These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ship customization for AUR/ISK, other random ideas

Author
Zella Polaris
Pitchfork Uprising Holdings
#1 - 2013-02-27 10:23:44 UTC  |  Edited by: Zella Polaris
I'm not really into blinging out my character with fancy jackets or boots or whatnot.

I want to bling out my friggin ship.

Some of this has been mentioned in the past, but humor me with this array of random ideas:
  • Corp and/or alliance logos painted on the side.
  • Killer custom paintjobs (that fit within the look and feel of the game).
  • Exhaust trail color customization (a slider color palette, nothing extreme).
  • Small lights/beacons (subtle, that fit within the look and feel of the game).
  • Caps/pod "notches" or numbers.

  • Some random ideas sort of off topic, but related to ship visualizations:
  • More intense AB / MWD effects when toggled.
  • Cargo-expanders, ABs/MWDs and other modules have visible external attachments when fitted.
  • Some rigs visibly change certain parts of the ship's appearance.
  • Option to toggle the red/blue shift while warping! (When was this removed, btw?)
  • A more visible, electric-like "cloaking/uncloaking" visualization that better draws attention.
  • A more distinct "going-in/going-out" of warp visualization (as opposed to a ship simply just racing off).
  • Minmatar autocannons appear more like sustained machine-guns, rather than fast bursts.

  • Bring on all the "OMG THIS WILL BREAK EVE" and "use the search button" posts. Roll So predictable.

    I'm done brainstorming. Thanks!

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Radhe Amatin
    Federal Navy Academy
    Gallente Federation
    #2 - 2013-02-27 13:07:17 UTC
    Zella Polaris wrote:
    I'm not really into blinging out my character with fancy jackets or boots or whatnot.

    I want to bling out my friggin ship.

    Some of this has been mentioned in the past, but humor me with this array of random ideas:
  • Corp and/or alliance logos painted on the side.
  • Killer custom paintjobs.
  • Exhaust trail color customization.
  • Toggle-able lights/beacons of various types/colors.
  • Caps/pod "notches" or numbers. Perhaps increases if you're on a killmail. These could be shown as a tab on the ship's info, if you choose to publish it—much like cert bragging.

  • Some random ideas sort of off topic, but related to ship visualizations:
  • More intense AB / MWD effects when toggled.
  • Cargo-expanders, ABs/MWDs and other modules have visible external attachments when fitted.
  • Some rigs visibly change certain parts of the ship's appearance.
  • Option to toggle the red/blue shift while warping! (When was this removed, btw?)
  • A more visible, electric-like "cloaking/uncloaking" visualization that better draws attention.
  • A more distinct "going-in/going-out" of warp visualization (as opposed to a ship simply just racing off).
  • Minmatar autocannons appear more like sustained machine-guns, rather than fast bursts.

  • And just a random idea for the heck of it because why create another thread?:
  • When choosing to "eject" from a ship, your pod shoots outward at 5000 m/s and begins to slow down. Maybe kicks you 30km out, perhaps giving you a better chance to warp away. This, of course, doesn't happen when your ship is destroyed. Could lead to your ship being stolen—rigs and cargo and all—instead of destroyed.

  • Bring on all the "OMG THIS WILL BREAK EVE" and "use the search button" posts. Roll So predictable.

    I'm done brainstorming. Thanks!


    I agree with the ability to put our corp/alliance logos on our ships, it will be sweet and the ability make our own pain jobs but thats about it.
    Everything else is non-useful....this is not wow where u get to make your char look like a X-mas tree.

    Zella Polaris
    Pitchfork Uprising Holdings
    #3 - 2013-02-27 13:10:54 UTC
    Character pants aren't useful either. If they're going to focus on selling AUR for non-useful items (read: CCP gets more money), I'd rather spend it giving my ship a custom paint-job.

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Radhe Amatin
    Federal Navy Academy
    Gallente Federation
    #4 - 2013-02-27 13:43:00 UTC
    Zella Polaris wrote:
    Character pants aren't useful either. If they're going to focus on selling AUR for non-useful items (read: CCP gets more money), I'd rather spend it giving my ship a custom paint-job.


    agreed..but what i meant for non-useful things were the engines exhaust colors, random light all over the ships hull and thing like this that will make eve look to childish.
    Kirimeena D'Zbrkesbris
    Republic Military Tax Avoiders
    #5 - 2013-02-27 14:05:50 UTC
    Custom paint job will result in increase of data transferred between server and players creating more lag during massive fleet battles.

    Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

    Zella Polaris
    Pitchfork Uprising Holdings
    #6 - 2013-02-27 14:52:59 UTC  |  Edited by: Zella Polaris
    Kirimeena D'Zbrkesbris wrote:
    Custom paint job will result in increase of data transferred between server and players creating more lag during massive fleet battles.
    Not so. Skins will be downloaded through a patched client, so they will be stored client-side. No skins or textures will have to be downloaded from the server in-game, as that would be really, really stupid in practice. I'm pretty sure CCP knows how to optimize their bandwidth.

    From there, the ship skin-type information only needs to be passed on session load, loaded from the user's hard-drive almost instantly, which will then be rendered. So from the server's perspective, practically zero impact on latency.

    Yes, the client will need to render more skins, but consider: EVE is not a texture-heavy game at all, and UV textures are relatively very small. Every modern-day graphics card will have plenty of RAM to spare for a few extra skins. But if you really are concerned about performance, I'm assuming it could easily be a toggle-able option.

    Source: I was a video-game designer for six years before I moved into web development.

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Zella Polaris
    Pitchfork Uprising Holdings
    #7 - 2013-02-27 15:00:57 UTC  |  Edited by: Zella Polaris
    Radhe Amatin wrote:
    Zella Polaris wrote:
    Character pants aren't useful either. If they're going to focus on selling AUR for non-useful items (read: CCP gets more money), I'd rather spend it giving my ship a custom paint-job.


    agreed..but what i meant for non-useful things were the engines exhaust colors, random light all over the ships hull and thing like this that will make eve look to childish.
    If it's done right, it wouldn't. Lights may be a bad idea in retrospect, but I was simply brainstorming. If it looks cool, then it's not really childish, and the customization is up to CCP. It's not like ships will have bright-pink hearts all over them with flashing noxious-green stobe-lights. Shocked

    Anything customizable always should be consistent with the overall design theme, and of course, relatively subtle. If they were to implement something like this, I think the CCP design team would do a very good job at keeping interesting, aesthetically pleasing and tasteful.

    Consider the idea of customizing your ship for AUR, within the look-and-feel of the game, as the parent idea. In my opinion, CCP is sitting on a gold mine, and they got really close to it with the character customization, like they could sense it. Look at how much development time they put into character customization. But in the reality, most people don't care about their character's silly shirt—but I can tell you, they care about their ship. Well, and goggles. Everyone loves goggles on their toon. And for the record, I did pay a PLEX to re-sculpt my character at one point. Customization does matter to people.

    Those who don't care just simply won't use it, and it won't affect gameplay in the least—but those who enjoy playing with their toy spaceships, will have more options for customization, and in the process will feed CCP a steady stream of cash thanks to the purchased AUR. Which I guess, means more developers working on the game and developing expansions. Win-win.

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Kirimeena D'Zbrkesbris
    Republic Military Tax Avoiders
    #8 - 2013-02-27 15:14:48 UTC
    Zella Polaris wrote:
    Kirimeena D'Zbrkesbris wrote:
    Custom paint job will result in increase of data transferred between server and players creating more lag during massive fleet battles.
    Not so. Skins will be downloaded through a patched client, so they will be stored client-side. No skins or textures will have to be downloaded from the server in-game, as that would be really, really stupid in practice. I'm pretty sure CCP knows how to optimize their bandwidth.

    From there, the ship skin-type information only needs to be passed on session load, loaded from the user's hard-drive almost instantly, which will then be rendered. So from the server's perspective, practically zero impact on latency.

    Yes, the client will need to render more skins, but consider: EVE is not a texture-heavy game at all, and UV textures are relatively very small. Every modern-day graphics card will have plenty of RAM to spare for a few extra skins. But if you really are concerned about performance, I'm assuming it could easily be a toggle-able option.

    Source: I was a video-game designer for six years before I moved into web development.

    This is right, client can take it from cache. But client still have to receive information which visual customization was used for each and every ship on grid. If corp or alliance decides to change their logo, or any individual player makes their exhaust rainbow-like - client will have to download this new logo or customization info to be able to display it correctly.

    Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

    Zella Polaris
    Pitchfork Uprising Holdings
    #9 - 2013-02-27 15:24:27 UTC  |  Edited by: Zella Polaris
    Kirimeena D'Zbrkesbris wrote:
    This is right, client can take it from cache. But client still have to receive information which visual customization was used for each and every ship on grid. If corp or alliance decides to change their logo, or any individual player makes their exhaust rainbow-like - client will have to download this new logo or customization info to be able to display it correctly.
    I'm not trying to be argumentative, but if you're implying that images are transferred, this simply isn't true. EVE uses client-side, layered textures to generate corp logos. In other words, there are no customized "corp logos" other than the simple layering of preexisting images.

    Alliance logos are similarly cached. Once approved, they are set to be downloaded during patches, and they're only 64x64 pixels I believe.

    Passing a variable about a ship's texture GUID? This is a 128-bit value along with literally thousands of other values that are being passed, along with the GUID of the ship-type, modules, and other misc player information. And that's assuming they're using a true GUID—32-hexadecimal characters (which they probably aren't for the sake of packet optimization). In other words, practically zero impact. This is all loaded on session load (or loaded dynamically as people enter the system or undock).

    TL;DR: No image data is ever, ever transferred between the server and the in-game client. It's all rendered by the client. And the data that would be passed would only 1/8 of a kilobyte (or less) for each person in the system.

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Hakan MacTrew
    Konrakas Forged
    Solyaris Chtonium
    #10 - 2013-02-27 15:26:45 UTC
    Zella Polaris wrote:
    Kirimeena D'Zbrkesbris wrote:
    Custom paint job will result in increase of data transferred between server and players creating more lag during massive fleet battles.
    Not so. Skins will be downloaded through a patched client, so they will be stored client-side. No skins or textures will have to be downloaded from the server in-game, as that would be really, really stupid in practice. I'm pretty sure CCP knows how to optimize their bandwidth.

    From there, the ship skin-type information only needs to be passed on session load, loaded from the user's hard-drive almost instantly, which will then be rendered. So from the server's perspective, practically zero impact on latency.

    Yes, the client will need to render more skins, but consider: EVE is not a texture-heavy game at all, and UV textures are relatively very small. Every modern-day graphics card will have plenty of RAM to spare for a few extra skins. But if you really are concerned about performance, I'm assuming it could easily be a toggle-able option.

    Source: I was a video-game designer for six years before I moved into web development.

    A toggle option for viewing custom skins sounds like a good plan.

    I know CCP are looking at options for these sorts of changes, hopefully for when the V3 and V3+ process is complete.

    Accessory kits, with things like spikes, fins, skulls, wings and other paraphernalia would be very. oil, but I think the main thing holding it all back will be server and client workloads.

    Custom skins and corp/alliance logos on ships would be great, especially if we can get dome more options for those as well.
    tankus2
    HeartVenom Inc.
    #11 - 2013-02-27 15:36:56 UTC
    you guys know the only two alliances that will take this to the extreme is Gewns and Test, right? That and we have TiDi for that.

    I like this concept for customizable skins for an isk sink, consider this supported (like the others before)

    Where the science gets done

    Hakan MacTrew
    Konrakas Forged
    Solyaris Chtonium
    #12 - 2013-02-27 17:07:12 UTC
    tankus2 wrote:
    you guys know the only two alliances that will take this to the extreme is Gewns and Test, right? That and we have TiDi for that.

    I like this concept for customizable skins for an isk sink, consider this supported (like the others before)

    I am kind of expecting swarms of spikey black and yellow ships on one side with huge flying penises on the other.
    Rroff
    Antagonistic Tendencies
    #13 - 2013-02-27 17:39:10 UTC
    If they do something like this I hope its either ISK or microtransaction/paypal based - I really can't be bothered messing about splitting GTCs and/or redeeming for AUR and then using that, etc.
    RavenTesio
    Liandri Corporation
    #14 - 2013-02-27 20:15:50 UTC
    CCP have claimed time and time again that the reason they don't do it is because of the "Time-to-Penis" where they don't want everyone flying around ships like that, but to be perfectly honest it boggles the mind how that would even be possible or how likely that would actually be.

    I mean you look at games like Spore, sure there was a major issue with Penis-Shaped Races ... but that game on the whole really appealed to a more immature player base. Also agree there might be a reasonable share of immature players here as well, but something that I'd point to would be the Forza Community - where they have frankly tools available to creatively make some incredibly impressive stuff, you would expect hundreds of "Penis-Design" Cars driving about; but you don't.

    All you have to do is look at the number of player portraits, where sure; there are an annoying number who have used that bug to basically have thier female avatars in nothing but a Bra with a jacket on ... but honestly for each player who has done that there are 100 more who haven't. It is such a small number of the community who frankly are immature like that.

    The last reason we were given as to why they aren't quite ready to do it actually made sense, that the memory requirements would've increase dramatically particularly in large fights. This is actually a valid reason to be honest, especially when you're looking at it in the way that CCP currently impliment the paint schemes via Diffuse + Mask + Sub-Mask = Final Result.

    Still I think this is an issue with Version 3 Shaders, as they are not designed for custom schemes as there still has to be quite a bit of Artist Input to create the initial Diffuse (base colour & pattern) then the Sub-Mask and finally the Mask.

    If the Shaders were redesigned, which right now they aren't particularly optimised well so performance could be improve as could memory footprint per instance so that they were more customisable with the .Black (binary python) input configurations against a collection of base schemes similar to for example the Corporation Logos.

    Then rather than sharing the final product, all that would need to be done would be to share the base material (a few kb at most) that would provide all of the information to procedurally generate the final results as required.

    In a way the in-game Turrets already sort-of adhere to this methodology as well, because they will change the scheme to fit the Racial Ship... this is still purely done via the base Colours though, and patterns are entirely lost; hense why you don't see Navy Issue launchers with that Racial Navy Skin, or Pirate Factions also getting a custom skin on the weaponry.

    This is because the Diffuse and Specular for the models are still being done "by hand" so to speak. Such a thing can actually take quite a long time as well depending on the model, uv layout, etc...

    Now as I said at the start, part of the problem implimenting this comes from the Tech 2 sharing identical models; but there are some instances where the base models are different - again though CCP have done this in quite a wasteful way.

    Look at for example the Stabber, Stabber Fleet Issue and Vagabond. They are all slight variations of the same base model, but all three of these ships are completely seperate models... now the limitation here isn't with the model format (Granny 2.8) that CCP are using, as it is actually a very flexible model format that you can customised to your own requirements.

    So realistically there is absolutely no need for the Stabber to have all 3 variations as different models, what instead they need to do is have it all as a single model variation. I do this within UDK and Maya all the time with Hierachy Groups, where a model is exported as a single resource with each of the individual mesh following a naming scheme.

    This model ends up slightly larger than if they were each a single model, but the increase in memory footprint is often <10% so should I want all three; all I do is call the Model Instance, then apply the configuration script that hides/shows the mesh that are required for that particular variation.

    It works very well for models that have a few variations, often this can be used to great effect for creating crowds of people as you simply make hundreds of instances with seeded variations. As it is all the same model using the same shader, literally the instances cost very little both memory and rendering wise so you can have hundreds or thousands without much of a performance hit while the minor variations add some sense of diversity.

    This said another method, this I have a feeling they actually use in DUST 514 is to create a Shared Model. This is all of the base mesh that are shared with all of your variations, then you either use a bone or if the engine supports it a socket where the add-on mesh go. You then store all of the "extras" as individual models that you load in and connect.

    In-fact this is how Tech 3 ships work within EVE itself... without CCP doing that, then Tech 3s would've taken up ALOT more space in the memory, and hard disk; but to be honest HDD space is cheap, memory space isn't. Especially when you consider that anything that has to be rendered often much fit within however much the Graphics Card has available.

    CCP on the whole has the technology in-place for most of this, Shaders I definately believe need to be over-hauled and optimised better - but as I say the tech is there, it just needs to be unified a bit better with a more streamline pipeline.
    Zella Polaris
    Pitchfork Uprising Holdings
    #15 - 2013-02-28 01:08:34 UTC  |  Edited by: Zella Polaris
    I have a really hard time believing that, with the relatively low memory footprint of UV textures, that it would cause significant client-side problems. Unless the rendering engine really IS that bad?

    I mean, a well-optimized 1024x1024 texture would be, what, conservatively, 500 kB? And even if the client was trying to render even the ridiculous number of 500 unique textures in a fleet battle—which you would probably need two to three thousand ships to do so because of the expected overlap—that's only 250mb of RAM. Any dedicated graphics cards would simply shrug at that. Are people trying to run fleet battles on 8088s?

    And as for content creation... Maybe it's not as streamlined as it could be, sure, but it's still not that big of a deal. Any game company worth their salt can pump out 50 different skins in a week, especially for something so easy and inorganic, like ships. You'd be hard-pressed to screw up a spaceship texture.

    Heck, I could probably make 3-5 different skins in an hour, not even recycling the existing shaders... especially if I had a decent source to work off of. Even if I did everything by hand.

    So yeah, back to the main point—if the rendering engine really is that bad, I'm legitimately surprised and seriously disappointed.

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

    Mikaila Penshar
    SISTAHs of EVE
    #16 - 2013-02-28 19:08:26 UTC

    -could we at least get some slider bars for colors and refection and battle damage and rust????



    ps- i have no shirt on

    <3

    Adam Junior
    Aliastra
    Gallente Federation
    #17 - 2013-02-28 19:24:11 UTC
    I just want my green Deimos engines back.
    Sol Weinstein
    Lunatic Warfare Federation
    #18 - 2013-03-01 00:31:30 UTC  |  Edited by: Sol Weinstein
    Perhaps.

    Maybe it is time to allow people to see THEIR SHIP with a custom paint job. But if the trend in the game goes towards forcing players like me to see your lame pink torpedo ship with a purple bunny-rabbit on it flying in space, then my vote is a solid NO WAY.

    Options are good. And if it is an OPTION (read: Choice™) that players can enable or disable, then maybe it's time to shut these whiners up about it.

    Go ahead. Have your pink torpedo ship. As long as I have the option to turn it off and render (pun intended) all your efforts useless.

    Thank you.

    Respect the EVE.
    Mongoose Ellecon
    Elite Mice
    #19 - 2013-03-01 14:52:04 UTC
    not sure how hard it would be but maybe CCP could make logos/skins as an add-on rather than part of the client.

    So you install the client and then in the options click enable logos/skins and on reboot you download the extra bit, like they did with the high res stuff a while back.

    It could also be a nice ISK sink for CCP as they could charge you ISK for each ship you mark up and when that ship is destroyed you pay again for the next ship to be painted.
    Zella Polaris
    Pitchfork Uprising Holdings
    #20 - 2013-03-05 21:12:20 UTC
    Mongoose Ellecon wrote:
    It could also be a nice ISK sink for CCP as they could charge you ISK for each ship you mark up and when that ship is destroyed you pay again for the next ship to be painted.
    Exactly

    Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI