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Player fighter pilots.

Author
Paladin Genghis Khanid
Imperial Academy
Amarr Empire
#1 - 2016-01-11 06:32:03 UTC
Player flown fighters for the new player stations.

Not sure if it would even be possible, but with the new first person camera I could see the ship that only fires turrets into the aiming reticle and can only be properly flown in first person. They'd have smaller sig radius than frigates and only be able to do any serious damage to frigates and destroyers, but have various missile loads for larger ships. So they can have torpedoes (but only like 4 total) or 16 heavy missiles so that each missile type takes up a certain amount of missile space. Oh, and because of how they fire they wouldn't need a target lock to actually apply turret damage. Oh course you'd need it for missiles. Maybe not the large types that could be fire in a straight line.

Or maybe I'm just drunk.
Doc Fury
Furious Enterprises
#2 - 2016-01-11 06:38:54 UTC
Paladin Genghis Khanid wrote:

Or maybe I'm just drunk.


Winning!

There's a million angry citizens looking down their tubes..at me.

ShahFluffers
Ice Fire Warriors
#3 - 2016-01-11 07:06:51 UTC
Paladin Genghis Khanid wrote:
Or maybe I'm just drunk.

This.

Also... technical limitations.
Understand that the EVE servers "tick" about once a second... meaning that their receive, process, extrapolate, and send information to your client about once per second.
And for reference... flight simulator games and other First Person Shooters require "tick" rates in the milliseconds to have the responsiveness you are probably expecting.

What this effectively means is that dogfighting in EVE is pretty much like playing flight simulator locked at 1 frame per second.


Now why is EVE "tick" rate locked at such a slow speed?
There are a few reasons:

- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)

- it means that people with very high latency (see: people who live very far from the servers) can play more or less on par with everyone else
MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#4 - 2016-01-11 13:14:12 UTC
ShahFluffers wrote:
Paladin Genghis Khanid wrote:
Or maybe I'm just drunk.

This.

Also... technical limitations.
Understand that the EVE servers "tick" about once a second... meaning that their receive, process, extrapolate, and send information to your client about once per second.
And for reference... flight simulator games and other First Person Shooters require "tick" rates in the milliseconds to have the responsiveness you are probably expecting.

What this effectively means is that dogfighting in EVE is pretty much like playing flight simulator locked at 1 frame per second.


Now why is EVE "tick" rate locked at such a slow speed?
There are a few reasons:

- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)

- it means that people with very high latency (see: people who live very far from the servers) can play more or less on par with everyone else

Thus creating an EVE Online that can stand up to ungodly shitloads of angry nerds beating on each other in massive internet spaceships no matter where on this planet they live.

Rattati Senpai noticed us! See you in the next FPS!

Alts: Saray Wyvern, Mobius Wyvern (Dust 514)

Dex Sudaka
Perkone
Caldari State
#5 - 2016-01-11 13:20:43 UTC
Paladin Genghis Khanid wrote:


Or maybe I'm just drunk.


Pass the bottle! I need it today.

Probably the worst of the most pathetic pilots in New Eden.

Mithandra
B.O.P Supplication For Glorious
Dracarys.
#6 - 2016-01-11 16:40:30 UTC
Player flown fighters for the new stations?

Not necessary. You should have all the ships you need if you can convince the other players to undock.

Eve is the dark haired, totally hot emo gothchild of the gaming community

Lucas Kell
Solitude Trading
S.N.O.T.
#7 - 2016-01-11 17:35:06 UTC
ShahFluffers wrote:
- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)
Technically EVE is broken into shards, you can simply move between shards. It's also instanced to some extent which is why we can both be saving the damsel at the same time rather than fighting over saving the single damsel (which would be hilariously awesome btw).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Hasikan Miallok
Republic University
Minmatar Republic
#8 - 2016-01-12 03:54:00 UTC
Lucas Kell wrote:
ShahFluffers wrote:
- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)
Technically EVE is broken into shards, you can simply move between shards. It's also instanced to some extent which is why we can both be saving the damsel at the same time rather than fighting over saving the single damsel (which would be hilariously awesome btw).


That damsel seems to have a clone malfunction that i s spawning multiple copies of her all getting into the same trouble over and over with no recollection of ever having done it before.
Ravien Darkstarr
New Eden Film Society
#9 - 2016-01-12 04:49:43 UTC
Lucas Kell wrote:
ShahFluffers wrote:
- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)
Technically EVE is broken into shards, you can simply move between shards. It's also instanced to some extent which is why we can both be saving the damsel at the same time rather than fighting over saving the single damsel (which would be hilariously awesome btw).


That is technically correct, but unlike other sharded and instanced games, here 500 players could warp into your site and try to steal your damsel.

Casual maker of EVE Online (and other) game videos: https://www.youtube.com/channel/UC1cYAJAR3TRG4A9MtXfgXIA

Hasikan Miallok
Republic University
Minmatar Republic
#10 - 2016-01-12 06:34:52 UTC
Ravien Darkstarr wrote:
Lucas Kell wrote:
ShahFluffers wrote:
- it means that there is more time for the servers to process information which allows for the game to get away with not being instanced or broken up into shards (NOTE: there is a reason why most multi-player games are limited to a certain number of people)
Technically EVE is broken into shards, you can simply move between shards. It's also instanced to some extent which is why we can both be saving the damsel at the same time rather than fighting over saving the single damsel (which would be hilariously awesome btw).


That is technically correct, but unlike other sharded and instanced games, here 500 players could warp into your site and try to steal your damsel.


You cannot hot drop a carrier flotilla onto the damsel but anything that can get through the gate goes. Yeah EVE mission rooms are instance like but not isolated the way instances in other games are.
Hochopepa
Creative Research and Production Services
#11 - 2016-01-12 16:02:38 UTC
Paladin Genghis Khanid wrote:
Player flown fighters for the new player stations.

Not sure if it would even be possible, but with the new first person camera I could see the ship that only fires turrets into the aiming reticle and can only be properly flown in first person. They'd have smaller sig radius than frigates and only be able to do any serious damage to frigates and destroyers, but have various missile loads for larger ships. So they can have torpedoes (but only like 4 total) or 16 heavy missiles so that each missile type takes up a certain amount of missile space. Oh, and because of how they fire they wouldn't need a target lock to actually apply turret damage. Oh course you'd need it for missiles. Maybe not the large types that could be fire in a straight line.

Or maybe I'm just drunk.



No real reason when you have frigates, destroyers, cruisers, battlecruisers, battleships, carriers, dreads, titans to defend your station/citadel.
J'Poll
School of Applied Knowledge
Caldari State
#12 - 2016-01-12 16:25:39 UTC
3 words:

Occulus

Rift

Valkyrie

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Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#13 - 2016-01-15 12:40:20 UTC
Well I had this idea few years ago, but it would not work here because of server receiving informations from game with a low frequency, unsuitable for such games. Maybe... maybe if they would make them fly like a smaller frigates? But then again, whats the point of doing it that way? You can fly them already.