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[Proposal] Projectile/space object collision

Author
Hartigan Darklighter
State Protectorate
Caldari State
#1 - 2011-10-18 15:44:15 UTC  |  Edited by: Hartigan Darklighter
As a new player running a couple of low level missions I noticed that projectiles can pass through space objects (asteroids, space stations, etc). I think it would be an improvement if objects played a factor in whether or not a projectile can hit you. I dont know if it's possible to have some visual representation of projectiles hitting asteroids, or the shields of a station, but at least some type of programming formula where space objects factored into whether projectiles could hit you. Would add a real strategic element to space combat if ships could 'hide' in asteroid fields or flee around a planet.
Velicitia
XS Tech
#2 - 2011-10-18 15:45:32 UTC
I think at one point it was in the game, then taken out because of the lag monster. (maybe just for missiles though?)

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Hartigan Darklighter
State Protectorate
Caldari State
#3 - 2011-10-18 15:52:11 UTC
Velicitia wrote:
I think at one point it was in the game, then taken out because of the lag monster. (maybe just for missiles though?)


Not sure. I'm relatively new to the game ('bout a year). I thought there could be resource issues of graphicallly displaying projectiles hitting objects, though know sure what it would take to figure it into a formula of some type.
Hartigan Darklighter
State Protectorate
Caldari State
#4 - 2011-10-18 15:52:19 UTC
Velicitia wrote:
I think at one point it was in the game, then taken out because of the lag monster. (maybe just for missiles though?)


Not sure. I'm relatively new to the game ('bout a year). I thought there could be resource issues of graphicallly displaying projectiles hitting objects, though know sure what it would take to figure it into a formula of some type.
Velicitia
XS Tech
#5 - 2011-10-18 16:02:34 UTC
yeah, if it was there (and then taken out) It was long before I started playing as well. If it can be done whilst keeping the lag-monster at bay, then it would add some interesting things to fights...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#6 - 2011-10-18 16:14:09 UTC
Would be cool, if it doesn't make a huge lag as Velicitia said... would be really interesting.
Drake Draconis
Brutor Tribe
Minmatar Republic
#7 - 2011-10-18 16:54:25 UTC
The odds of employing such a tactic however is few and far between and likely going to cause problems. The lol's to be had in invoking CONCORD by hiding behind stations would be funny....albeit a little ridiculous

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Drake Draconis
Brutor Tribe
Minmatar Republic
#8 - 2011-10-18 16:54:58 UTC  |  Edited by: Drake Draconis
errrrr infernal double post glitch.

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Nariya Kentaya
Ministry of War
Amarr Empire
#9 - 2011-10-18 19:02:35 UTC
Drake Draconis wrote:
The odds of employing such a tactic however is few and far between and likely going to cause problems. The lol's to be had in invoking CONCORD by hiding behind stations would be funny....albeit a little ridiculous


in all honesty, SIMPLY to make it so capsuleers don't look like special needs cases when high-sec war-dec'ing, im sure it could be implemented that the ship will automatically cease fire when it reads it's weapon trajectories intersecting something that is not hostile or marked to be as such, so it would stop firing before it hit station, or a whole group of frigs on the jita undock, so as to not make high-sec warfare impossible.
Hartigan Darklighter
State Protectorate
Caldari State
#10 - 2011-10-18 19:46:11 UTC
Nariya Kentaya wrote:
Drake Draconis wrote:
The odds of employing such a tactic however is few and far between and likely going to cause problems. The lol's to be had in invoking CONCORD by hiding behind stations would be funny....albeit a little ridiculous


in all honesty, SIMPLY to make it so capsuleers don't look like special needs cases when high-sec war-dec'ing, im sure it could be implemented that the ship will automatically cease fire when it reads it's weapon trajectories intersecting something that is not hostile or marked to be as such, so it would stop firing before it hit station, or a whole group of frigs on the jita undock, so as to not make high-sec warfare impossible.


Good idea. Whatever way they do it I think coud result in some pretty interestng warfare tactics.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#11 - 2011-10-18 21:20:26 UTC
This would have to apply to all effects for the sake of balance, or else you just "hide" your ECM/logi/booster ships behind supertanked battleships designed to soak up enemy fire.

Server load would be horrendous during nullsec blob fights. When you've got hundreds of ships shooting at each other, that's a LOT of vectors to calculate for every frame. The upcoming time dilation system will come into effect MUCH earlier with this sort of thing.

What I find more frustrating is getting "stuck" on an object that I am visibly nowhere near. I'd much rather see the ships get smarter about flying around collideable objects before we got line-of-sight effects.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#12 - 2011-10-18 21:22:24 UTC
Nariya Kentaya wrote:
Drake Draconis wrote:
The odds of employing such a tactic however is few and far between and likely going to cause problems. The lol's to be had in invoking CONCORD by hiding behind stations would be funny....albeit a little ridiculous


in all honesty, SIMPLY to make it so capsuleers don't look like special needs cases when high-sec war-dec'ing, im sure it could be implemented that the ship will automatically cease fire when it reads it's weapon trajectories intersecting something that is not hostile or marked to be as such, so it would stop firing before it hit station, or a whole group of frigs on the jita undock, so as to not make high-sec warfare impossible.

Not cease fire. They would have to remain active and just not cycle again until you had a clear shot. Otherwise it would just get stupid.

Also, highsec combat would get a new element: blocking alts, big neutral nano ships intended to get in the way when things go bad.

Founding member of the Belligerent Undesirables movement.

Endovior
PFU Consortium
#13 - 2011-10-18 22:15:03 UTC
Agreeing with the consensus, here; the math behind this sort of thing would put too much strain (and therefore lag) on the systems. It would be easier to do with turret weapons, but missiles move through space, and in nullsec blobs, that complicates things immensely... and since it wouldn't be 'fair' to implement a system that didn't affect one type of weapon, it won't happen until processing capability (or possibly data handling capability) markedly improves.