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Player Features and Ideas Discussion

 
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Realise the potential of Space Terrain!

Author
GeeShizzle MacCloud
#21 - 2012-07-28 11:51:48 UTC
guys dont get me wrong here, i do totally understand that the proposals are gonna hit server performance hard. The reasoning behind this proposal is to make aware a fundamental characteristic of Warfare is basically being ignored due to server performance. Your could say thats a good thing, you could say its a bad thing, i dont mind.

i just want to set some ideas and thoughts on it as a possibility for when server performance and code re-writes become efficient enough that its actually possible to implement something akin to these thoughts and ideas.

=)
GeeShizzle MacCloud
#22 - 2012-08-15 19:26:46 UTC
bumping for more thoughts and opinions =)
Michael Loney
Skullspace Industries
#23 - 2012-08-15 22:14:37 UTC
I think it's a great idea, knowing where you are fighting should make a difference.

We already have the E-war icons and effects near the ship HUD, just add one for local space effects, all the numbers are listed and shown to everyone in the area as soon as they are in range.

As to the area where these effects will happen is a tricky question to keep it fair to both parties. I say have them spawn like Cosmic Signatures, always within 4 AU of a planet / sun / other and have a bubble of 1AU.Then have them change once a week so the fleets can best figure out how to use a effect before it is gone. Today your station may have a thermal effect but tomorrow it may be gone / changed.

Bonus points:

  1. Same as W-Space, each sun should have specific types of effects that spawn in the system so when setting up a POS look at your best damage type and pick a star that will be the most helpful for defending IF you get the effect.

  2. Make the source of the effect scan-able, and with a proper module, fixable. This way a attacking fleet can remove the effect if they put enough resources to it. Also the defenders can safe guard this point to keep its effect. Be warned, the anomaly will randomly put out clouds of damage so don't get closer than you have to.

  3. The repair module will be a High slot with a heavy CPU load with scripts for each type of anomaly. Range should be dictated by skills as the closer you get the more likely you are to take damage.


SAMPLE SITUATION:
You scan down an effect causing anomaly and warp to it. *CAUTION* due to being so close to the source there will be random 'clouds' that will damage your ship, frigates beware and bring a hardener for the effect in question.

It will take 100 cycles of "Experimental anomaly repairer I" to repair the anomaly to 100%, and the repair module can only do 1% repair in a 6 minute cycle bringing the total time to 10 hours (fixing space is hard).

Current science skills can be applied to reduce the cycle time down to say 4.5 minutes, but not the amount repaired ( insert Tech II here ).

This way if there is a fight over the effect it can be worked on over a few days and not quickly eliminated. Given the above, it would take 10 pilots only one hour to do the same work as one in 10 hours.

Sorry for the ramble, I tend to take an idea and run with it until I run out of characters!

Read and enjoy.
GeeShizzle MacCloud
#24 - 2012-08-16 14:33:19 UTC
Some nice ideas there btw!

i like the thought of an environmental ewar hud icon! and also the terraformation of systems idea.

i would like to say that these effects should be on grids where the action occurs tho, but not in places of high volume day to day traffic. it makes sense, if you're putting together a transport network you dont build through the most hostile or dangerous areas so it makes sense that stations and gates (ie areas with the highest consistent pilot traffic) wouldn't be built in areas with obscure or inherently dangerous effects occurring. jump gates can of course be moved to moons with no inherently dangerous effects, even possibly to places with advantageous effects like strong lockbreaking or ecm effects.

This is why i think that planet grids and moon grids should have a possibility of having effects occur on them. even if they are damaging effects. if a POS can online enough specific resists to passively recoup any damaging effects then it will be fine being online and moon mining for example. it will give advantages to attackers with the pos having a non optimum setup. and can be used to further add to the high risk high reward doctrine CCP likes using to balance mechanics, especially with high income moons, for example.
Nikk Narrel
Moonlit Bonsai
#25 - 2012-08-16 17:08:40 UTC
This has some nice potential, and it adds a level of immersion not currently present.

Currently, the systems are empty three dimensional constructs with no effects to speak of. Just holograms of objects and pretty backdrops.
(Wormhole space is it's own version of this with arbitrary system wide effects)

If it were two dimensional, then it would be like a blank plain. Battles on blank plains are boring.
We want obstacles getting in the way.
If we are near to the sun, stellar wind effects should be a consideration that could effect actions due to thermal and EM being more concentrated.
If we are in nebulae, or even a belt of asteroids, navigating through should be an obstacle that would give an advantage to the more prepared pilot.

TL/DR: There is no high ground advantage in EVE. This creates an oversimplified game-play experience we are used to, but could obviously improve upon.
GeeShizzle MacCloud
#26 - 2012-08-16 19:20:36 UTC
im glad you've seen the light nikk! =)

im going to edit my initial post to reflect ideas on local effects and some more generalised extras to the design.
Kraschyn Thek'athor
Aliastra
Gallente Federation
#27 - 2012-08-17 15:05:29 UTC
I guess there are very interesting effects in the vincinity of Plasma and Gas Planets.
Nebulae or Comet tails that forces ships to "dive" into a matter filled area.

And I want to see small planetoids in diameter of a couple of hundred miles as obstacles. We have currently nothing except the small gravimetric belt Spodumain Roid that is in this size.
It can't be sooo difficult to make a physical universe were Asteroids are obstacles and obstacles can be blasted into oblivion.

Only terrain can make small scale pvp interesting.
Nikk Narrel
Moonlit Bonsai
#28 - 2012-08-17 15:17:07 UTC
I am thinking ships will be vulnerable to various effects.

Passing through a dust cloud / nebulae would cause kinetic damage.

The stellar wind from different star types could give an advantage or interfere with the different racial sensor types.

It should be possible to hide in the sensor shadow of certain objects, assuming you had a good idea of where the seeking vessel was relative to it.

Speeding through a debris field or asteroid belt should cause kinetic damage similar to a dust cloud, but in isolated bursts instead of a consistent rate of damage.

Ships can use various shield or armor hardeners, as well as sensor boosters, to overcome and gain an advantage over those who did not prepare.

Fortune favors the prepared mind.
-Louis Pasteur
GeeShizzle MacCloud
#29 - 2012-08-18 18:21:03 UTC  |  Edited by: GeeShizzle MacCloud
Nikk Narrel wrote:


It should be possible to hide in the sensor shadow of certain objects, assuming you had a good idea of where the seeking vessel was relative to it.

Fortune favors the prepared mind.
-Louis Pasteur


i really like this idea... and would be interesting to see if this could be coded. tho i dont think u could code relative positioning into it. but being the opposite side of an object has its advantages anyway.

say u get within x distance from an asteroid then it masks ur signature, then u can add ship signature sizes relative to an asteroids size and so long as its past a certain ratio, your signature will be masked and you'd disappear off peoples overviews.

stray too far from the asteroid or turn on a mwd or have too many LSE's or too large a ship for any asteroid in the field and you will appear on peoples overviews and dscan tho.

this form of signature masking shouldnt be possible if someone is actively scanning you down with combat probes tho.

and if someone sees you hiding by a large asteroid... although they cannot target you, they should be able to target and break up the asteroid you're hiding near... and breaking it up will cause ur masking to be nullified, allowing them to target you.
Nikk Narrel
Moonlit Bonsai
#30 - 2012-08-20 13:46:51 UTC
It might simply be a case of getting within 2km of any stellar object, where your ship's signature is 20% or less of the stellar objects equivalent sig.

(Small ships can hide behind big things, a well respected tactic)

An option to warp into a position opposite the default beacon's warp in point should be possible, even if it means creating a custom bookmark for it manually.
The hunters warped to planet VII, but the ship had vanished from the scans. He was either out of range, or they would need probes. All those moons, so many places he could be hiding...

Planets and other stellar objects are more than just pretty images.
Sensor energy broadcasts flow in line of sight, not curve around objects, and certainly not seeing through objects as if they did not exist.
Yes, there are things in space that won't block sensors. But those things are also harder to see, as blocking the sensors is exactly what makes them visible to the sensor's receiver.
For that reason gas clouds are not really as effective as moons to hide behind.
Ound
Brutor Tribe
Minmatar Republic
#31 - 2012-08-20 14:47:20 UTC  |  Edited by: Ound
Replying solely to the subj. of the topic.

Step 1 : Put the moongoo in asteorid belts as mining stations or w/e that would have to be installed on asteorids.
Step 2 : Add more asteroids.
Step 3 : ????
Step 4 : SPACE TERRAIN

xD
GeeShizzle MacCloud
#32 - 2012-08-20 14:50:28 UTC
hmmm i think the whole line of sight thing is expensive to calculate in order to utilise, otherwise we'd have the ability to take hits for our friends in fights already.

and i wish itd be the case that we could use moons and planets to hide near to loose our tails etc... but thatd probably make the rediculous situation where people would be flying litterally into planets and moons to not be detected on dscans and not to be visually seen, meaning people who are looking for someone masking their sig will be poking their heads into every planet and moon to take a look and see if anyones buried their ship in the middle of a celestial object. sounds like some wacky cartoon!

if planets and moons ever become "unclipped" so they rebound ships, then it might be a cool idea to bring the big planets and moons into the idea.
i would like however for ships to have their reflectivity boosted quite a lot in the game. so ships can reflect a lot of sunlight to be noticed far away.

pls more ideas on how to make systems more real and visceral! =)
Nikk Narrel
Moonlit Bonsai
#33 - 2012-08-20 15:04:21 UTC
GeeShizzle MacCloud wrote:
hmmm i think the whole line of sight thing is expensive to calculate in order to utilise, otherwise we'd have the ability to take hits for our friends in fights already.

and i wish itd be the case that we could use moons and planets to hide near to loose our tails etc... but thatd probably make the rediculous situation where people would be flying litterally into planets and moons to not be detected on dscans and not to be visually seen, meaning people who are looking for someone masking their sig will be poking their heads into every planet and moon to take a look and see if anyones buried their ship in the middle of a celestial object. sounds like some wacky cartoon!

if planets and moons ever become "unclipped" so they rebound ships, then it might be a cool idea to bring the big planets and moons into the idea.
i would like however for ships to have their reflectivity boosted quite a lot in the game. so ships can reflect a lot of sunlight to be noticed far away.

pls more ideas on how to make systems more real and visceral! =)

I would point out that some of these ideas, while firmly based in reality and the laws of physics as we understand them now, do require some tweaking to be usable in real game play.

Fact: Our pilots are not used to anything in space being solid. Spaceships are rubber bouncy things that bounce harmlessly off of each other, while most other objects are holograms hanging in space.

In order to use object shadows, we would need to make planets and moons at least as solid as other spaceships, so they don't simply fly through them. Noone should be hiding inside the image itself.

When using shadow as a description, it must be acknowledged that the light source is the sensors of the ship or probe searching. It is entirely possible to have probes covering an object to the point where it has no place to hide, so this tactic is limited.

As to line of sight in combat, our bullets and missiles are effectively accepted to already go around corners.
The terrain at this stage must first affect sensors and the general ability to detect each other.

The rubber spaceships phenomenon then needs to be addressed before we can have small ships hiding behind big ships to block incoming fire.

(You just know the first freighter will be all "Come at me bro" when someone tries to bump them off from warp, and laugh as the inty crashes into the hull. Freighter pilots will start getting kill mails then, not just simply giving them out.)
GeeShizzle MacCloud
#34 - 2012-09-07 08:59:55 UTC
bumping for more thoughts an opinions on these ideas

<3
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