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Player Features and Ideas Discussion

 
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Free-fire mode using mouse cursor?

Author
Zee87
Brutor Tribe
Minmatar Republic
#1 - 2012-12-10 19:06:31 UTC  |  Edited by: Zee87
I searched forums and read commonly proposed ideas, I didn't see anything like this mentioned...

I had this idea for combat, that you could switch to a "free-fire mode" and then use the mouse to aim and fire at targets... The cursor could change to a crosshair with a cooldown bar going around it, and you could fire at ships using the left mouse button, while still being able to pan the camera with left mouse button... then maybe middle mouse button could be used to lock onto targets.

I think something like this would make combat much more engaging. Plus you could always go back to normal mode.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2012-12-10 21:51:19 UTC
But you'd never hit anything...





For example, an interceptor is orbiting you at 5km/s, at a distance of 2km. Good luck managing to click on that.

A battleship is sitting 200km off, sniping at you. Good luck hitting that.

You are flying a vagabond, orbiting a drake at 20km, while doing 2km/s. Good luck.
Seranova Farreach
Biomass Negative
#3 - 2012-12-10 22:49:39 UTC
Danika Princip wrote:
But you'd never hit anything...





For example, an interceptor is orbiting you at 5km/s, at a distance of 2km. Good luck managing to click on that.

A battleship is sitting 200km off, sniping at you. Good luck hitting that.

You are flying a vagabond, orbiting a drake at 20km, while doing 2km/s. Good luck.



or worse... Aimbots...

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Marcio Miranda
Exploradores do Novo Eden
#4 - 2012-12-13 02:51:49 UTC
Wouldn't work. Turrets have an limited speed (aka tracking speed) in their movement and would never be able to follow the mouse movements. You'll never hit anything unless its stationary. Making them to actually shot wherever you aim means breaking their tracking speed limit and so the weapons balance.
Besides this is an MMORPG not an FPS. You want some kind of "Battlefield" in space try Moonbrakers (free to play).
Crimeo Khamsi
Viziam
Amarr Empire
#5 - 2012-12-13 04:09:05 UTC  |  Edited by: Crimeo Khamsi
It could be made to work.

Despite the naysaying in this thread about math:
Quote:
But you'd never hit anything...

For example, an interceptor is orbiting you at 5km/s, at a distance of 2km. Good luck managing to click on that.

A battleship is sitting 200km off, sniping at you. Good luck hitting that.

You are flying a vagabond, orbiting a drake at 20km, while doing 2km/s. Good luck.


... Trigonometry says otherwise. A frigate with a 35m signature radius at a distance of 2km would have a 1 degree margin of error to hit in either direction.

If we assume a 1080 pixel wide monitor and about a 100 degrees of visual angle in EVE (how wide is your view?), then you would have an approximately 20 pixel diameter target to hit, or the width of about 3 letters in the font you are reading right now. not terribly difficult, actually. Especially if you ambush target them instead of trying to track them (line up with where they pass every couple seconds and wait for them to arrive) Certainly not EASY, but it shouldn't be. After all, your auto targeting would have a very difficult time hitting something that ridiculous fast as well.

A battleship with a 350m signature radius at 200km would present a 2 pixel size target. Which sounds extremely small, until you consider that at 200km, his apparent motion is going to be virtually nothing, so you can sit there and fiddle with your mouse and easily hit that 2 pixel target, since it will appear to be staying still. This would actually be much easier to hit than the interceptor. Assuming your guns are accurate enough (short range guns would have random wobble added to them to approximate the same penalties of optimal range and falloff that the auto targeting system has)

The issue of tracking is also easy. Every server tick, the game looks at where your screen is pointed, and begins moving the turrets to align with that vector for the next second. When you hit "fire" they simply fire wherever they happen to be pointed at the moment. If they haven't caught up with your view vector yet, then you will miss, even if your cursor is right on the target.

There could be a pair of target icons on the screen in free-fire mode. One being your view reticule, and the other being the average current vector of your weapons modules. So that you have a visual indication of whether they have caught up to you or not. (that would be calculated clientside and not contribute to lag)

^
|
So yes, it is very technically possible, and wouldn't even be all that difficult to hit stuff. I'm not really sure if it would add to the game or not, though. Kinda torn on the issue. It would certainly be super fun, and would allow new strategies like being able to ambush fast flying things with heavy, slow guns (if you maintained the same orbit in your frigate, a real battleship in real life would obviously stop attempting to track you, and would instead line up with a point on your orbit, wait for you to pass it, and blow you out of the sky. This would allow that sort of choice).

However, it could obviously have balancing issues. Not necessarily very severe balancing issues (you still couldn't hit something at 200km with an autocannon, for example, because the game would add random small deviations to the aim, like in an FPS)
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-12-13 06:28:40 UTC
Crimeo Khamsi wrote:
It could be made to work.

Despite the naysaying in this thread about math:
Quote:
But you'd never hit anything...

For example, an interceptor is orbiting you at 5km/s, at a distance of 2km. Good luck managing to click on that.

A battleship is sitting 200km off, sniping at you. Good luck hitting that.

You are flying a vagabond, orbiting a drake at 20km, while doing 2km/s. Good luck.


... Trigonometry says otherwise. A frigate with a 35m signature radius at a distance of 2km would have a 1 degree margin of error to hit in either direction.

If we assume a 1080 pixel wide monitor and about a 100 degrees of visual angle in EVE (how wide is your view?), then you would have an approximately 20 pixel diameter target to hit, or the width of about 3 letters in the font you are reading right now. not terribly difficult, actually. Especially if you ambush target them instead of trying to track them (line up with where they pass every couple seconds and wait for them to arrive) Certainly not EASY, but it shouldn't be. After all, your auto targeting would have a very difficult time hitting something that ridiculous fast as well.

A battleship with a 350m signature radius at 200km would present a 2 pixel size target. Which sounds extremely small, until you consider that at 200km, his apparent motion is going to be virtually nothing, so you can sit there and fiddle with your mouse and easily hit that 2 pixel target, since it will appear to be staying still. This would actually be much easier to hit than the interceptor. Assuming your guns are accurate enough (short range guns would have random wobble added to them to approximate the same penalties of optimal range and falloff that the auto targeting system has)

The issue of tracking is also easy. Every server tick, the game looks at where your screen is pointed, and begins moving the turrets to align with that vector for the next second. When you hit "fire" they simply fire wherever they happen to be pointed at the moment. If they haven't caught up with your view vector yet, then you will miss, even if your cursor is right on the target.

There could be a pair of target icons on the screen in free-fire mode. One being your view reticule, and the other being the average current vector of your weapons modules. So that you have a visual indication of whether they have caught up to you or not. (that would be calculated clientside and not contribute to lag)

^
|
So yes, it is very technically possible, and wouldn't even be all that difficult to hit stuff. I'm not really sure if it would add to the game or not, though. Kinda torn on the issue. It would certainly be super fun, and would allow new strategies like being able to ambush fast flying things with heavy, slow guns (if you maintained the same orbit in your frigate, a real battleship in real life would obviously stop attempting to track you, and would instead line up with a point on your orbit, wait for you to pass it, and blow you out of the sky. This would allow that sort of choice).

However, it could obviously have balancing issues. Not necessarily very severe balancing issues (you still couldn't hit something at 200km with an autocannon, for example, because the game would add random small deviations to the aim, like in an FPS)



But it would be far, far, far, far, far easier just to use the current system and be able to hit the guy wherever he is and however fast he's going, regardless of your ability to play awful twitch FPS games. What possible advantage could you gain from trying desperately to hit a guy this big |___| travelling at 5km/s in circles around you manually when the automated systems can do it for you? I mean, sure, bring it in, but people using manual targeting will lose every single time.
Crimeo Khamsi
Viziam
Amarr Empire
#7 - 2012-12-13 06:44:46 UTC  |  Edited by: Crimeo Khamsi
Danika Princip wrote:

But it would be far, far, far, far, far easier just to use the current system and be able to hit the guy wherever he is and however fast he's going, regardless of your ability to play awful twitch FPS games. What possible advantage could you gain from trying desperately to hit a guy this big |___| travelling at 5km/s in circles around you manually when the automated systems can do it for you? I mean, sure, bring it in, but people using manual targeting will lose every single time.


Far easier to code yes =P

But as for the player's point of view, and strategy wise? I already explained one major situation where it might be advantageous to switch to free-fire mode. Here it is again:

Imagine you are in a battleship, and only have large turrets. You are being speed tanked by a fast frigate flying at 5km/s orbiting at 2km, tackling you or shooting you or whatever. If you rely on your precious auto-targeting system, your turrets will try to track the ship constantly and will never be able to, and they will ALWAYS MISS.

If you switch to free fire mode, then you can ambush the frigate. Assuming it maintains the same orbit every time it passes (which it will unless the person is manually clicking space and then orbiting again, blah blah), then you can line up your slow-ass guns so that they are pointing at a location along the orbit path that you spotted the frigate at previously. Then wait for them to track there. Then wait for the frigate to make its next pass, and blammo!

Granted, you will probably still miss, since your guns can only fire in one second intervals. But with practice you could pretty easily estimate how far off the timing was and realign and hit the guy on the very next pass (about 5.5 seconds later, and he won't know anything is wrong because you just missed again). And since it's probably an instant alpha kill, you only have to hit that once.

So in fact in that situation, it would be precisely the opposite of what you said. The auto-system will lose every single time. It CANT "do it for you." Whereas the free fire system will reliably hit in the first or second shot after a few seconds of observation, if you know what you're doing and have practiced.



Another situation where this would be strategic would be if a cluster of ships have arranged in such a way that from your perspective, they are all rather near each other (almost collinear to you). If so, then you could hit a bunch of targets one after another without having to wait for targeting (or without having to have quite as accurate of guns for the distance, since stray shots might hit one of the other guys).
Seranova Farreach
Biomass Negative
#8 - 2012-12-13 07:11:30 UTC
if you want FPS spaceships go to another game.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Nariya Kentaya
Ministry of War
Amarr Empire
#9 - 2012-12-13 07:41:52 UTC
Crimeo Khamsi wrote:
Danika Princip wrote:

But it would be far, far, far, far, far easier just to use the current system and be able to hit the guy wherever he is and however fast he's going, regardless of your ability to play awful twitch FPS games. What possible advantage could you gain from trying desperately to hit a guy this big |___| travelling at 5km/s in circles around you manually when the automated systems can do it for you? I mean, sure, bring it in, but people using manual targeting will lose every single time.


Far easier to code yes =P

But as for the player's point of view, and strategy wise? I already explained one major situation where it might be advantageous to switch to free-fire mode. Here it is again:

Imagine you are in a battleship, and only have large turrets. You are being speed tanked by a fast frigate flying at 5km/s orbiting at 2km, tackling you or shooting you or whatever. If you rely on your precious auto-targeting system, your turrets will try to track the ship constantly and will never be able to, and they will ALWAYS MISS.

If you switch to free fire mode, then you can ambush the frigate. Assuming it maintains the same orbit every time it passes (which it will unless the person is manually clicking space and then orbiting again, blah blah), then you can line up your slow-ass guns so that they are pointing at a location along the orbit path that you spotted the frigate at previously. Then wait for them to track there. Then wait for the frigate to make its next pass, and blammo!

Granted, you will probably still miss, since your guns can only fire in one second intervals. But with practice you could pretty easily estimate how far off the timing was and realign and hit the guy on the very next pass (about 5.5 seconds later, and he won't know anything is wrong because you just missed again). And since it's probably an instant alpha kill, you only have to hit that once.

So in fact in that situation, it would be precisely the opposite of what you said. The auto-system will lose every single time. It CANT "do it for you." Whereas the free fire system will reliably hit in the first or second shot after a few seconds of observation, if you know what you're doing and have practiced.



Another situation where this would be strategic would be if a cluster of ships have arranged in such a way that from your perspective, they are all rather near each other (almost collinear to you). If so, then you could hit a bunch of targets one after another without having to wait for targeting (or without having to have quite as accurate of guns for the distance, since stray shots might hit one of the other guys).

Theres still the issue that the server only ticks once per second, meaning you will still never hit, also, how do you factor in ammo types? and beyond everything, this would trick newbies into thinking this is a FPS of some kind when it isnt.

Eve is a game of strategy, not twitchy shooty, it's all about predicting what you will face, adn fitting accordingly, think youll be up close and personal? fit tracking enhancers, think theyll be too close for those to work? dont bring a battleship to a cruiser/frig fight.

Honestly, if by some horrible lapse in judgement from CCP they decide to implement something like this, all that will happen is that everyone will switch to battleships with aimbots, because now everyone can do battleship DPS but have the tracking of a frigate theoretically. And if properly balanced to rpevent this, then it will be UNIVERSALLY disadvantageous to use as compared to just FITTING A SHIP FOR HIGH TRACKING.
Crimeo Khamsi
Viziam
Amarr Empire
#10 - 2012-12-13 17:23:03 UTC  |  Edited by: Crimeo Khamsi
I didnt say it was necessarily a good idea. Just that it would be possible and that there would be some strategic advantage.

A more eve-appropriate way of doing the same thing would be to have a button on your HUD that sets your weapons to "tracking aim" vs. "ambush aim." Anybody who actually fires guns or shoots arrows, in real life or in virtuality seriously is likely aware of tracking versus ambush aiming. They are essentially the two fundamentally basic ways of hitting a moving target, physically.

Tracking:
The gun follows just ahead of the target along its whole trajectory until ready (in the case of eve, until it is loaded), and then fires.

Ambush: The gun is aimed at some point far along the extrapolated path of the target (often at a known chokepoint like a doorway, but not necessarily), and then the shooter waits until the target is almost at that point and fires. This requires knowledge of where the target will move further ahead of time, but if you have that knowledge, you can get superhumanly difficult shots to work perfectly.



In EVE (this is all using the AUTO-targeting system):

If you choose tracking aim: It does what it does currently. This is best whenever the movement of your target is irregular or complex compared to your own ship.

If you choose ambush aim: When you tell your guns to fire at a target, they will not fire immediately, but will "observe" the target for a second or two. If it is flying in an almost straight line relative to your own ship, then the guns will line up with a point in space far enough ahead of the target (if it were to travel in a straight line still) that they will be able to hit it, given their available tracking speed. So bigger guns will have to choose a point further out. Then they ambush it, and will hit it if it maintains its course. If it is orbiting you, then the guns will estimate the path of the orbit based on your current position, and line up to hit the ship along that path far enough ahead. This is best whenever the movement of the target is regular compared to your ship, which happens more often if your ship is standing absolutely still. The ambush AI would only have a very limited number of common patterns in its brain: straight line, orbiting you, possibly elliptical movement (orbiting somebody else while you stand still), that's about it. Any other pattern of movement will basically cause it to miss.

Ambush will allow you to have a decent chance of hitting frigates with battleship guns, for instance, if they just orbit you without changing course, and if you are standing relatively still. But you would have to know when to use it, because if movement is crazy (like if you and your enemy are both orbiting each other), it will fail miserably. Also you can't move quickly while using ambush aiming.

Thus, element of strategy added, and realism added.
Zee87
Brutor Tribe
Minmatar Republic
#11 - 2012-12-13 18:12:52 UTC  |  Edited by: Zee87
"Did you just say what I was trying to say... but smarter?"

Yeah, why couldn't you hit a moving target by timing your aim and shot? And yes, I suggested it as a mode you could switch to, not something that would be permanently something you would be forced to use all the time.

I've suggested this several times. Usually the thread ends up locked and archived, but this time, someone finally expanded on it. Thanks. :)
Crimeo Khamsi
Viziam
Amarr Empire
#12 - 2012-12-13 18:21:09 UTC
Zee87 wrote:
"Did you just say what I was trying to say... but smarter?"

Yeah, why couldn't you hit a moving target by timing your aim and shot? And yes, I suggested it as a mode you could switch to, not something that would be permanently something you would be forced to use all the time.

I've suggested this several times. Usually the thread ends up locked and archived, but this time, someone finally expanded on it. Thanks. :)


I was suggesting that instead of having a mode where you manually fire, just making it so that there is another AUTO-fire mode that basically does the same thing that you would do yourself whenever there would be a strategic reason to do so (e.g. ambush situations)
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#13 - 2012-12-14 00:15:32 UTC
You could just unload your ammo and eject it.

Tactical destroyers... I'll take a dozen Gallente, please.

Asudem
Black Spear.
#14 - 2012-12-14 02:23:09 UTC
It would kill the balance and it would become too hardcore for most of us. PVP would be a pain in the ass. I dont like this idea since Im already aiming with the mouse into the movement direction and I kinda like the current system which allows me to see the direction Im moving while my ship is firing.
ShahFluffers
Ice Fire Warriors
#15 - 2012-12-14 04:37:49 UTC
There is another issue that no one seems to have pointed out...

There are no turrets or launchers. They are simply graphical representations of a hard-coded mathematical formula that requires a "yes/no" answer (see: activation) before compiling in all the variables and making "yes/no" probabilities (see: hit, no hit) and damage amounts.

Also... there is no "line of sight" fire in EVE... which is what this idea kind of requires.

Also...
Quote:
Imagine you are in a battleship, and only have large turrets. You are being speed tanked by a fast frigate flying at 5km/s orbiting at 2km, tackling you or shooting you or whatever. If you rely on your precious auto-targeting system, your turrets will try to track the ship constantly and will never be able to, and they will ALWAYS MISS.

If you switch to free fire mode, then you can ambush the frigate. Assuming it maintains the same orbit every time it passes (which it will unless the person is manually clicking space and then orbiting again, blah blah), then you can line up your slow-ass guns so that they are pointing at a location along the orbit path that you spotted the frigate at previously. Then wait for them to track there. Then wait for the frigate to make its next pass, and blammo!

You can already do something like this with the current mechanics.
Simply turn off your weapons... overload your prop mod and weapons... turn on your prop mod... and when the frigate/cruiser auto-adjusts he/her orbit and straightens out a bit (making transversal low), turn on your weapons.
androch
LitlCorp
#16 - 2012-12-15 18:27:04 UTC
been discussed, not going to happen, turning this mmo into a twitch shooter would ruin gameplay