I see this as bridging the gap in functionality between missiles and turrets that might result in people frowning less at their mention as part of larger fleets (my personal experience is incursions) without making them loose "flavor".

P.S. To clarify - i'm suggesting this mechanic for entire volleys, not individual missiles as part of the volley.


P.S. II (As suggested by Scorpionstrike) For those too lazy to read down, another good idea is to assign secondary targets (viable for turrets too) to which fire will switch (and missiles be guided) upon destruction of current target. This would go around the possibility of shooting unwanted targets.

On that idea, how about queuing actions for modules in general? Like ordering an ammo swap while the turret still cycles, without having to stop>reload>start again. Ir having to wait for 5/10 seconds reload wit an unwanted ammo type after the magazine is empty?
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2 - 2014-09-14 22:20:49 UTC
Prepare your flame shield. Seriously, I give it 5 minutes before the usual peeps show up to write post upon post about how missiles are already OP and it's so hard to use turrets and this would break Eve, it would be Missiles Online, etc....

As for my opinion, I like this idea and others that make missiles a little more realistic, but the problem with this is that it would seriously bog down the server. Remember drones not too long ago? Carriers making TiDi just by dropping a lot of drones because the server has to track them all? Aside from the length of code, this would mean that the server would have to track every missile until it runs out of fuel in a much deeper way than it currently does.

In conclusion, I like the idea but I don't think that it's the right way to go until the legacy code has been updated and the servers can handle the increased load without slowing down.
Hopelesshobo
Hoboland
#3 - 2014-09-15 01:17:07 UTC
Lets just hope that this doesn't happen while your spider tanking and your primary target dies.

Lowering the average to make you look better since 2012.

Frostys Virpio
State War Academy
Caldari State
#4 - 2014-09-15 03:21:31 UTC
Vesan Terakol wrote:
One of the major downsides to using missiles at long range is that a volley fired at a target far away could be wasted as several volleys could be on their way when the target is destroyed.

However, missiles are supposed to be smart, guided weapons, right? Why shouldn't they be able to acquire a new target while in flight (directed by the ship that launched them)?

Referencing real world cruise missiles (Russian "Granit" missile in particular), we see ability to perform formation flight, autonomous target acquisition and prioritizing. In game, we also have the F.o.F missiles,which would choose a target for themselves (not brilliantly sometimes).

So, here is my proposition - Missile target re-acquisition - when a target is destroyed (as missiles are flying towards it), all missiles in flight would attempt to home in on the next selected target. The mechanic could apply to long-ranged (guided missiles) or all.

I personally see no possible game-breaking effects from such a feature, as targets still need to be locked in order for the re-acquisition to occur. It would be of benefit to players that are not that cautious in managing their missile volleys (not the main intention) and missile users in large fleets (where calculating volley damage is close to impossible, so volley management is not viable).

I see this as bridging the gap in functionality between missiles and turrets that might result in people frowning less at their mention as part of larger fleets (my personal experience is incursions) without making them loose "flavor".


In large fleet, it would contribute a whole lot to server clogging. Each missile being tracked every ticks and reporting if the target is dead to the run a new routine to choose a new target. You then need a new flight path to be calculated and the loop goes on again in case that target dies too.

As for your incursion problem, you would still no get taken in high end fleet because you bring less to the table than a turret ship.

All in all, you are proposing a slight quality of life improvement in fleet for missile user at the cost of severe server load and what your incursion issue would still not be solved anyway.
Zan Shiro
Doomheim
#5 - 2014-09-15 06:52:39 UTC
Frostys Virpio wrote:
All in all, you are proposing a slight quality of life improvement in fleet for missile user at the cost of severe server load and what your incursion issue would still not be solved anyway.



This basically. Unless damn near to 0 meters on the old target now dead, assuming it still has fuel that missile then then gets to fly to new target for god knows how far.

turrets can walk fire much better. Target dead mid cycle...next cycle its instant hit time again. This doesn't care about new target distance. I could have one in front of me at 40 km's....and one on my 6 at 40km's. My guns hop target to target just like that.

Worst case with a really long range setup (fuel rig and such) and some bad luck (will have that 2nd target go down fast before missiles land again) ...we are seeing 2-3 old say raven salvo's flying all over the place trying for then target 3. This not really helping the team out much. A weapon can be great dps in eft, its the small matter of it actually hitting a target actually in the game that matters more.

Scorpionstrike
Federal Defense Union
Gallente Federation
#6 - 2014-09-15 08:04:59 UTC
Not an easy issue to fix ! ,

Maybe you could assign a secondary target for your missiles based on your target locks,

And then it may fly to the next target you selected from your target locks

That way the server would not have to guide the missile itself with the player selecting the next target, though of course it may not reach the target as normal due to velocity and flight time.

Matter of fact this could also work with any other weapon, guns could start shooting the secondary target selected after the primary target is gone and then the secondary target becomes the primary target and you then set the next secondary target and so on etc... that way you can keep the weapon ticks going without having to constantly click targets and weapons ?
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#7 - 2014-09-15 08:59:27 UTC
I believe that idea discussion should not be limited by the supposed technical limitations. A good deal of code is being re-written at the moment or even if old, might allow for elegant ways of implementation.

Scorpionstrike, I like the idea of assigning a secondary target (kind of confuses me how this will be done as i'm too used to the current interface). This will also solve the aforementioned issue in spider tanking groups.

And, again, guys, leave performance impact to be judged by CCP. Are you that familiar with every line of code to be sure it'll work that way?
Scorpionstrike
Federal Defense Union
Gallente Federation
#8 - 2014-09-15 13:25:02 UTC

Scorpionstrike, I like the idea of assigning a secondary target (kind of confuses me how this will be done as i'm too used to the current interface). This will also solve the aforementioned issue in spider tanking groups.


(Well all your targets are displayed side by side so just right click one and then you could "set as secondary" but you may only have one secondary target at a time). Then the turret or stray missile attacks that target without haviing to click eveything.
Frostys Virpio
State War Academy
Caldari State
#9 - 2014-09-15 13:49:31 UTC
Vesan Terakol wrote:
I believe that idea discussion should not be limited by the supposed technical limitations. A good deal of code is being re-written at the moment or even if old, might allow for elegant ways of implementation.

Scorpionstrike, I like the idea of assigning a secondary target (kind of confuses me how this will be done as i'm too used to the current interface). This will also solve the aforementioned issue in spider tanking groups.

And, again, guys, leave performance impact to be judged by CCP. Are you that familiar with every line of code to be sure it'll work that way?


There is no elegant way of implementing a sub-routine to check if the target is dead and create a new firing solution for the missile other than loading the node with checks every single server ticks for each missile intended target. I can already see caracal/cerberus fleets wrecking nodes with rapid light missiles.
Donnachadh
United Allegiance of Undesirables
#10 - 2014-09-15 14:24:13 UTC
So a few salvos of missiles fail because the target is gone, so what. If you do not like it then fly a ship with turret based weapons.
The server lag as others have pointed out would prevent this from working in the game even if all the rest of the other issues could be worked out.

In part this whole thing comes back to the ages old adage of using the right tool for the job at hand. There are some things in EVE that missiles are just not the right tool for just as there are others where the turret based gun systems are not the best choice.
Cidanel Afuran
Grant Village
#11 - 2014-09-15 15:23:13 UTC
Vesan Terakol wrote:
One of the major downsides to using missiles at long range is that a volley fired at a target far away could be wasted as several volleys could be on their way when the target is destroyed.

However, missiles are supposed to be smart, guided weapons, right? Why shouldn't they be able to acquire a new target while in flight (directed by the ship that launched them)?

Referencing real world cruise missiles (Russian "Granit" missile in particular), we see ability to perform formation flight, autonomous target acquisition and prioritizing. In game, we also have the F.o.F missiles,which would choose a target for themselves (not brilliantly sometimes).

So, here is my proposition - Missile target re-acquisition - when a target is destroyed (as missiles are flying towards it), all missiles in flight would attempt to home in on the next selected target. The mechanic could apply to long-ranged (guided missiles) or all.

I personally see no possible game-breaking effects from such a feature, as targets still need to be locked in order for the re-acquisition to occur. It would be of benefit to players that are not that cautious in managing their missile volleys (not the main intention) and missile users in large fleets (where calculating volley damage is close to impossible, so volley management is not viable).

I see this as bridging the gap in functionality between missiles and turrets that might result in people frowning less at their mention as part of larger fleets (my personal experience is incursions) without making them loose "flavor".

P.S. To clarify - i'm suggesting this mechanic for entire volleys, not individual missiles as part of the volley.



So to be clear, none of the downsides of falloff ranges, but all of the benefits of basically hitting instantly?

Long flight time is the downside you get for not having to think about falloff.
Mazzara
Band of the Red Sun
#12 - 2014-09-15 16:38:37 UTC
I don't think this is unreasonable +1
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#13 - 2014-09-15 17:07:07 UTC
If the OP were to change this idea to have "smart" missiles (Light, Heavy, Cruise, Citadel Cruise) going into "FoF Mode", meaning they'll automatically target the closest object that is aggressing you, upon loss of target, I could support that. It's a mechanic already in-game and shouldn't eat up any more server resources than regular FoF missiles. I don't think it's necessary, but I don't think it would break anything and it could make for some interesting gameplay.


But having target-less missiles pick something else you have targeted would be a bad idea for multiple reasons. Not only is there no other existing mechanic that does that, you would be giving up some degree of control over who you are aggressing. What if this happened while remote-repping a friendly? Or, even worse, had a neutral locked in hisec? You'd be shooting your friends or you'd be CONCORDed, neither of which are pleasant options.

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Sara Tosa
School of Applied Knowledge
Caldari State
#14 - 2014-09-15 17:10:06 UTC
Vesan Terakol wrote:
One of the major downsides to using missiles at long range is that a volley fired at a target far away could be wasted as several volleys could be on their way when the target is destroyed.

However, missiles are supposed to be smart, guided weapons, right? Why shouldn't they be able to acquire a new target while in flight (directed by the ship that launched them)?

doesent fof missiles already do that?
Dyexz
Comrades in Construction
TOG - The Older Gamers Alliance
#15 - 2014-09-16 16:51:20 UTC
Sara Tosa wrote:
Vesan Terakol wrote:
One of the major downsides to using missiles at long range is that a volley fired at a target far away could be wasted as several volleys could be on their way when the target is destroyed.

However, missiles are supposed to be smart, guided weapons, right? Why shouldn't they be able to acquire a new target while in flight (directed by the ship that launched them)?

doesent fof missiles already do that?


F.O.F missiles works differently than the proposed Idea, you can look at the F.O.F = (F)riend (O)r (F)oe... as you may imagine it is a type of missile that identifies the targets closest to the point of launch (the ship). that being your own drones that is orbiting you at 500m or an enemy at 20km..



about the general idea, the game is already tracking the movement of every object in the game. how do you think that you can see the missiles going from point a => point b? it certainly does not happen magically, no! you can try to imagine 3 dimensional space where your ship is in the center and a moving object (enemy ship or what have you), how do you think the game calculates the distance between your self and the target? well, it would be impossible if game didn't know the position of the moving object relative to the stationary object (your ship moving at 0m/s)
Scorpionstrike
Federal Defense Union
Gallente Federation
#16 - 2014-09-16 19:57:55 UTC  |  Edited by: Scorpionstrike
You may lose one strike with the missiles sometimes, but being able to set a both a primary and secondary target that your weapons automatically fire on next, can prevent the issue that the OP is concerned about some of the time.

just think of a real missile system for a second...... does the technology tell anyone that the target is going to be destroyed so that you dont lose a missile, and if they did lose a missile would they stop to complain about it (except for the poor buggers that load the missile)... or just load more missiles and keep firing :-)
Altrue
Exploration Frontier inc
Tactical-Retreat
#17 - 2014-09-16 20:56:27 UTC  |  Edited by: Altrue
I like the idea, and I like the concept of having a secondary target on which the missiles will try to head toward to.

- Given that you still need to have a target locked to make damages to it (not overlapping FoF if one day they are rebalanced)

- Given that CCP could limit it so that you wouldn't be able to pick more than one or maybe two "alternative targets"

- Given that it offers a gameplay distinct from anything so far. But at the same time not that distinct to what drones naturally do.

- And given that if you are at max missile range, it won't work because of the extra travel time

... This seems like a very very good idea.

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Nevyn Auscent
Broke Sauce
#18 - 2014-09-17 02:31:58 UTC
Queueing actions would be nice as it would actually give lasers their real instant reload, not a lag & latency based reload and tied to server ticks, which often can be several seconds before you have actually reloaded. And the same for all scripted modules.

Queueing missile targets would make an already potent weapons system even more so, since they are mostly immune to Ewar as it stands. They don't need more benefits. (Before you say 'But heavy missiles'. That's not indicative of missiles in general, if a specific class of missile needs a fix, so be it, but the general missile mechanic is potent)
Arthur Aihaken
CODE.d
#19 - 2014-09-17 05:19:45 UTC  |  Edited by: Arthur Aihaken
scorchlikeshiswhiskey wrote:
Seriously, I give it 5 minutes before the usual peeps show up to write post upon post about how missiles are already OP and it's so hard to use turrets and this would break Eve, it would be Missiles Online, etc….

Yeah, but it would sure open a lot of interesting possibilities in fleet actions (since missiles would automatically seek out alternative targets). In terms of game balance, rather than assigning secondary or tertiary targets - just give the missiles a % re-acquisition and hit chance based on remaining range.

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