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Ships Fly Around Things in Space / Custom Ship Flight Paths

Author
Veronica Kerrigan
Surgically Constructed L Feminist
#21 - 2012-04-25 04:25:51 UTC
My primary issue with the second idea is that you are trying to create a path through 3 dimensional space with a 2 dimensional interface. It also runs into the problem of a ship trying to match a curved path with straight line acceleration. I have no issue with the idea in and of itself, but I don't see how you could implement it without putting too much load on either server or client. Primarily because the movement system uses straight line vector acceleration, it doesn't handle going to a destination very well. It accelerates you in the direction of the desired object until the given speed is achieved (Usually max speed), and from observations (oracle train w00t w00t), once it reaches a certain distance it matches the target's speed. Even the closest thing to a curved path, orbiting, is done by accelerating along a line tangent to the wanted orbit distance, and recalculation every server tick.

When trying to follow a specific path, it has to calculate how far you will travel per tick, and how fast you will be going at that time, and how you will need to accelerate on the next second to continue matching the course. This changes the number of calculation from one, taking your old (x,y,z), applying the velocity for that second, and generating a new (x,y,z) coordinate. You idea would add on top of that, how to get from that new coordinate, to the next point on the route. And then if we were to add in avoiding objects, it checks if that WILL be in the collision sphere of any other object, and if it is, it has to choose a new path that doesn't intersect that sphere. It might work for something like two frigs in an asteroid belt, but in a 200 man fleet where everyone is trying to orbit that same person at the same distance, and they are all trying not to collide with each other, I believe you can see my issue.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#22 - 2012-04-25 06:34:16 UTC  |  Edited by: Verity Sovereign
The client tells the server where it would like the ship to go - this is exactly what happens when you double click in space to get your ship to go that direction.
The client knows (approximately) where the ship is, where other objects are, and how fast they are moving (though this information is updated from the server).
The client has all the information it needs to calculate a flight path, and tell the server where it wants the ship to go (as it already does).
It need not be some sexy curved and weaving path, it can be a simple: Asteroid in our path, right at 45 degrees for 1 km, left 90 degrees for 1 km, right 45 degrees -> just 3 turns something like this --^--> (assume the ^ is a maneuver to avoid an obstacle)
Kais Klip
Brutor Tribe
Minmatar Republic
#23 - 2012-04-25 10:13:24 UTC  |  Edited by: Kais Klip
How about adding a prominent collision alert to the "effects" bar that's proposed to be implemented in the upcoming expansion? You'll be able to set the warning distance to your heart's content - while collididing with the bubble when you're at 0m.

On the latter point, why isn't it implemented this way - most prominent example is on jump gates, where there's another good 500m after the 0m marker before the bump, while on other collidables the bump distance is set at -50m, if you will.

To the OP in regards to Frigate dogfighting amidst asteroids - surely the current bump mechanics bring more risk (and thus reward) to the table as you can snare the pursuer on the 'roids? The aforementioned proposal would improve that mechanic even more, while your illustrated proposal would carry no tactical benefits (as LOS isn't implemented) to someone diving into an asteroid field (ie, approach your target and Jeeves the Guiding System does the work, but without the Armageddon-esque awesomeness as the asteroids aren't packed tightly enough to assure failure at som point).

Finally, your illustrated turning mechanic - how will one set at what distance the turn begins? If it's instant, one can already execute a curve manoeuvre by any ship (not the insta-turn pod) by an off-centre click at the appropriate moment.
Angel Vrae
Aliastra
Gallente Federation
#24 - 2012-04-25 10:15:54 UTC
James Amril-Kesh wrote:
mxzf wrote:
I'm not sure you really understand how collision mechanics work. It's a whole lot more complicated than you make it sound and much less of an issue than you make it out to be.

In my experience they work just about the same as he said it does. If it's a whole lot more complicated and a whole lot less of an issue then please explain how. I've almost lost ships before in missions because my ship was bumping into an object that was visually a lot further away.

This can also be particularly frustrating during missions and anoms where NPCs that you have to kill get stuck on a structure far outside your range. They're stupid and don't fly around stuff, pretty much only capable of orbiting. That's fine except in cases like this.



+1 for the reasons in the above quote. This needs looking at.

Its even more annoying when you have to go and get said wreck with your salvage boat.. esp if it is 70km from the rest of them

Angel Vrae Gallentean Intaki Artists

Industrial and Mining Director

Enriched Ambitions

Francisco Bizzaro
#25 - 2012-04-25 10:25:35 UTC  |  Edited by: Francisco Bizzaro
The avoidance path-finding suggested in the OP should not be difficult to solve.

But what happens when you actually *want* to get close to an asteroid or structure for some reason? For example, exploration sites have boxes which you have to get close to and activate. You don't want to veer off a the last minute and fly past the object you are trying to get close to.

Currently, clicking a direction has a very well-defined meaning: Your ship moves in that direction. This new mechanic, if not done carefully, could lead to some frustrating behaviour, particularly if you are sitting next to a structure and find that your ship goes in a completely different direction than the one you chose.
DitchDigger
Hibi Proletariat
#26 - 2012-04-25 15:04:15 UTC
I agree with the OP on the nature of the problem. We can't control our ship in the traditional joystick left-right, up-down fashion. This makes navigating around or away from obstacles extraordinarily cumbersome.

A simpler solution would be to just remove collision detection from warp drive activation.
Ilyashen
Deep Core Mining Inc.
Caldari State
#27 - 2012-04-25 15:15:39 UTC
For the people worried about the frigates going through asteroid belts, that's not really a concern of mine, I understand it will have no advantage.

As for the distance at which you will set the trajectory of the ship; I feel that there are many solutions to this, many of which I have not thought of. Someone else created this image as a possible one, something like Homeworld.

Example

For the person concerned about wanting to approach an object instead of flying around it. One could Right Click > Approach just as usual.

As for going on a path which you do not intend. A system could show an arrow on which direction your ship would go on, such as in my 2nd example.

For people wondering if this would interfere with the current system, this can all be added on top of the current system. It could just be a feature your turn on, or even so easy as:

Ctrl > Click Drag

That would make a path for the ship.

I am just saying potential examples. I believe CCP would have a better solution than myself. The reason for this thread is not to say how the system SHOULD be, I just want people to recognize that the current system is a problem and should be looked into.
Ager Agemo
Rainbow Ponies Incorporated
#28 - 2012-04-25 16:08:29 UTC
There is no conceivable way in which i can think the client calculating PATH finding, could be hacked to an advantage. understand that path finding dosnt means the client is still the one controlling the ship position on the server, if the client calculated a buggy hacked patch for example, and tried to lets say, fly through an station, the ship position is still being calculated server side not client side, so when the ship hits the station on teh server it will get bumped, regardless of whatever the client yells.
Ilyashen
Deep Core Mining Inc.
Caldari State
#29 - 2012-04-26 20:27:10 UTC
I agree Ager Agemo, if someone does "hack" the path a ship would take, it would still bump off of things. In this sense, the client can create the path for the ships to take, send them to the server (just a few number values) and that should be it.

Even if others don't like the 'auto path/ object avoidance' idea, the 'custom path' idea, along with intended ship path, is still a viable idea.
Khaine Beralt
Third World Democracy
#30 - 2012-04-30 02:05:58 UTC  |  Edited by: Khaine Beralt
The problem with your idea is that BLAH BLAH GRASPING AT STRAWS BLAH CODING BLAH EVE FORUMS QQ

It's a fantastic idea. Let CCP work out the nuts and bolts.
Tarn Kugisa
Kugisa Dynamics
#31 - 2012-04-30 06:48:55 UTC
Or make the collision meshes of objects smaller, like asteroids having a collision mesh 2x bigger than what their model shows.
My Tengu got stuck in between 2 asteroids when I was ratting the other day, almost lost it to flashy reds.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Malamber
Venomous Cloud
#32 - 2012-04-30 15:31:46 UTC
Just want to add my +1 to this thread. Specifically the getting caught on random things - it should be easy enough to implement sliding around something, rather than bouncing/snagging.
Corian Teranos
Deep Core Mining Inc.
Caldari State
#33 - 2012-05-17 21:46:39 UTC  |  Edited by: Corian Teranos
Actually i would like to see one of two things happen. change collision mechanics to apply to weaponry allowing set pieces to be used as cover.

turn off collisions except ship to ship collisions. if a large colidable object cant block weapons fire than why the **** can you get stuck on it.? AND DONT SAY MISSILE GUIDANCE LETS IT ZIG ZAG THROUGH HOLES IN THE STATION RUINS
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