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Remember when planets made you go WOAH? And then you flew through one.

First post
Author
Akirei Scytale
Okami Syndicate
#81 - 2011-11-15 04:19:57 UTC
Merovee wrote:
IMHO

We should go around the planet by dipping through the upper atmosphere in a translucent flame, colour depending on type of planet, at a slower speed 50-90% light speed. Then when passed the planet we speed up as normal.Blink


setting up the game to recognize a planet is coming up, alter your course around it (increasing warp time slightly), alter the art, etc would take a whole lot of effort - for something not much more eyegasmic than this.

also, EVE ships are unstable in the atmosphere - both aerodynamically and chemically.
http://wiki.eveonline.com/en/wiki/Tritanium
Nypheas Azurai
Azimuth Enterprises
#82 - 2011-11-15 08:03:00 UTC
Akirei Scytale wrote:
[quote=Merovee]setting up the game to recognize a planet is coming up, alter your course around it (increasing warp time slightly), alter the art, etc would take a whole lot of effort - for something not much more eyegasmic than this.


Actually it wouldn't increase warp time, I came up with this idea a long time ago the first time my immersion was shattered:
- Client receives a list of celestials in current system
- Client does necessary "transitions" (either by warping around or through or light tunnel, etc) when calculating a warp tunnel intersects a celestial
- According to server, path taken is straight line

The calculations are not hard (straight line intersection), the transitions aren't hard either (approximate spline curve around celestial or simply follow it's circumference), and time can be sped up locally when warping around so that the warp time is equal as the server would perceive in a straight line.
Nova Fox
Novafox Shipyards
#83 - 2011-11-15 13:27:07 UTC
Akirei Scytale wrote:
Merovee wrote:
IMHO

We should go around the planet by dipping through the upper atmosphere in a translucent flame, colour depending on type of planet, at a slower speed 50-90% light speed. Then when passed the planet we speed up as normal.Blink


setting up the game to recognize a planet is coming up, alter your course around it (increasing warp time slightly), alter the art, etc would take a whole lot of effort - for something not much more eyegasmic than this.

also, EVE ships are unstable in the atmosphere - both aerodynamically and chemically.
http://wiki.eveonline.com/en/wiki/Tritanium


You do realize we alloy tritanium to get rid of some of the properties.

Becuase if we didnt our own ship's atmospheres would rot the entire ship out.

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

Nova Fox
Novafox Shipyards
#84 - 2011-11-15 13:28:49 UTC
Nypheas Azurai wrote:
Akirei Scytale wrote:
[quote=Merovee]setting up the game to recognize a planet is coming up, alter your course around it (increasing warp time slightly), alter the art, etc would take a whole lot of effort - for something not much more eyegasmic than this.


Actually it wouldn't increase warp time, I came up with this idea a long time ago the first time my immersion was shattered:
- Client receives a list of celestials in current system
- Client does necessary "transitions" (either by warping around or through or light tunnel, etc) when calculating a warp tunnel intersects a celestial
- According to server, path taken is straight line

The calculations are not hard (straight line intersection), the transitions aren't hard either (approximate spline curve around celestial or simply follow it's circumference), and time can be sped up locally when warping around so that the warp time is equal as the server would perceive in a straight line.


It would increase time on the client though and server.

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