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Player Features and Ideas Discussion

 
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Visual target data on target box or target in space

Author
L'Petit Object
Caldari Provisions
Caldari State
#1 - 2012-01-22 10:08:57 UTC
PROBLEM
I don't know if I'm in alone in this, but I don't know what .0175 Radians per second looks like. I really really don't know what the difference between .0175 radians/second looks like compared to .0195 radians per second. I'm even less able to comprehend exactly how that is effecting my ability to hit an interceptor traveling at 3200 M/s at an sharpening angle that I can guestimate at less than 20 degrees, from 35 km and closing, and whether I stand a chane of hitting it before I'm warp jammed with my turrets.

My experience is that I I usually can't hit that target. But I don't know by how much I'm missing. I dont' know if getting rid of that shield extender and putting on a tracking computer is going to make the difference. And I certainly don't know if the tracking script vs. just the standard computer is going to make the difference. I have no clue. How is everyone else doing with this?

Of course I understand that radians per second is a measure of the movement of a point along the perimiter of a circle to give me an idea of how long it takes for my guns to change facing ACCURATELY. However, consider this equation:

ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

I can't translate that into meaningful visual data that gives me an intuitive response to differing combat scenarious.

And so, translating tracking data in Eve for almost everyone simply comes down to, higher number/lower number. We have no idea what they mean. I've been told using 350mm vs. 425mm rails is helping me in missions for real DPS. But is it? Should I be mounting a target painter on my sniper battleship? How the hell do I know? Isn't this a little absurd?

SOLUTION
My suggestion is that when turrets are assigned to a ship, a color bar be present that shows how much the ships speed is effecting tracking. Another bar could be present to show sig radius, and another for optimal/falloff for the gun aimed at it. If multiple types guns, then only the first gun that was used to shoot at it, AND/Or, it could be displayed at the static target box, in a bar that extends from the icon showing weapon assignment.

Once you get into being able to display relevant target data next to the relevant target, all kinds of exciting ideas just flow in! All of them system side, none of them increasing lag, and all of them with a toggle, so if you don't like it, it can go away.

When using missiles, it could show how speed is effecting the shot. This would be a simple comparison between effective turret tracking/missile explosion velocity, ship signature radius, and ship speed/angular velocity. The ratio when favorable would move be a short green bar. as the ship increased angular velocity it would move towards red. Once it broke measurement, the green portion could shrink and the red grow to give an idea of how far beyond it went.

ANTICIPATED COUNTER
If you really love stairing at numbers, I Suppose the hud could have an option to show numbers/ratios rather than color bars. Maybe it could color the numbers! I know this is really advanced stuff, but I think CCP's might find a way. This information is readily available, should be a system side calculation (no added server load).


RATIONALE
Right now the targetting end of the hud, except for the data tables, is COMPLETELY USELESS, except that it flashes yellow and red. and gives me lines that help me spin my camera to look. (Please consider, right-click, Center: then my camera, centered on my ship, will move to keep the object centered. Another system side calculation) This would have to coincide with removing the ridiculous pegs on camera movement.

The truth is if, like some other MMORPG's out there that I despise, we were allowed to use incoming data to create our own bolt-on visual mods, this would have long before been done already. If the company wants to monopolize the HUD of their game, then they should at least keep up with a decade old standard of comprehensibility. It was unacceptable when the game was first released, it's unacceptable now. If they game didn't have so many other unique and awesome features, it would have been a killjoy.

PLEASE ENDORSE
Please endorse.
Akatenshi Xi
Imperial Academy
Amarr Empire
#2 - 2012-01-22 16:52:39 UTC
My solution would be much simpler -

Make it so you can really control your ship through free flight and a turret mode and make it so you can actually fire your weapons without relying on the game to roll the dice and tell you if you hit or miss.

Sorry but a lot of people would rage quit because they truly are uncoordinated pieces of **** but that is just how it is. I shouldn't need a module called a tracking computer, it should already be in my ******* ship, else how the hell does it hit anything to begin with. Much less putting more than one in my ship. A lot of the **** in EVE doesn't make sense.

Make it easier, allow people to rely on TRUE skill. Let people lead their shots, figure out how to really fly a ship effectively.
Akatenshi Xi
Imperial Academy
Amarr Empire
#3 - 2012-01-22 16:53:21 UTC
P.S. Honk if you're a lazy piece of **** that wouldn't be able to fly a ship manually to save your life. My tear jar is open!
L'Petit Object
Caldari Provisions
Caldari State
#4 - 2012-01-22 17:21:08 UTC  |  Edited by: L'Petit Object
Akatenshi Xi wrote:
P.S. Honk if you're a lazy piece of **** that wouldn't be able to fly a ship manually to save your life. My tear jar is open!


you do understand that the lack of direct control over your ship is mostly for lag purposes. The server doesn't want to have to track where 50,000 people are clicking at the same time and attempt to keep it real-time.

Secondly, No, without years of training or a high degree of automation, I wouldn't be able to fly an interstellar combat vessel to save my life. Thats kind of the point.

I know how to manuever a ship. I think I explained why I wanted visual feedback fairly well.


But thanks for the bump!