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Player Features and Ideas Discussion

 
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More realistic lasers or lore explanation needed for current ones.

Author
Thutmose I
Rattium Incorporated
#81 - 2012-04-23 17:20:11 UTC
Verity Sovereign wrote:

No, they don't, and that is the problem.
People strain to give plausible sounding explanations to what is not plausible.
All it really does is promote public misunderstanding of physics.
Thus I will not support it.


my point is that it is plausible
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#82 - 2012-04-24 07:22:54 UTC  |  Edited by: Verity Sovereign
And my point is that it is not, but you are trying to distort people's understanding of reality to make it conform with a game.

Trying to distort a game to make it conform to reality is bad for the game.

Trying to distort understanding of the real world to conform with a game is bad for the real world.

I'd rather have games governed by real world physics, than people walking around (and voting *shudder*) thinking the real world is governed by videogame physics.

The best solution is to just separate them.

Don't even try to make a game that is not realistic, sound as if it were.

Laz0r5 go pew pew, they subtract HP from the enemy, they come in many pretty colors.
Don't overthink it.
Thutmose I
Rattium Incorporated
#83 - 2012-04-24 07:42:04 UTC
can you find anything fundamentally wrong with my proposed mechanics game wise then?
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#84 - 2012-04-24 08:08:58 UTC
Hmm, well, lets see, taking your first post and rearanging some points to make it easier to answer:

Quote:
1) Lasers should not miss. assuming you use a proper laser targeting system, your lasers should be guaranteed to hit any target less than about 1000km away, especially with the speed limitations in eve.

2) Lasers should be less effective on small targets at long range. This would be due to the expected divergence of the beam.

3) smaller lasers/mirrors are easier to rotate, so more tracking.


For point 1 and 3, basically you are saying if the laser can track the target, it hits the target, right?
For point 2, I don't see why we'd restrict this to small targets,
Are you basically saying that at falloff we should always hit instead of sometimes hit, sometimes miss?
After going beyond the laser optimal, hit quality falls off, but hit percentage remains fixed?
I would be OK with that, it would make lasers DPS more consistent at longer ranges, but it wouldn't make them OP'd sniping weapons

Quote:
3) The frequency range of the lasers should only be an order of magnitude or so, as that is all that is needed to achieve the current range intervals

It matters not for gameplay what the stated laser frequency is. Although I would like to see the higher wavelength be the long range crystals, and the low wavelength be the close range
- and perhaps have them modify falloff as well - this would be the only thing that affects gameplay (less divergence should = more falloff)

Quote:
With this system, lasers would be unable to hit any target going above a certain angular velocity, but will hit for full damage on anything else.

Or are you saying that tracking speed should be a binary condition for hit damage, ie if tracking speed> target traversal, turret damage = 100%, if tracking speed< target traversal, turret damage = 0%
-Instead of the more complicated formula that EVE uses for the other guns where the ratio of tracking to traversal affects hit quality?
I might be OK with it - thats how I thought the system would work when I first started.


Quote:
1) a smaller beam radius will reduce the optimal range of the laser. if you make the larger lasers have a larger beam waist, then they have more range.

2) smaller lasers/mirrors are easier to rotate, so more tracking.

3) Pulse lasers would do more damage as a higher power than beam lasers, assuming same energy involved.

for 1-2: This isn't a change, small lasers already have faster tracking and lower range....
For 3: Its already like that, no? Mega pulse out DPS tachyons, and use way less energy.

Quote:
4) instead of Frequency crystals, use undulators, or some other name for them.

Again, doesn't change gameplay but it might make it harder to suspend disbelief when undulators shatter beyond repair.
An undulator would be like a piece of equipment, like any other T2 modules (which can be repaired)
actually, that might be nice, but null sec alliances will cry foul.
T2 lasers have enough drawbacks that projectiles don't get, only scorch makes up for it.
Meta 4 -> T2, laser vs proj:
equal increases to fitting requirements
T2 lasers use much more cap, projectiles don't have any comparable drawback (smaller gun magazine or longer reloud would be nice)
T2 lasers can now run out of "ammo"

T2 lasers get 2 more drawbacks than T2 projectiles do.
T2 modules aren't consumable, it wouldn't be gamebreaking if T2 "undulators" weren't consumable either (but did need regular repair, have them take heat damage whether or not the guns are overheated, have them take more heat damage when the guns are overheated, allow repair in stations)
Thutmose I
Rattium Incorporated
#85 - 2012-04-24 08:45:46 UTC
for point 2, they would also be less effective against most large targets as well, but much less so against small targets. if you put in the wavelength numbers for short range ammo on the spreadsheet, then change the range for the power vs sig radius graph, you will notice that at long range targets of 300-400sig will be hit for almost no damage.

Verity Sovereign wrote:
Are you basically saying that at falloff we should always hit instead of sometimes hit, sometimes miss?
After going beyond the laser optimal, hit quality falls off, but hit percentage remains fixed?


yes, your lasers will keep hitting in falloff, just for less damage.

as for the rest of the stuff (in your post after the tracking points), it is mostly realism related and has no actual change in game mechanics as mentioned.