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Orbital Bombardment Discussion

First post
Author
Roll Sizzle Beef
Space Mutiny
#21 - 2012-03-26 18:42:57 UTC  |  Edited by: Roll Sizzle Beef
My Neutral Toon wrote:
Im curious to see how the orbital mechanics work
As it stands, all planets have the same warp in spot. I heard you would be able to orbit the planet to get into position to do the orbit strike


The positioning is still WIP as they haven't decided how to handle it yet from the DUST seeding panel

That panel is here BTW.
Its a good watch other than merely going off the Dust keynote as there is Q&A.
Adunh Slavy
#22 - 2012-03-26 18:47:09 UTC

Defiantly need some feed back, eye candy of course. A simple number of dead and vehicles destroyed would be nice. I suppose the simplest thing to do is put it up where we see dmg notifications now, but that is not terribly exciting, although will allow players to post it in their Bios easily enough for epeening. How much damage you did to this dust player or that I don't think matters so much.

Since over powering the weapons is a bad idea, overpowering the effects would be bad too. Don't want to have a nuke go off and it kill three guys out of 100. Then it looks like the game is trying too hard and drifts into cheesy.

As for more feed back ... I'm not sure how far you want to go with that, I can come up with a number of ideas that will consume all your bandwidth if you'd like, I am sure many can and will.

I gather that the idea long term is multiple orbital structures of some kind, one for each possible district on the ground, and space fights will not be taking place necessarily at the planet warp in position. It would be nice from a defensive point of view, and more strategic depth, if districts adjacent to the contested orbital area, could fire into that area of space, so that whatever ground defesnes there are, are not the only ones that can be brought to bear. This could be said for the fire comming from space as well.

This will allow a battle to consist of more than one part of a planet at a time, it will allow for larger Dust Corps to participate since the battle instances will likely not be supprting 500 v 500 battles any time soon. This way more of the dust players and all the eve players from any one alliance/corp can take part in one larger battle at the same time, raging across multiple districts and multiple grids.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Ntrails
Merch Industrial
Goonswarm Federation
#23 - 2012-03-26 18:48:55 UTC
Roll Sizzle Beef wrote:
Ntrails wrote:
Yes, console gamers will really enjoy maps where the results are impacted by faggots on a PC fapping untouchably from space


Herp a derp:
- There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered.



Has anyone asked how to make it fun though? CCP are pretty awful at asking that question of themselves. 'Cool', they tend to remember, but fun?

Not to mention CCP have a historic inability to balance effectively, and a console shooter will not retain players in the way eve does when things go a bit pear shaped.
CCP Nullarbor
C C P
C C P Alliance
#24 - 2012-03-26 18:50:23 UTC
My Neutral Toon wrote:
Maybe add a feature of "Warp to Bombardment Location"...


If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target.

We are iterating on a number of solutions to achieve this.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Lyron-Baktos
The Scope
Gallente Federation
#25 - 2012-03-26 18:50:27 UTC
I think the orbital bombardment weapons should be on caps only. At least no lower than battleships
EI Digin
irc.zulusquad.org
#26 - 2012-03-26 18:51:53 UTC
An easy way to get around orbiting a planet to be on top of a district would to have districts line up with existing celestial objects around the planet (asteroid belts, customs offices, planet warpin, etc) so that if you wanted to bombard a specific district you would warp to a specific celestial. Of course, the districts should say which object they are closest to to make it easy.

If you don't want to do this, you could group together a bunch of districts in a specific area on the planet and have them become new warpable objects.
Nova Fox
Novafox Shipyards
#27 - 2012-03-26 18:57:54 UTC
CCP Nullarbor wrote:
My Neutral Toon wrote:
Maybe add a feature of "Warp to Bombardment Location"...


If you look carefully at the video you'll see we are not actually at the planet warp in, but at a location closer to the target.

We are iterating on a number of solutions to achieve this.


Have you considered using relative positioning in eve?

Ie Star is the reference point for all planets.
Tie in a clock/calander to thier degrees on thier obrital planes in relation to the sun.
Then have moons use planets as thier reference. Stations thier orbiting bodies.

Make the grids and all contents within move with thier relative point until no longer needed.

I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#28 - 2012-03-26 18:58:53 UTC
EI Digin wrote:
An easy way to get around orbiting a planet to be on top of a district would to have districts line up with existing celestial objects around the planet (asteroid belts, customs offices, planet warpin, etc) so that if you wanted to bombard a specific district you would warp to a specific celestial. Of course, the districts should say which object they are closest to to make it easy.

If you don't want to do this, you could group together a bunch of districts in a specific area on the planet and have them become new warpable objects.


Planets spin in Eve. The grids do not spin with them.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Gilbaron
The Scope
Gallente Federation
#29 - 2012-03-26 18:59:01 UTC
what about shooting back ?
Baneken
Arctic Light Inc.
Arctic Light
#30 - 2012-03-26 18:59:33 UTC
I would really like to have a possibility of being able to assign fighters to help dusties as an air force and drones while were at it.
They could obviously be destroyed by ground forces once deployed of c.
Skorpynekomimi
#31 - 2012-03-26 19:00:44 UTC
I want to see lasting craters in the battlefield. If someone's leading a charge of vehicles, bombard in front of them so it dumps them into still-hot craters.

Why just one strike location? You should be able to drag it across the map. A series of chained craters for an autocannon, or a big hot smear for a beam laser.

Artillery needs physics effects. Send things flying.

I like the target painter and shield ideas.

As for where you're bombarding from, why not have the DUST people set up a beacon?
Maybe have it act a bit like a cyno, so that everyone in-system is alerted to it and can warp directly to it?

Economic PVP

Nova Fox
Novafox Shipyards
#32 - 2012-03-26 19:01:44 UTC
A cheap solution would be to park somewhere and sling shot the strike to location. However i feel thats very un-science fictiony despite being an actual possibility in reality.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Roll Sizzle Beef
Space Mutiny
#33 - 2012-03-26 19:02:13 UTC
Nova Fox wrote:

I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.


The core of EVEs physics engine cant handle this. and not likely to for years to come as it would require major surgery to the guts of EVEs submarine mechanics.
Roll Sizzle Beef
Space Mutiny
#34 - 2012-03-26 19:06:34 UTC  |  Edited by: Roll Sizzle Beef
Nova Fox wrote:
A cheap solution would be to park somewhere and sling shot the strike to location. However i feel thats very un-science fictiony despite being an actual possibility in reality.


two warp-ins could handle the planet. and the further away from the equator the site is, the more angled the strike becomes in Dust to the point hills or large structures could block the shot? leading to different planning per area as the same thing wont always work.
Kinis Deren
Mosquito Squadron
D0GS OF WAR
#35 - 2012-03-26 19:07:20 UTC
If orbital strikes are taking place at much lower altitudes (mesosphere) could shields and armor take damage from atmospheric erosion, in much the same way as entering a toxic gas cloud? Visually, this could be seen by the capsuleer as an ionisation halo surrounding their ship.
Keras Authion
Science and Trade Institute
Caldari State
#36 - 2012-03-26 19:09:09 UTC
Here's my 0.02 isk. In the time it took to write this some of it might have already been suggested :)

Target feedback:

Seeing the bombardment from the caller's point of view in the target window on the new UI would be awesome.
A more simple solution would be just a box that lists the damaged and destroyed targets. If nothing gets hit list the distance to the nearest hostile to give a hunch if it's just someone messing around or if the enemy moved out of range. Not nearly as exciting but gets the job done Blink

Weapon effects:

The weapon types really need distinctive efffects. A laser vapourizes everything it hits, rails cough up a huge shockwave and a dust cloud, projectiles explode and missiles do their thing by slowly drifting into the area few seconds later but with bigger AoE or something. Fighters (and fighter bombers, maybe even drones) would be awesome too if they could be assigned to an area and the ground soldiers were able to point targets for them as long as they are assigned to the ground troops. Of course they should be destroyable Twisted

Shooting back to space:

Big stationary cannons or missile batteries on the surface. If it's unfeasible to place them on the maps, make it low-orbit defence platforms. Need a structure or a vehicle to scan the orbit for targets. Scanning should take some time and require the player scanning to hold the position for the duration. Make them captureable for more fun. Alternatively or additionally create a module usable on the EvE ships to point targets to shoot at. Ideally the damage for the weapons would be high enough to drive the ships in orbit off (or destroy them if they decide to stay) with maybe a doomsday cannon with a long cooldown as a planetary upgrade. Fighter (or drone) garrisons could be an option too (AI piloted, of course).

Other stuff:

Depending on the frequency the planet can be bombarded there might be a need for some additional defensive options. A bombardment shield vehicle that can absorb some fire coming from above. Of course it shouldn't stand up to a concentrated orbital fire and being vulnerable to ground attacks would make it an interesting option. Another way of preventing a bombardment could be with an area scrambler. It either blocks the signal entirely or redirects the fire to a random spot on the map. This option might need a signal strength indicator for the spaceship but opens up another option of adding signal amplifiers for dedicated bombardment ships. And lastly there's always an option for point defence cannons. Always on, defends a few kilometers of area near them but can be disabled by cutting off the ammunition supply or destroying the weapon itself. High chance of deflecting any incoming fire from orbit.

This post was rated "C" for capsuleer.

Hiram Alexander
State Reprisal
#37 - 2012-03-26 19:09:19 UTC
I'm not sure how much of a meta-gaming tactic it would be, but I'd like to see a far-longer duration for the 'dust cloud' that's blown up by the bombardment, and could imagine it been used to mask the advance of valuable/fragile vehicles...
Roll Sizzle Beef
Space Mutiny
#38 - 2012-03-26 19:10:18 UTC
Kinis Deren wrote:
If orbital strikes are taking place at much lower altitudes (mesosphere) could shields and armor take damage from atmospheric erosion, in much the same way as entering a toxic gas cloud? Visually, this could be seen by the capsuleer as an ionisation halo surrounding their ship.


Interesting point as currently there is no physical object to bounce off of for a planet. Will there be a large bounding spheres around planets soon that make us "skip" across the atmosphere?
Sirinda
Ekchuah's Shrine Comporium
#39 - 2012-03-26 19:11:02 UTC
Just add another nav point for each dustside mission currently available. The same thing was done with the PI command center launcher.

On another note, I don't really care as I won't buy a PS3 just to play one game. Scratch that, I won't buy any console, ever.
Nova Fox
Novafox Shipyards
#40 - 2012-03-26 19:11:18 UTC
Roll Sizzle Beef wrote:
Nova Fox wrote:

I dunno I mean I know its complicated and there are the crap tonns of 'what ifs' but planets that dont revolve around thier star is something missing from eve in forever and even sadder if and when implimented would have minor visual effects cept for people living from a station where one day its dark side next day on the bright side of the planet.


The core of EVEs physics engine cant handle this. and not likely to for years to come as it would require major surgery to the guts of EVEs submarine mechanics.


The idea behind the relative system is to be less stressful on the server at least.

Something that is always XYZ away from reference and stuck on this rotation/obit rate tied into the server clock is three entry lines in data base and they're static.

Moving a grid is where we start to have problems. This is where some of those phsyics come into play. While its possible to keep a grid stuck into a XYZ cordinate in releative to a reference and everything on this grid is hunkydory the server would probably flip a lid if two grids 'collided.'

This would mean having to reprogram site spawning to avoid any pernament grids.

You can also further reduce server stress by making spawned/used grids non orbital.

The list of problems however still go on like book marks and the sort.

Pernament Grid bookmarks would be easy. In a realtive system theyll be filed under that grid's inventory. Its the free floating grid bookmakrs that get collided with orbtiging pernament grids we have concerns over.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.