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Isn't if funny that no planets or moons move in EVE?

Author
Azure Feixing
Caldari Provisions
Caldari State
#1 - 2016-10-09 23:14:05 UTC  |  Edited by: Azure Feixing
I was sitting in null in my pod, and just thought I would share this with you.

You anchor a POS to a moon, and when you warp to that POS neither the moon or the POS have changed position.

I find this odd. Earth the Sun, and both the ISS and the moon circle the earth.

I personally think it would be amazing to have your POS revolving around its moon, and ships would have to get up to speed to "attach" to a POS.

This points out a fundamental flaw in EVE. Objects at rest tend to stay at rest, while objects in motion tend to keep moving.
But your ship has a maximum velocity? That ignores physics completely. I think ships should be limited in acceleration, not velocity. Anything moving through space can go as fast as possible, so long as no forces act on it (like the gravitational pull from a WH, star, or planet). So technically, your ship should be able to go as fast as you want. I may be wrong, I am just a high school student, but I have taken 3 years of physics.

Take a look at this http://www.livescience.com/32655-whats-the-fastest-spacecraft-ever.html

Also, does this mean that there is no "dead space" in EVE?

I look forward to your thoughts.

P.S : don't try that "This is New Eden and physics is different" crap. If you change physics, you change particle physics and all other kinds of physics, which means that in New Eden you would not be able to use meters, seconds, or anything we know of on earth. But obviously seconds, meters, and AU is used in the game, so physics should apply!
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#2 - 2016-10-09 23:22:41 UTC
While I can understand your sentiment for accurate physics this would create a programming and reality nightmare as everyone has to plot a new position based on the orbit velocities of the POS/citadel AND any ship with its own velocity/acceleration EACH time they want to just dock up.

If you want accurate-ish physics I suggest Kerbal....Roll

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Azure Feixing
Caldari Provisions
Caldari State
#3 - 2016-10-09 23:29:05 UTC
Eternus8lux8lucis wrote:
While I can understand your sentiment for accurate physics this would create a programming and reality nightmare as everyone has to plot a new position based on the orbit velocities of the POS/citadel AND any ship with its own velocity/acceleration EACH time they want to just dock up.

If you want accurate-ish physics I suggest Kerbal....Roll


I can understand things like POS, Cits, and stations floating in space. But if they are close to a moon or planet, I think it should be orbit time.

Adding more dynamic and accurate physics doesn't have to be a nightmare. CCP could simplify some concepts.

But completely ignoring a lot of what we know about physics in unnatural force zones makes me twitch.
ShahFluffers
Ice Fire Warriors
#4 - 2016-10-09 23:49:48 UTC  |  Edited by: ShahFluffers
In addition to what what Eternus said...


It all comes down to playability.

How you ever played the Kerbal Space Program? That is a pure physics simulator. And while fun, it is also maddeningly frustrating.

A little thruster power here... and the whole ship veers off to the side and spins on all 3 axies.
A little thrust there... now you are WAY off course and have to spend time decelerating, accelerating again in a new trajectory... oh wait... I didn't take gravity into account let me ju- NONONONONONONONONONONONONO... ****... ****... died.

True Zero-G physics is very unintuitive for most people to grasp. So much so that it puts people's attention span at risk.


There are also more practical concerns current players would have.

Bookmarks are static coordinates in space. Moving planets, stations, gates, etc would render bookmarks that are not "safe spots" pretty much useless.
That insta-undock you prepared in case you have hostiles outside a station? Nope. Not there anymore. You are stuck.
That tactical bookmark you made around the stargates to drop in on a hostile from an "off angle?" It won't do what it is supposed to now.

Now you could make bookmarks move relative to certain objects... but then the server would have to track and process the innumerable amount of bookmarks players have made over the years (I personally have over 400 scattered throughout the game).


Ship balancing is another concern.
At the moment, max speed is a balancing factor between bigger and smaller ships. Smaller is faster, bigger is slower.
With no max speed you can potentially have very large and more capable ships going as fast as small ships... effectively obsoleting them.
(Fun History Lesson: there was a time when this did happen. It was called the "Nano Age." During this time, modules were not stacking penalized and you had battleships going some 3000 to 5000 m/sec... which lead to a situation of "use this tactic or you die to someone who does.")

While this would be very realistic (because in RL, bigger ships move faster than smaller ones) it would effectively create a meta of "train into bigger, more expensive ships ASAP."
Ralph King-Griffin
New Eden Tech Support
#5 - 2016-10-09 23:53:24 UTC
Internet space submarine knife fighting chat rooms online and you pick the static moons as the straw?


Maaaaate
Shae Tadaruwa
Science and Trade Institute
Caldari State
#6 - 2016-10-09 23:56:45 UTC
Azure Feixing wrote:
I was sitting in null in my pod, and just thought I would share this with you.

You anchor a POS to a moon, and when you warp to that POS neither the moon or the POS have changed position.

I find this odd. Earth the Sun, and both the ISS and the moon circle the earth.

I personally think it would be amazing to have your POS revolving around its moon, and ships would have to get up to speed to "attach" to a POS.

This points out a fundamental flaw in EVE. Objects at rest tend to stay at rest, while objects in motion tend to keep moving.
But your ship has a maximum velocity? That ignores physics completely. I think ships should be limited in acceleration, not velocity. Anything moving through space can go as fast as possible, so long as no forces act on it (like the gravitational pull from a WH, star, or planet). So technically, your ship should be able to go as fast as you want. I may be wrong, I am just a high school student, but I have taken 3 years of physics.

Take a look at this http://www.livescience.com/32655-whats-the-fastest-spacecraft-ever.html

Also, does this mean that there is no "dead space" in EVE?

I look forward to your thoughts.

P.S : don't try that "This is New Eden and physics is different" crap. If you change physics, you change particle physics and all other kinds of physics, which means that in New Eden you would not be able to use meters, seconds, or anything we know of on earth. But obviously seconds, meters, and AU is used in the game, so physics should apply!

Physics does apply. It is not ignored at all.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Mark Marconi
Ministry of War
Amarr Empire
#7 - 2016-10-09 23:59:17 UTC  |  Edited by: Mark Marconi
Azure Feixing wrote:
I was sitting in null in my pod, and just thought I would share this with you.

You anchor a POS to a moon, and when you warp to that POS neither the moon or the POS have changed position.

I find this odd. Earth the Sun, and both the ISS and the moon circle the earth.

I personally think it would be amazing to have your POS revolving around its moon, and ships would have to get up to speed to "attach" to a POS.

This points out a fundamental flaw in EVE. Objects at rest tend to stay at rest, while objects in motion tend to keep moving.
But your ship has a maximum velocity? That ignores physics completely. I think ships should be limited in acceleration, not velocity. Anything moving through space can go as fast as possible, so long as no forces act on it (like the gravitational pull from a WH, star, or planet). So technically, your ship should be able to go as fast as you want. I may be wrong, I am just a high school student, but I have taken 3 years of physics.

Take a look at this http://www.livescience.com/32655-whats-the-fastest-spacecraft-ever.html

Also, does this mean that there is no "dead space" in EVE?

I look forward to your thoughts.

P.S : don't try that "This is New Eden and physics is different" crap. If you change physics, you change particle physics and all other kinds of physics, which means that in New Eden you would not be able to use meters, seconds, or anything we know of on earth. But obviously seconds, meters, and AU is used in the game, so physics should apply!

The planets and moons moving would be a nightmare for playability and then do you add in gravity wells etc...?

As to acceleration, nothing can continue to accelerate and survive. the faster you go the faster you are hitting objects in space to the point that even shields would not be able to protect you from dust eventually.

Plus how do you possibility attack something that has been traveling at max velocity for say 12 hours and what happens if you get in their way, do you both just explode? For that matter how could anyone ever hope to slow down enough to do anything in the right spot without starting to decelerate at the half way point?

Edit: I should say it would be as funny as hell if someone did take a 12 hour run up and timed a collision to work out to the time of a citadel vulnerability window.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

ShahFluffers
Ice Fire Warriors
#8 - 2016-10-10 00:06:35 UTC  |  Edited by: ShahFluffers
Ralph King-Griffin wrote:
Internet space submarine knife fighting chat rooms online and you pick the static moons as the straw?

Or the sensor suites that somehow immediately detect ships 14 AU away (hint: it takes ~8 minutes for light to travel 1 AU)

Or the cloning technology that allows our conscious minds to to instantly travel lightyears away to a new body... intact... and aware.

Or how taking drugs somehow makes your ship faster.

Or how coming within 200,000 km of a star does not immediately incinerate your ship with with its SEVERAL MILLION DEGREE corona... but somehow a small 125mm slug can dent the shields.

Or ramming a several billion ton capital ship with a several thousand ton frigate causes both ships to bounce off each other and fly away harmlessly... when the frigate should be a CRATER on the capital's face.


Yeeeaaaaaaaaah. Just enjoy the game for what it is.

*waves hand*
*Yoda voice*
Make sense it will, if you make up stuff.


Quote:
Edit: I should say it would be as funny as hell if someone did take a 12 hour run up and timed a collision to work out to the time of a citadel vulnerability window.


"Guys? GUYS?!?"
"What?"
"There is a Titan coming in!"
"Cool! Grab the HICs! Get leadership on- OH ****! It's on a collision course at 100,000 km/sec!!! EVERYONE!! MWD FIT YOUR SHIPS AND RAM IT!!!"

*imagines a runaway freight train running into a cloud of insects*
Azure Feixing
Caldari Provisions
Caldari State
#9 - 2016-10-10 00:29:03 UTC  |  Edited by: Azure Feixing
Quote:
"The planets and moons moving would be a nightmare for playability and then do you add in gravity wells etc...?

As to acceleration, nothing can continue to accelerate and survive. the faster you go the faster you are hitting objects in space to the point that even shields would not be able to protect you from dust eventually.

Plus how do you possibility attack something that has been traveling at max velocity for say 12 hours and what happens if you get in their way, do you both just explode? For that matter how could anyone ever hope to slow down enough to do anything in the right spot without starting to decelerate at the half way point?

Edit: I should say it would be as funny as hell if someone did take a 12 hour run up and timed a collision to work out to the time of a citadel vulnerability window."


Indeed the ability of CCP to integrate dynamic planet and station movement while fully obeying the laws of physics would somewhat hinder the enjoyment of the game for players who have a hard time grasping the concepts of physics.

In terms of small vs big ships, faster does not always mean more maneuverable. The bigger the object, the more space required to take turns at higher speeds. A battleship moving at 5000m/s would have to make a curve the size of a small moon, whereas a smaller ship with a more powerful thrust-weight ratio could make 5000m/s turns in a much smaller area. The larger a velocity vector is, the larger the split velocity vector will be.

I would assume that if you have been accelerating for 12 hours with a rocket engine in space, you would either have been blasted apart by invisible particles, or you will be unable to stop unless you die. These solar systems in EVE are MASSIVE. It is unlikely you could shoot at anyone who has been flying at constant acceleration for 12 hours, and unlikely that they would be able to shoot you.

Quote:
"Physics does apply. It is not ignored at all."


No physics is not completely ignored. Only part of it is.

Quote:
"Yeeeaaaaaaaaah. Just enjoy the game for what it is.

*waves hand*
*Yoda voice*
Make sense it will, if you make up stuff."


I agree ^, this is more of a conceptual thought.

Quote:
Quote:
"Quote:
Edit: I should say it would be as funny as hell if someone did take a 12 hour run up and timed a collision to work out to the time of a citadel vulnerability window.



"Guys? GUYS?!?"
"What?"
"There is a Titan coming in!"
"Cool! Grab the HICs! Get leadership on- OH ****! It's on a collision course at 100,000 km/sec!!! EVERYONE!! MWD FIT YOUR SHIPS AND RAM IT!!!"

*imagines a runaway freight train running into a cloud of insects*"


XD this is why we should implement unlimited velocity, and more realistic collisions. You should totally not survive ramming a Titan. Just like your citadel will not survive a titan moving at 2 times the speed of light.

See, physics could be fun.
ShahFluffers
Ice Fire Warriors
#10 - 2016-10-10 00:35:45 UTC  |  Edited by: ShahFluffers
Pro-tip: use quotes so people don't get confused on whose is saying what.

use [quote.] at the beginning and [/quote.] at the end of a text blurb (minus the "." in the brackets)

Quote:
In terms of small vs big ships, faster does not always mean more maneuverable. The bigger the object, the more space required to take turns at higher speeds.

This is already the case in EVE... though in a more simplistic form (see: mass and an agility modifier decide your turning curve in relation to your speed).

But that still doesn't change the fact that it would be used and abused.

Example: I know a person who has played the game longer than I have. He still has nightmares about "Calvary Ravens" (battleships flying at ludicrous speeds while spewing long range missiles) from the Nano Age.
Only frigates could catch up to them... but they had neither the firepower or the survivability to stop them.


Real physics in a game like EVE is simply one of those things that is good on paper... but not so much in application.
Azure Feixing
Caldari Provisions
Caldari State
#11 - 2016-10-10 00:49:19 UTC
ShahFluffers wrote:
Pro-tip: use quotes so people don't get confused on whose is saying what.

use [quote.] at the beginning and [/quote.] at the end of a text blurb (minus the "." in the brackets)

Quote:
In terms of small vs big ships, faster does not always mean more maneuverable. The bigger the object, the more space required to take turns at higher speeds.

This is already the case in EVE... though in a more simplistic form (see: mass and an agility modifier decide your turning curve in relation to your speed).

But that still doesn't change the fact that it would be used and abused.

Example: I know a person who has played the game longer than I have. He still has nightmares about "Calvary Ravens" (battleships flying at ludicrous speeds while spewing long range missiles) from the Nano Age.
Only frigates could catch up to them... but they had neither the firepower or the survivability to stop them.


Real physics in a game like EVE is simply one of those things that is good on paper... but not so much in application.


The Nano Age sounds like CCP failed physics. A raven travelling at Tesla-level ludicrous speed would be unable to kill anything, as missiles fired from the ship would require an unprecedented amount of propulsion to counteract the vectoring of both ships.
ShahFluffers
Ice Fire Warriors
#12 - 2016-10-10 01:09:58 UTC  |  Edited by: ShahFluffers
Azure Feixing wrote:
The Nano Age sounds like CCP failed physics.

It was broken in oh, so many ways.

Azure Feixing wrote:
A raven travelling at Tesla-level ludicrous speed would be unable to kill anything, as missiles fired from the ship would require an unprecedented amount of propulsion to counteract the vectoring of both ships.

Yeeeaaaaaaaah... remember that part about how playability is more important than realism? This is just another example of that.

The server sees your ship as nothing more than a sphere filled with stats.

The "front" of your ship is decided on your trajectory (speed + alignment). In absence of a trajectory, your ship has no "front."
Turrets firing and hitting their target? Those are merely lines with math and a little probability attached to them. No line-of-sight mechanics have been added to them.
Missiles? They don't take ship speed into account. When they fire, they launch from the point the ship is at as if the ship were standing still. Missile range is decided on that basis (and thankfully so, otherwise you have a a whole bunch of new issues that will **** players off).

Basically... take everything you see graphically with a BIG grain of salt. It is merely the client trying to keep up with what server says is going on.



Also... I should add than even with the "incorrect" and "simplistic" mechanics of EVE, the server still has issues processing it all... especially when you have 500+ players in the same system.

You can tell when the server is groaning when time literally slows down in-game. It is called Time Dilation.

And yes... CCP has invested a lot in their servers.
Apparently... they are a decommissioned military supercomputers (no, seriously, it's true) and have been repeatedly upgraded by our DEV Overlords over the years.
Azure Feixing
Caldari Provisions
Caldari State
#13 - 2016-10-10 03:23:42 UTC
ShahFluffers wrote:
Azure Feixing wrote:
The Nano Age sounds like CCP failed physics.

It was broken in oh, so many ways.

Azure Feixing wrote:
A raven travelling at Tesla-level ludicrous speed would be unable to kill anything, as missiles fired from the ship would require an unprecedented amount of propulsion to counteract the vectoring of both ships.

Yeeeaaaaaaaah... remember that part about how playability is more important than realism? This is just another example of that.

The server sees your ship as nothing more than a sphere filled with stats.

The "front" of your ship is decided on your trajectory (speed + alignment). In absence of a trajectory, your ship has no "front."
Turrets firing and hitting their target? Those are merely lines with math and a little probability attached to them. No line-of-sight mechanics have been added to them.
Missiles? They don't take ship speed into account. When they fire, they launch from the point the ship is at as if the ship were standing still. Missile range is decided on that basis (and thankfully so, otherwise you have a a whole bunch of new issues that will **** players off).

Basically... take everything you see graphically with a BIG grain of salt. It is merely the client trying to keep up with what server says is going on.



Also... I should add than even with the "incorrect" and "simplistic" mechanics of EVE, the server still has issues processing it all... especially when you have 500+ players in the same system.

You can tell when the server is groaning when time literally slows down in-game. It is called Time Dilation.

And yes... CCP has invested a lot in their servers.
Apparently... they are a decommissioned military supercomputers (no, seriously, it's true) and have been repeatedly upgraded by our DEV Overlords over the years.


Again, I was talking about the physics behind the graphics. I am well aware of the coding and science that goes into these games.

I was unaware that projectiles in the game do not maintain their platform's vector. It would seem simple enough to add the vector math to missiles and projectiles in the game.

I certainly understand that Tranquility has a difficult time keeping up. Perhaps they will one day have the capacity to do these kinds of things, or find ways to cut down on server load.
Ralph King-Griffin
New Eden Tech Support
#14 - 2016-10-10 03:31:31 UTC  |  Edited by: Ralph King-Griffin
Azure Feixing wrote:
It would seem simple enough to

you clearly haven't known ccp all that long have you

http://www.bangkokpost.com/media/content/20141014/694349.jpg
Edit for clarity : thats a generic image, for illustrative purposes
ShahFluffers
Ice Fire Warriors
#15 - 2016-10-10 03:58:37 UTC  |  Edited by: ShahFluffers
Ralph King-Griffin wrote:
Azure Feixing wrote:
It would seem simple enough to

you clearly haven't known ccp all that long have you

http://www.bangkokpost.com/media/content/20141014/694349.jpg

Indeed.

Whenever someone says "it will be simple to code in" I have to resist the urge to pinch their cheeks and go "awwwwwwwwww... ur sho cyoot!!!"

♫ 99 little bugs in the code...
99 bugs in the cooooode... ♪
Sobaan Tali
Caldari Quick Reaction Force
#16 - 2016-10-10 04:11:12 UTC
It still amazes me how often works of science fiction get criticized for not being entirely factual in concept. Stranger still given how much of real science is often purely theoretical, sometimes entirely "placeholder" because we simply have no better than a mere guess.

Still, I get where the OP is coming from. Eve, if only for immersion's sake alone, still needs to be believable...still needs to make sense. It's a fine balance between what can you code, what can you balance and maintain, what can you make seem real, and what can you make seem fun. It's great when CCP can hit all of those at once, but I'd imagine rarely are they in such a position and more often than not must pick one or the other.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Mara Rinn
Cosmic Goo Convertor
#17 - 2016-10-10 04:24:49 UTC  |  Edited by: Mara Rinn
Just for sake of illustrating a point, the "simple coding" required to get rid of downtime has so far taken CCP on a long and torturous journey:

2010: https://community.eveonline.com/news/dev-blogs/death-to-downtimes/

2014: http://evenews24.com/2014/09/04/death-of-downtime/

There was an earlier post by CCP Chronitis that dealt with moving asteroid belts to the dungeon/anomaly system, meaning sol nodes would not have to go offline to repopulate asteroid belts. I couldn't find it in the few seconds I allowed myself, though an outdated link is in my 2012 blog post "Mining is Boring".

It has been close to seven years of work by CCP to remove the technical debt associated with downtime. There is nothing "simple" about the pile of spaghetti code we fondly refer to as "the terrible game that nobody actually plays." Lol
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#18 - 2016-10-10 07:08:52 UTC  |  Edited by: Nana Skalski
Maybe you should look into KSP, because that physics thing would completely make EVE a KSP. With system like this you have to build game ground up and think about everything in physics means. Essentially building a real world simulation rather than EVE, EVE is more about future, war and culture, society, politics and of course pretty space and spaceships. They had to sacrifice somplexity to some extend.
Josef Djugashvilis
#19 - 2016-10-10 08:25:37 UTC
This issue has gone straight to the top of my - things to be concerned about in Eve Online. :)

This is not a signature.

Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#20 - 2016-10-10 09:03:09 UTC
You think it's funny that planets and moons don't move....
Instead you should revel in the hilarity that stargates, bookmarks, and POSes do move occasionally! Big smile
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