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New option for Ambush-Aim mode (to go with current tracking-aim)

Author
Crimeo Khamsi
Viziam
Amarr Empire
#1 - 2012-12-15 20:50:27 UTC  |  Edited by: Crimeo Khamsi
Right now, turrets always aim by tracking their target along its entire path.

This is only one of two major kinds of real world aiming strategies. The other is ambush aiming: instead of following your target, you use your brain to figure out a point up ahead where it will probably pass by, and you aim carefully at that point, and then shoot it when it arrives.


If Eve were real life, pilots would use both kinds of aiming frequently for different situations. This would be a major part of actual pilot tactics, and a major element separating good from bad pilots. Eve is missing this, and thus missing an easy opportunity for complexity and depth. So let's add ambush aiming:

TRACKING AIM:
Would work the same way eve aiming does currently
Good for: Complex movement patterns that are hard to predict (like when multiple ships are orbiting one another, or one is orbiting a fast moving ship, creating spirals, etc.). Since the paths are hard to predict, tracking is best, because you only have to predict a moment ahead of time.

Bad for: Any situation where the target is moving too quickly to track (e.g. frigate orbiting a battleship).

AMBUSH AIM:
Would work by recognizing "valid" predictable movement patterns of your target, and then "predicting" much further ahead in space than tracking aim does. The turrets would then aim at some point far enough ahead that they can reach that point before the target gets there (taking into account their own tracking speed). Then they shoot the target as it passes by.

This is good and bad in the opposite situations as tracking aim. It's bad when movement is complex, because you are unable to predict movement far enough ahead to ambush. But it's good for when things are moving quickly but predictably (like an orbit), because no matter how slow your guns are, you can still hit them after a little while observing.

How it would work in computer code:
The game already knows if your target is orbiting something or flying in a straight line, or whatnot. It uses this knowledge to very efficiently determine whether the target would APPEAR to be moving in a simple pattern to the shooter's perspective, without having to actually do any complicated calculations at all.

Situations that the game will consider to be valid patterns of movement for ambushing:
A) Target is orbiting a stationary or very slow object (including you!)
B) Target is approaching an orbit around a slow object.
C) Target is not moving.
D) Target is moving in a straight line (for example, the pilot double clicked in space, or aligned to a celestial)
E) Target is approaching a slow object.
F) Target is doing any of the above, but orbiting/approaching a fast object, IF that object is very far away (the further it is, the faster it can be moving and still qualify. This is just a precalculated lookup table, not calculated in the moment)

In any of these situations, the game just extrapolates where the object will be at a few different ticks in the future, and the turret tracks toward the first one it can reach in time. Thus essentially giving up a little bit of rate of fire in exchange for transveral velocity becoming irrelevant.

In any other situations that do not qualify, the turret will determine the instantaneous tangent of current movement, and use that for extrapolation (which will almost always miss).



WHY?
Because perfect, invulnerable speed tanking is dumb, and incredibly unrealistic, and makes it seem like space age civilizations have caveman technology. It also robs us of natural strategic decisions we could be making. If I took any one of you players, and put you in a first person cockpit flight simulator, and gave you slowly responding guns, you would instinctively switch to ambush aiming almost immediately for fast moving targets... Why not have the option to do so in eve's third person mode?

And this wouldn't make speed tanking obsolete by any means. It would just make speed tankers not 100% invulnerable. You could still avoid shots by adjusting your orbit every so often, and even if you didn't, ambush aiming inherently has fewer opportunities to hit (it has to wait for you to pass the ambush point, and thus the guns will be firing more slowly than their normal rate of fire as they wait)

It adds more player skill to space combat, since you have to strategically decide when to use tracking versus ambush aiming yourself (button toggles it on the HUD). Indeed, you may even learn to put yourself into positions that allow you to use one or the other methods to maximum effect (like slowing your ship down when fast small enemies are buzzing around you, to make their movements more predictable)


If we are going to have a 3rd person slow-response, strategic shooter (which is what EVE is), then we need lots of options for strategies. Currently we don't have very many at all, and space combat is dangerously close to a simple grind, that is determined much more by your fitting skills in the station than by your skills as an actual pilot.
Mary Clarissa Titor
#2 - 2012-12-15 21:03:47 UTC
Crimeo Khamsi wrote:
Because speed tanking is dumb, and incredibly unrealistic, and makes it seem like space age civilizations have caveman technology.


While your idea might have it's merits, it's impossible to implement in practice without rewriting everything about the combat code.

It is a common misconception that 'tracking' means that the turrets are actually game world objects that have orientation and 'track' the target. This is certainly the easiest way to explain what the tracking number means -- an angular shift of turret orientation as it tracks a moving object.

Unfortunately, that's what this number imitates, not is. Turrets do not actually have orientation. How to demonstrate: Get two identical ships with long range guns, with identical pilots, and put them in low orbit around each other. As they settle into a common orbit around a 'center of mass', so to speak, their turrets should, in theory, be always pointing squarely at each other, i.e. the relative angular speed of every ship in the other ship's point of view will be zero, as the turret would rotate together with the ship and it's tracking would be supplemented by ship's movement. This should mean they would always hit.

But they will always miss, instead.

Unfortunately, 'turret tracking' does not describe the motion of an actual in-game object like 'turret orientation' -- it is just a modifier to the formula that determines whether you miss or hit, and how hard. Implementing actual turret objects would be required to do what you describe, as without the turret shifting to the next expected position from a certain other position it previously occupied, it will be completely equivalent to the existing math.
Crimeo Khamsi
Viziam
Amarr Empire
#3 - 2012-12-15 22:00:45 UTC  |  Edited by: Crimeo Khamsi
Quote:
Implementing actual turret objects would be required to do what you describe

I see what you mean, but I do not think that anything more complex than now would be required.

I tried to explain above, but maybe didn't do a good enough job. The computer could "cheat" in ambush-mode just like it "cheats" in tracking mode, by using all kinds of shortcuts available due to the game having omnisicient knowledge of all the ships' movements and instructions.

For instance, a frigate is orbiting you in your battleship, which is moving slowly relative to the distance of orbit (30m/s and 5km radius of orbit):
1) The game recognizes this as a "valid" ambush situation, using a simple formula like:
d = distance from shooter to target
s = speed of thing being orbited or approached by the target (=0 if target is just moving in a straight line by clicking in space)
a = ambush situation = 1 if this is a situation on the list in my OP. = 0 if not.
c = some constant used for tweaking during testing until mechanic is balanced.

formula: a * (d / s) * c

If the result is greater than some number, then ambush tracking can commence! if not, it defaults to attempting to do tracking-aim, basically. or just gives up, I don't know. Something less effective.

2) Once ambush aim is cleared to commence, the game does another simple arithmetic formula, something like:
t = tracking speed of turret
v = current transversal velocity of target
k = some other constant.

Time until guns fire is then something like:

time = (v / t) * k

So it doesn't have to actually figure out all the geometry. It could just approximately "guess" about how long it would take. If transversal is high, that would usually mean that a gun would have to look further ahead to pick an ambush spot. If the tracking speed of the turret is high, then it would have to look less far ahead. And a constant lets the results be tweaked to balance.

3) Then, every tick after that until the guns fire, recalculate the first formula (a * (d / s) * c) to make sure that the target is still within valid parameters and hasn't taken some evasive action.

4) Then when the time arrives, if nothing has changed and the ship is still on grid, etc., fire and hit (with any falloff calculations etc. as normally calculated already)!


Really, it could be as simple as that. Look up the situation in a table of valid situations, then do one simple arithmetic formula to determine whether the situation is within quantitative thresholds. Then calculate time until firing, and checkup with the first formula in the meantime.

Very similar if not identical to the math requirements of existing tracking aim
ShahFluffers
Ice Fire Warriors
#4 - 2012-12-15 22:18:49 UTC  |  Edited by: ShahFluffers
This is a rehash of an already existing thread.
https://forums.eveonline.com/default.aspx?g=posts&m=2301144#post2301144

Crimeo Khamsi wrote:
WHY?
Because perfect, invulnerable speed tanking is dumb, and incredibly unrealistic, and makes it seem like space age civilizations have caveman technology. It also robs us of natural strategic decisions we could be making. If I took any one of you players, and put you in a first person cockpit flight simulator, and gave you slowly responding guns, you would instinctively switch to ambush aiming almost immediately for fast moving targets... Why not have the option to do so in eve's third person mode?

Two things:

1. Game balance will always trump realism.
Is it realistic for small frigates to gang up and take down (or pin down at the very least) a vastly larger ship? Nope. If you want to be totally realistic... a larger ship should ALWAYS have more weapons, more point defense, better locking times, better speed, better warp speed, etc, etc.
The problem with this realism is that it makes smaller ships fairly obsolete and doesn't promote dynamic gameplay. Why fly something smaller and flimsier when a larger ship can fit a much larger tank and do pretty much anything better? Why even play the game at all when you can't really do anything worthwhile until the battlecruiser/battleship level?

2. As I pointed out in the last thread... the mechanics you are asking for already exist to a degree.
Simply turn off your weapons... overload your prop mod and weapons... turn on your prop mod... and when the frigate/cruiser adjusts he/her orbit and straightens out a bit (making transversal angular velocity low), turn on your weapons. Rinse and repeat.

Crimeo Khamsi wrote:
It would just make speed tankers not 100% invulnerable.

They aren't. Where are your drones? Have you fitted a heavy energy neutralizer? What about a web or two? Your large weapons may not be effective, but that doesn't mean you don't have options. Plan ahead.

Crimeo Khamsi wrote:
If we are going to have a 3rd person slow-response, strategic shooter (which is what EVE is), then we need lots of options for strategies. Currently we don't have very many at all, and space combat is dangerously close to a simple grind, that is determined much more by your fitting skills in the station than by your skills as an actual pilot.

Stop flying with 100 man blobs and try skirmishing in low-sec with one or two buddies. There are a plethora of tactics and strategies one can use... some of which are still unfolding as the ship rebalance continues.
Mary Clarissa Titor
#5 - 2012-12-15 22:29:22 UTC
Crimeo Khamsi wrote:
3) Then, every tick after that until the guns fire, recalculate the first formula (a * (d / s) * c) to make sure that the target is still within valid parameters and hasn't taken some evasive action.


A reasonable shortcut, but falls short on another count. Imagine a typical spiraling approach, where you move by doubleclicking every time as you approach, to keep angular speed above a certain threshold. (Angular is what's actually used in the tracking formula, but apparently, back when most lore on the subject was collected, you could only see transversal.) By all rights, the user doing that is not moving in a 'straight line' -- doubleclicks will never be so perfectly on the same level as would be required to produce an actual straight line.

But how would the code know that? Your formula does not provide for how long should anyone keep moving in a straight line before it's 'a straight line'. Suppose it does require that no movement commands have been issued in the last server tick. Now, I program my mouse button to send a doubleclick every second while it's held down -- a perfectly EULA-legal application of mouse capabilities. Poof, I'm immune to ambush mode because every server tick I'm moving slightly differently.

While the idea of adding more tactical options available to everyone, whether they fit modules or not, is interesting, I'm afraid implementing it from that particular angle either requires way too much work on deep fundamentals to consider, or is far too easily defeated, or is grossly unfair to people actually doing something clever when it isn't easy to defeat.
Crimeo Khamsi
Viziam
Amarr Empire
#6 - 2012-12-15 22:34:09 UTC  |  Edited by: Crimeo Khamsi
The advantage of small ships would still be numerous:

1) Cheap
2) Despite cheapness, tackling/webbing/jamming mods and so forth are still equally as effective as those mods on larger ships.
3) Much faster. Speed isn't just about speed tanking, it's also about being able to get from point A to B as a one-time thing. To get in tackling range, or to create a warp-in point for other ships, or to get past a bubble camp with your valuable cargo, etc. Or to get in and out of weapon range of an enemy, which would still be relevant.
4) Agility, to bounce back and forth between warp points or GTFO of a bad situation, etc.
5) More slots. A battleship's worth of frigates cost-wise gives you far more slots overall (across the gang) to work with on the smaller ships. Which means the small ships can be simultaneously draining, shooting, webbing, scramming, jamming, blah blah, while the one larger ship can only web or scram a single enemy at a time, due to limited slots.


The only thing that would change is the difficulty of a big ship blowing up a small one in directly opposed combat without any support or surprise tactics, etc. considered. Which doesn't seem like a problem to me, because I don't think that there needs to be or should be any sort of equality in knock-down, drag-out fighting ability between small and large ships.

If two ships just start out on opposite sides of a grid without any other variables and neither one bringing any unexpected tricks to the table, the large one should always trivially beat the hell out of the smaller one.

The change would essentially FORCE small ship pilots to use clever strategies (of the kind that exist, as you mention in small gangs), instead of having the potential of winning due to cartoonishly unrealistic and unsatisfying weapons avoidance.

Quote:
By all rights, the user doing that is not moving in a 'straight line' -- doubleclicks will never be so perfectly on the same level as would be required to produce an actual straight line.

But how would the code know that?

Pretty easily. If the objective of the target ship has changed (the thing it is orbiting or approaching, including having clicked in a new spot in space), then it does not count as the same targeting solution anymore, and timer starts over at zero.

Could potentially be based on how much of a deviation there actually was, if you want to be more sophisticated, but just simply "is it the same objective? Y/N" would work too.

Although in most cases, if they're approaching you from fairly far away, the time until firing might be less than 1second anyway, and it wouldn't help you to spam double click in the first place. (also if you're constantly doing crazy Ivans, then you aren't paying attention to other things like your modules)
Mary Clarissa Titor
#7 - 2012-12-15 22:38:15 UTC
Crimeo Khamsi wrote:
The advantage of small ships would still be numerous:

1) Cheap


...You kinda killed the discussion right there. The disadvantage of Titans, I suppose, is that they're too expensive to actually use, right?
Crimeo Khamsi
Viziam
Amarr Empire
#8 - 2012-12-15 22:40:24 UTC  |  Edited by: Crimeo Khamsi
Mary Clarissa Titor wrote:
Crimeo Khamsi wrote:
The advantage of small ships would still be numerous:

1) Cheap


...You kinda killed the discussion right there. The disadvantage of Titans, I suppose, is that they're too expensive to actually use, right?

I don't mean cheap as in getting your hands on one for the first time. I mean cheap as in you can afford to lose more of them for every large ship you take down.

Cost matters, and is a balancing factor, despite what anybody says. If battleships cost the same amount as frigates, very very few people would ever fly frigates except for a few highly specialized roles.
Mara Rinn
Cosmic Goo Convertor
#9 - 2012-12-15 23:18:05 UTC
Crimeo Khamsi wrote:
If Eve were real life, pilots would use both kinds of aiming frequently for different situations. This would be a major part of actual pilot tactics, and a major element separating good from bad pilots. Eve is missing this, and thus missing an easy opportunity for complexity and depth.


You must always predict the future location of a ship when firing weapons: even lasers have a travel time. It's safe to assume that whatever virtual smarts are powering the targeting systems of our virtual spaceships are already doing this flight path prediction, otherwise we'd never be able to hit moving spaceships.
Crimeo Khamsi
Viziam
Amarr Empire
#10 - 2012-12-16 00:03:50 UTC  |  Edited by: Crimeo Khamsi
Mara Rinn wrote:
Crimeo Khamsi wrote:
If Eve were real life, pilots would use both kinds of aiming frequently for different situations. This would be a major part of actual pilot tactics, and a major element separating good from bad pilots. Eve is missing this, and thus missing an easy opportunity for complexity and depth.


You must always predict the future location of a ship when firing weapons: even lasers have a travel time. It's safe to assume that whatever virtual smarts are powering the targeting systems of our virtual spaceships are already doing this flight path prediction, otherwise we'd never be able to hit moving spaceships.


It's not so much about predicting versus not predicting. It's about how far you predict ahead. When tracking, you predict only as far ahead as the travel time of your weapon is (such that theoretically you could fire at any moment and hit or nearly hit). When ambushing, you predict far enough ahead that by the time you shoot, your weapon is no longer moving at all.

In extreme cases, you might predict DAYS ahead of time in real life. In a medieval siege, the defenders might put stones out on the field in front of their walls to mark off known distances, and calibrate their catapults etc. to those positions ahead of time, knowing the enemy must pass by. Or a modern sniper might stake out a position for days, at a location the enemy must pass by, because he cant move around much without being spotted.

Thus the tradeoff is between tracking speed and flexibility. You don't have to have any mobility or tracking speed if you ambush (thus increasing accuracy and making some impossible shots possible, like hitting stuff with a catapult that takes half an hour to move). But you also can't adapt in time if the target switches direction suddenly, like you can if you're moving with them.

And it would be exactly those same tradeoffs in eve: what shots you could make with slower tracking speeds versus your vulnerability to the enemy suddenly changing directions.