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Stick and Rudder space flying

Author
Saul Perry
Doomheim
#61 - 2011-11-02 23:14:33 UTC
Everyone hates this idea and everytime I see it suggested, everyone always does.

That said, I think many of you are wrong about all the 'lore' related reasons for not doing this.

Yes, you might be the captain and not the 'helmsman' but you are also a capsuleer, and your thoughts are supposed to translate into near immediate ship response. In other words you should be able to control the ship a lot more immediately than any captain relaying orders to a helmsman.

On that note, I have given conning orders on a warship (in RL) and I remember once, for fun, taking the helm when a buddy of mine had the watch. The whole time I was thinking -- geez, sometimes I wish I could just push the helmsman out of the way and do this myself. Impossible of course, as the bridge of most modern day warships doesn't afford the helmsman as good a perspective as the officer of the watch but still, sometimes it would be nice to have immediate control. And that's on a 4000 ton warship that reacts a lot slower than most ships in eve.

Speaking of this, many of the biggest ships in the world actually have helm controls on the bridge wings that the captain will use when coming alongside, going through tight passages, etc. In those situations, they want immediate control.

Again, there may be technical challenges in game for straightforward joystick control and I wouldn't want that anyways, as eve is not really a dogfighting game.

What I WOULD like, however, is a wider range of keyboard navigation commands, perhaps even complicated maneuvers.

Heck, there are plenty of times when I know I need transversal that I just end up fumbling around to change my heading at 90 degrees. even if the WASD keys just emulated mouse clicks at 30 degree variations.

So, if you needed to change heading 90 degrees to startboard, a quick triple press of d. I think stuff like that would allow reflexive heading changes while I am doing more important things with the mouse.
Teamosil
Good Time Family Band Solution
#62 - 2011-11-02 23:23:50 UTC  |  Edited by: Teamosil
Tippia wrote:
He said hundreds of transactions a second per player. So let's say 20,000,000 total. If so, that would an 800,000% increase


Oh lol. If that's what he meant, that's just absurd. It can't possibly exceed one transaction per second. That's how frequently CCP cycles. But presumably most players at any given time aren't in a ship moving around at all at any given time and most of those who are aren't adjusting their steering in any given second. About half of pilots seem to be docked at any given time and most those in space are mining or scanning or in warp or just sitting there chatting or waiting at a gate or whatever. And given that many ships take several seconds just to execute a single turn, you presumably wouldn't need to be making adjustments more than every few seconds even if you are really active about it. So it would actually only be a fraction of a fraction of a fraction of the number of players online at any given time. I think 500 players adjusting their steering per second is probably on the high side.
Tippia
Sunshine and Lollipops
#63 - 2011-11-02 23:28:31 UTC
Teamosil wrote:
Oh lol. If that's what he meant, that's just absurd. It can't possibly exceed one transaction per second. That's how frequently CCP cycles.
I think that was the point: to get any kind of value out of a direct control scheme, you have to update your movement far more often, and transmit and process a massively increased amount of data, and that would just break… well… everything.
Teamosil
Good Time Family Band Solution
#64 - 2011-11-02 23:29:30 UTC
FloppieTheBanjoClown wrote:
Fast-paced multiplayer games have player caps for a reason.


Yeah, no doubt. But I don't think anybody was suggesting that they make EvE into a fast paced multiplayer game. Ships in eve take seconds just to execute a turn and sometimes minutes to approach an object and whatnot. If CCP were to like totally scuttle the game and make a first person shooter style space combat element instead, yeah, that'd be a very different question, but that isn't the same thing. IMO implementing WASD would basically just make W a hotkey for double clicking straight in front of your ship, A for double clicking off to the left, etc. At least that's the idea I'm responding to, not like trying to make it into Descent or something.
Nova Fox
Novafox Shipyards
#65 - 2011-11-02 23:29:58 UTC  |  Edited by: Nova Fox
Also mind you i rather see other things first such as line of sight put into play for shooting instead of very cumbersome joystick control.

I am very sure I can spin click a spot in space extremly faster than any joy stick jockey ever could.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

baltec1
Bat Country
Pandemic Horde
#66 - 2011-11-02 23:36:49 UTC
Vertisce Soritenshi wrote:
Basically you want control using WASD. I fully support this. Double clicking in space is lame and while doable not better than WASD. Anybody saying that this would cause server lag/issues, whatever...is full of ****. Last time I checked Star Trek online does it and it worked fine. In fact every other space MMO I have ever played has done it. Not to mention it really isn't any different than MMO's that are on the ground doing the same thing. They seem to have no problem. Calling out CCP for being lazy on this one. Make both methods an option at all times...problem solved.

+1


If Star Trek Online ever had to handle a fight involving 200 ships it would melt. EVE has managed fights with 3000+.

Teamosil
Good Time Family Band Solution
#67 - 2011-11-02 23:37:40 UTC
Tippia wrote:
I think that was the point: to get any kind of value out of a direct control scheme, you have to update your movement far more often, and transmit and process a massively increased amount of data, and that would just break… well… everything.


Fair enough. I guess we're both describing two sides of the same coin maybe. I'm saying "sure it would be possible, but it would be lame" and you're saying "to make it not lame would be impossible". :)
Syrinx Verrall
Xeno Labs
#68 - 2011-11-02 23:38:10 UTC
Saul Perry wrote:
Everyone hates this idea and everytime I see it suggested, everyone always does.

That said, I think many of you are wrong about all the 'lore' related reasons for not doing this.

Yes, you might be the captain and not the 'helmsman' but you are also a capsuleer, and your thoughts are supposed to translate into near immediate ship response. In other words you should be able to control the ship a lot more immediately than any captain relaying orders to a helmsman.



True enough, but you're still issuing a command to 'go thattaway' rather than pushing a stick or turning a wheel until the ship is facing the way you want. A capsuleer is like a captain with an instantly responsive helmsman, but she's still a captain.

Still, lore-wise, a capsuleer should be able to tell the ship something along the lines of 'pitch up and yaw left at max rate until I say stop'.

Though given that all the damage system cares about is transverse velocity, evasive maneuvers kind of lose their charm.

mkint
#69 - 2011-11-03 00:02:34 UTC
Teamosil wrote:
Tippia wrote:
I think that was the point: to get any kind of value out of a direct control scheme, you have to update your movement far more often, and transmit and process a massively increased amount of data, and that would just break… well… everything.


Fair enough. I guess we're both describing two sides of the same coin maybe. I'm saying "sure it would be possible, but it would be lame" and you're saying "to make it not lame would be impossible". :)

I'm glad tippia is making my points for me, because I'm really not feeling eloquent today. :P

Adding shortcuts for double-clicking, based on camera position, might not be a bad idea, except I'm sure it'd just end up confusing rookies, send logi's veering off in random directions (already seems to happen lots anyway), and maybe get a lot of extra keyboard spam to the server. Not saying it's necessarily a bad idea. Better than direct stick/rudder anyway. Better than the existing awful "new shortcuts" by far.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#70 - 2011-11-03 00:08:18 UTC
So could Eve become a "flight sim". Not likely for a whole ton of reason related to scaling and the underlying architcture of Eve.

Could Eve have an options joystick navigation UI? Definitely! I'd love it if it did! It could allow you to orient your ship like you can now by double clicking and I think would be a lot more intutive. You could even interface the extended buttons on most joysticks to do things like target cycling and other tasks already supported on the keyboard. Would it make Eve a twitch based space comabt game? Nope, same game, same ship movement speeds as before, just mapping what double click does now to the joystick.

Before someone shouts "that can't work!! Lag!! Sever blah blah blah blah! Bandwidth blah blah blah!" I am not saying anything between the client and server would change, just that the navigation input that you do now with the mouse and keyboard could be mapped to the joystick to make pointing your ship and moving it more intuitive. It would still happen a tick a second and be effectively the same as mouse and keyboard are now.

I know I'd love that as an option.

Issler
mkint
#71 - 2011-11-03 00:22:05 UTC
Issler Dainze wrote:
So could Eve become a "flight sim". Not likely for a whole ton of reason related to scaling and the underlying architcture of Eve.

Could Eve have an options joystick navigation UI? Definitely! I'd love it if it did! It could allow you to orient your ship like you can now by double clicking and I think would be a lot more intutive. You could even interface the extended buttons on most joysticks to do things like target cycling and other tasks already supported on the keyboard. Would it make Eve a twitch based space comabt game? Nope, same game, same ship movement speeds as before, just mapping what double click does now to the joystick.

Before someone shouts "that can't work!! Lag!! Sever blah blah blah blah! Bandwidth blah blah blah!" I am not saying anything between the client and server would change, just that the navigation input that you do now with the mouse and keyboard could be mapped to the joystick to make pointing your ship and moving it more intuitive. It would still happen a tick a second and be effectively the same as mouse and keyboard are now.

I know I'd love that as an option.

Issler

I don't think it would play how you think think it would play.

Firstly, it would still spam the server with commands. Not as many as direct control, but an additional 1 per second movement command that an orbit or keep at range command would not be issuing. That would add up in big fights.

Secondly, ignoring that, it would still take a fairly complicated implementation to make it feel right. Get in space in a big slow ship and start playing around with the movement physics. Do some warps, some aligning in various directions relative to your current vector, some stop commands, etc. It's a learning experience in itself. Mapping it so it *feels* like you're controlling the ship with your joystick would take some real tweaking. And the reward would ultimately be a less playable game (the whole point of joystick control is supposedly to control what's happening on the battlefield, except would require your perspective to be that reduces situational awareness.) Sounds like a bad investment to me.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#72 - 2011-11-03 00:46:39 UTC
mkint wrote:
Issler Dainze wrote:
So could Eve become a "flight sim". Not likely for a whole ton of reason related to scaling and the underlying architcture of Eve.

Could Eve have an options joystick navigation UI? Definitely! I'd love it if it did! It could allow you to orient your ship like you can now by double clicking and I think would be a lot more intutive. You could even interface the extended buttons on most joysticks to do things like target cycling and other tasks already supported on the keyboard. Would it make Eve a twitch based space comabt game? Nope, same game, same ship movement speeds as before, just mapping what double click does now to the joystick.

Before someone shouts "that can't work!! Lag!! Sever blah blah blah blah! Bandwidth blah blah blah!" I am not saying anything between the client and server would change, just that the navigation input that you do now with the mouse and keyboard could be mapped to the joystick to make pointing your ship and moving it more intuitive. It would still happen a tick a second and be effectively the same as mouse and keyboard are now.

I know I'd love that as an option.

Issler

I don't think it would play how you think think it would play.

Firstly, it would still spam the server with commands. Not as many as direct control, but an additional 1 per second movement command that an orbit or keep at range command would not be issuing. That would add up in big fights.

Secondly, ignoring that, it would still take a fairly complicated implementation to make it feel right. Get in space in a big slow ship and start playing around with the movement physics. Do some warps, some aligning in various directions relative to your current vector, some stop commands, etc. It's a learning experience in itself. Mapping it so it *feels* like you're controlling the ship with your joystick would take some real tweaking. And the reward would ultimately be a less playable game (the whole point of joystick control is supposedly to control what's happening on the battlefield, except would require your perspective to be that reduces situational awareness.) Sounds like a bad investment to me.



Cool, someone that has never done game development for a living making a lot or wrong assumptions. What I propose would not change server traffic in any way. The client would integrate the joystick input calculate the equivalent keyboard input to the server amd send it just like it was done on the keyboard. Slow to move ships will move slowly just like they do now.

This isn't a "magical Eve becomes flight sim experience". This is a joystick interface to a navigation console experience. All done client side with the same client to server command streams and feedback traffic that exists today. And commands only go out when there is a change needed so "not one every second". It might even be as simple as the joystick moves the camera with some "ghost reticle" of the ship outline and then the trigger selects the vector and commands the ship forward just like the double click on the mouse.

It isn't intended to feel like direct control, it is an alternative to camera control and flight vector/velocity selection that already exists today. I think it might be more intuitive. This would be a suppliment to the current ship navigation keyboard and mouse UI we have today.

Just because you wouldn't like it doesn't mean other folks wouldnt. So don't go overdesigning my suggested UI! P

Issler

Nova Fox
Novafox Shipyards
#73 - 2011-11-03 00:50:48 UTC
Why would I need a fighter pilot stick to fly a boat?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#74 - 2011-11-03 00:59:38 UTC
Nova Fox wrote:
Why would I need a fighter pilot stick to fly a boat?


A joystick is generally considered a better input device for navigating a 3D space than a 2D device like a mouse.

Issler
mkint
#75 - 2011-11-03 01:11:57 UTC  |  Edited by: mkint
Issler Dainze wrote:
Nova Fox wrote:
Why would I need a fighter pilot stick to fly a boat?


A joystick is generally considered a better input device for navigating a 3D space than a 2D device like a mouse.

Issler

A joystick is a 3D device? Pretty sure if you take one apart, you'll find only 2 potentiometers controlling the X and Y axis, i.e. 2 dimensions. Maybe you'll find a 3rd one or a switch controlling a twist in the z-axis on select models. Granted, it's been quite a few years since I took one apart to make a custom flight yoke, but I'm still fairly certain the technology hasn't been completely rewriten.

And you were accusing me of ignorance. Roll

edit: a lot of joysticks also have a potentiometer for throttle, usually separate from the stick part of a joystick, sometimes on a completely separate device.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Nova Fox
Novafox Shipyards
#76 - 2011-11-03 01:28:15 UTC
Last I checked most stellar naval vessels manually typed in heading verses current telemetry or used twin joysticks to on smaller ships.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#77 - 2011-11-03 01:30:55 UTC
mkint wrote:
Issler Dainze wrote:
Nova Fox wrote:
Why would I need a fighter pilot stick to fly a boat?


A joystick is generally considered a better input device for navigating a 3D space than a 2D device like a mouse.

Issler

A joystick is a 3D device? Pretty sure if you take one apart, you'll find only 2 potentiometers controlling the X and Y axis, i.e. 2 dimensions. Maybe you'll find a 3rd one or a switch controlling a twist in the z-axis on select models. Granted, it's been quite a few years since I took one apart to make a custom flight yoke, but I'm still fairly certain the technology hasn't been completely rewriten.

And you were accusing me of ignorance. Roll

edit: a lot of joysticks also have a potentiometer for throttle, usually separate from the stick part of a joystick, sometimes on a completely separate device.


Majority of joysticks today integrate yaw via twisting the stick so that is what I am referencing here. Throttle is also often included in some form which would map to ship velocity very well. They also almost always have some stick mounted buttons including a top "hat" switch whic could be usefull for camera control or other functions like weapons/target cycling.

So, yes, very much better for 3D nav than a mouse.

Issler
Amro One
One.
#78 - 2011-11-03 01:52:41 UTC
Your ship is controlled with your mind, hint the pod a matrix plug in on the neck.

Teamosil
Good Time Family Band Solution
#79 - 2011-11-03 01:56:29 UTC  |  Edited by: Teamosil
mkint wrote:
A joystick is a 3D device? Pretty sure if you take one apart, you'll find only 2 potentiometers controlling the X and Y axis, i.e. 2 dimensions. Maybe you'll find a 3rd one or a switch controlling a twist in the z-axis on select models.

edit: a lot of joysticks also have a potentiometer for throttle, usually separate from the stick part of a joystick, sometimes on a completely separate device.


This little dohickey is kind of a 3d joystick. You can use it on it's own or use it with one hand while you use the mouse with your other hand. I got to play around with one that a co-worker had once and it was pretty cool. He used it with a mouse and basically just used the spacenavigator to provide the third dimension, but apparently you can use it alone for all three dimensions.

http://www.3dconnexion.com/products/spacenavigator.html
SilentSkills
The Scope
Gallente Federation
#80 - 2011-11-03 02:10:07 UTC
Nova Fox wrote:
Also ships in eve use gravity pull drives, those vents do not contrinbute to ship speed but to ship cooling instead.

cooling with what?