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Player Features and Ideas Discussion

 
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Odyssey Manual Navigation HUD/Controls

Author
Ger Rees
EntroPrelatial Vanguard
EntroPraetorian Aegis
#1 - 2013-04-02 12:23:33 UTC
Suggestion:

Many newer pilots find the manual piloting method of 'double click' in space clumsy.
Let's face it, it's outdated and not exactly smooth gameplay...

So for Odyssey CCP could put in place a manual navigation HUD that can be brought up or dismissed with a shortcut or onscreen button.

While active it could work along the lines of the Star Conflict control scheme or any other of the recent third person view internet spaceship games.

The idea being that people have an option for smooth manual piloting controls that they can bring up by choice, without actually changing the mechanics of navigating between celestials etc.


While not an important feature, it could be a rather interesting one.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#2 - 2013-04-02 14:24:55 UTC
Well, I'm fairly comfortable with the current 'double-click' navigation system; it allows precise manouvering in, for example, asteroid fields, for avoiding bumps. However, I'm open to new features in that sense.
Bugsy VanHalen
Society of lost Souls
#3 - 2013-04-02 14:32:26 UTC
Ger Rees wrote:
Suggestion:

Many newer pilots find the manual piloting method of 'double click' in space clumsy.
Let's face it, it's outdated and not exactly smooth gameplay...

So for Odyssey CCP could put in place a manual navigation HUD that can be brought up or dismissed with a shortcut or onscreen button.

While active it could work along the lines of the Star Conflict control scheme or any other of the recent third person view internet spaceship games.

The idea being that people have an option for smooth manual piloting controls that they can bring up by choice, without actually changing the mechanics of navigating between celestials etc.


While not an important feature, it could be a rather interesting one.

Sounds like a good idea, but for Odyssey, seriously?

If CCP liked the idea, and decided to move forward with it, you might see it in next summers expansion. But certainly not in Odyssey.
Ger Rees
EntroPrelatial Vanguard
EntroPraetorian Aegis
#4 - 2013-04-02 15:09:49 UTC
Yeah that's a valid point Bugsy, it would probably require quite a bit more time to iron the bugs out.

If they did decide to do something along these lines I think it would modernize Eve alot, and I would love to see Eve with a more busy landscape including more things that need to be manouvered around.

Though they might want to look at collision detection around objects before doing anything as rash as adding any new collidable structures though...
Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2013-04-02 16:37:24 UTC  |  Edited by: Nariya Kentaya
1) it would modernize eve? how do you get that? what about eve is "unmodernized"? and how is flying your ship around like your han freakin solo "modern"?

2) cant be done, literally, it CANT. to allow "manual" piloting beyond point+click in any meaningful way, they would have to increase the server tick rate, right now it ticks at 1-second intervals, meaning it only accepts new actions from your client every 1 second. most games with "smooth controls" as you put it, operate at 30-40 ticks per second (could be slightly off on that), which is also why those games are liited in both size and active players on-screen. upping it to even 2-ticks, would ahrdly make a difference to control, but would more than double the stress load on the servers, since it doesnt just look at "different" actions, it has to process every action, from EVERYONE, twice a second.

bumping the tick-rate to a level allowing for your beloved "manual flying" would force eve to reduce the allowed on-grid pilots to something roughly 2-3 times the size of the battles in Star Conflict (and if you think that's "big enough" your fooling yourself, because outside of highsec station camps, most organized fights in low/null/WH have upwards of 50+ per side) before TiDi would have to kick in to keep the node from crashing, and you wouldnt be able to manually fly in TiDi anyways.

i might have missed a couple points here or there but basically, technically impossible on the scale of eve, and eve doesnt need it anyways.

*EDIT* as for collision detection, it would require a major revamp of eve base mechancis, since right now everything in eve is effectively a small circle with a spherical box around it, thats why in larger ships like carriers, and orcas, there are parts of the ship you can fly up close enough to go inside of, since that part hangs outside the bounding box. rewriting that code/geometry to read the actual dimensions of ships and objects would be a massive undertaking of code manipulation. since right now, hell, Ships dont even have "forward/back" its a sphere with no direction until you tell it to move in a specific direction, at which point the circle gets VELOCITY, but is still a featureless sphere, that is why when a ship warps onto grid with you, they are oftentimes rendered sideways, aligned toward "universal north" of the game's engine.