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The Origami Project: Suggest your graphics "little things" (May 22)

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Author
Cerberine Saken
Eternal Ennui
#181 - 2011-11-18 06:29:31 UTC  |  Edited by: Cerberine Saken
I know it's been said before, but I'm going to put my two cents' worth in anyways.

Some kind of visual indicator of damage would be really nice - flickering shields, melted or scarred armour, and holes or craters (or something!) to indicate structure damage. The current shield hardener effect is pretty underwhelming too - it basically looks the way I think your shields should look by default.

The sun also doesn't hold up at all when you're near it. After all the planets got redone in Tyrannis or thereabouts, they're simply gorgeous, making that sun look so much worse by comparison. Similarly, asteroid belts and ice fields are still a far cry from the more realistic look EVE's been taking on lately.

And missiles, obviously. I fly mostly Caldari, and it makes me weep that everybody else gets pretty turret effects and I get to watch a single glowing sphere go flying right past that dramiel.

EDIT: this one's more of a UI kind of thing, I think, but I saw somebody else post it and think it's awesome enough to merit more support. It'd be nice if my little whirling target lock showed useful information, like whether a target is within optimal/falloff, how fast they're moving, and roughly how much damage they've taken. I'm sure the overview's great, but I'd totally love to be able to pewpew with the overview minimized and just fly by eye.
CCP t0rfifrans
C C P
C C P Alliance
#182 - 2011-11-18 13:42:27 UTC
Ciar Meara wrote:
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.


That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
CCP t0rfifrans
C C P
C C P Alliance
#183 - 2011-11-18 13:43:59 UTC
Mar Drakar wrote:
I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc...

That's actually in there right now, it's pretty faint though, it used to be more pronounced.
Tanya Powers
Doomheim
#184 - 2011-11-18 13:52:39 UTC
Akirei Scytale wrote:
Hayaishi wrote:
Weapons "deploying" when you lock someone, not when you come out of warp.

HEAR ME OUT, I'm not like all the others.

If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.

If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.

^ How about that?


The animation could simply be scaled to fit your locking time exactly, though it would be funny to watch your guns instantly appear when locking a titan, but take a minute to poke their heads out when locking a sig tanked frigate.


Oulàlà, this would be great Lol
CCP t0rfifrans
C C P
C C P Alliance
#185 - 2011-11-18 13:57:40 UTC
There is a lot of great ideas in here. The art department recently did a massive brainstorm on things to improve EVE visually and of course, many of their ideas are the same ones as listed here. Getting your point of view on it is hugely important though, because while coming up with ideas may be easy, prioritization can be challenging. I've taken the posts listed into a massive list that will be cleaned up, but from what I gather the main things you list are ( in non-priority order):

  • Missiles ( bays, paths, explosions etc )
  • Explosions + ship death
  • More camera options
  • Sensor booster, shield hardeners and such effects
  • Seeing the effects of shields / damage on armor and structure
  • More life in general, such as NPCs, billboards and other things
  • Go nuts with state of the art graphics but allow people to turn things off
  • Jump and cyno effects
  • Projectile effects


There are more, and they are in the list, me not listing them doesn't mean that we are omitting them.

Thanks!
GalAngel
The Scope
Gallente Federation
#186 - 2011-11-18 14:01:25 UTC
New shield and armor repair effects will be nice.
DreamsBig smile

Maybe you add more life to in docks? Like small ships slowly fly far away in station docks. Just something to may see life cycle peoples who living in the stations. Big smile
Sakurako Kimino
School of Applied Knowledge
Caldari State
#187 - 2011-11-18 14:04:29 UTC
missiles they need a lot of love. myself i always think it should be some what like a submarine missile launch more of a tube and the graphics could show the door swinging open something like this



eve is about sin

DarkAegix
Center for Advanced Studies
Gallente Federation
#188 - 2011-11-18 14:05:10 UTC
Not just fire when a ship is low on structure...
Tiny little explosions!
SMT008
Deep Core Mining Inc.
Caldari State
#189 - 2011-11-18 14:10:54 UTC
OH GOD I'm looking forward to all this :D

I don't know if it's going to count or not, but I'll still help on the prioritization thing :

1 : Missiles
2 : Effects that affect your ship (Sensor booster, shield hardeners/boosters)
3 : Explosions + ship death
3 : Effects that affect others ships (Effect of shield damage/armor damage, needs more fire for structure damage :D)
4 : Projectile effects (Shoot 800mms shells or 1400mms, you'll see that the effect is quite underwelming :( )
5 : Jump and cyno effects (The Cyno effect is cool already, it just needs to be pointing to a unique destination, even if it's not pointing toward the real destination system. The jump effect is currently okay, but looks a bit old, true. And I'll add this little thing, change the "gate fire" effect. This one looks really old, and I'm pretty sure it could look like pure awesomness. If you want to know what kind of effects you could use, use the V3'd acceleration gate's electric sparks. They look awesome)
6 : More life such as NPCs and all. Actually, if you implement visual damage on ships, it will already add life to NPC ships, which is great. Some structures could use a revamped explosion (A truely badass one, I now know I can trust you guys to design awesome stuff :) ).
7 : Other stuff.
Moonaura
The Dead Rabbit Society
#190 - 2011-11-18 14:24:01 UTC  |  Edited by: Moonaura
CCP t0rfifrans wrote:
Ciar Meara wrote:
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.


That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.


I have a strict do or die policy and I don't let my latest batch of minmitar slaves leave their posts. I know, this is a tad harsh, but at least they are paid well. Who am I kidding... I don't pay them.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Ciar Meara
PIE Inc.
Khimi Harar
#191 - 2011-11-18 14:24:07 UTC  |  Edited by: Ciar Meara
CCP t0rfifrans wrote:
Ciar Meara wrote:
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.


That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.


I am pretty sure Amarr use their slaves as they should, letting them die with the ship in Honour. But those weakminded goody twoshoes gallente probably have escape pods all over the place (reason of "fatness" of a certain ship?)

All kidding aside, your own wiki states the average manning and survival rates on ships from shuttle to titan.

I also would love see ships modules "displayed" "on" the hull, in the future, perhaps, someday (dreams).

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Morganta
The Greater Goon
#192 - 2011-11-18 14:29:37 UTC
not sure about other T3 ships but the loki has an annoying habit of dropping into the screen when you change sessions (via gate or docking)

instead of appearing on the screen the ship literally drops in from the top of the frame
this is a pretty typical spawn mechanic in games, but usually the drop-in is masked or hidden.

another loki issue is the gimpy gun on the side of the block structure forward of the bridge, its attached to the hull on its side and not its base
oldbutfeelingyoung
Perkone
Caldari State
#193 - 2011-11-18 14:38:36 UTC
turrets coming out when something is targetted and stay in if not?

R.S.I2014

Vertisce Soritenshi
The Scope
Gallente Federation
#194 - 2011-11-18 14:43:31 UTC  |  Edited by: Vertisce Soritenshi
Alexandar Pavlovic wrote:


THAT is how explosions in EvE should look! Freaking epic and something people will actually stop and watch out of interest. As opposed to what we have now which looks like a defective firework and a puff of smoke.

This thread is good and has some really good ideas in it. Let's keep it going.

My proposal would be the following...

1. As the ship gets into structure smaller "micro" explosions start occuring throughout the ship.
2. When the ship finally explodes an animation begins showing escape pods leaving the ship and the pilots pod ejects as well making it vulnerable for the kill.
3. The animation continues showing several larger explosions which cause the ships hull to crack and split.
4. Final explosion is a bright almost nuclear explosion. Brightness and size obviously dependant on the size of the ship.
5. Final result of this explosion should be the ships shell sitting in space to be salvaged. The wreck should resemble the ship to some detail.

I also propose AoE damage from ship explosions which I am sure all of you have seen the thread for.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Jace Errata
Caldari Provisions
Caldari State
#195 - 2011-11-18 14:47:08 UTC
Something I've been thinking about shipsplosions and wrecks- there could be three damage-based sets of wrecks and explosions.

Set 1: Ship is killed by a small hit (only just enough to take out its last HP): Large "bubble" explosion, current wreck
Set 2: Ship is killed by a large hit (medium-range overkill): Ship is gutted by explosions, windows and parts of hull blow out, burnt-out but externally mostly intact wreck
Set 3: Ship is one-shotted or a very large hit (or DD): Multiple large explosions, ship is knocked sideways, broken-up chunks wreck.

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Meatbag Pussrocket
Root.
#196 - 2011-11-18 14:49:52 UTC
This is an audio suggestion, not really a graphical one but its a "little thing" and would go a long way.

we're all willing so suspend disbelief about "sound in space" but please, give us a LOT more bass in the weapons. a Battleships laser or hybrid turret shouldnt sound like *pew pew* but -BOOM BOOM- capitals should have weapon sounds that make the earth feel like its moving under your feet.

just my .02
Daedalus Arcova
The Scope
#197 - 2011-11-18 14:58:06 UTC
Logistics drones have no thruster effects.
Zimmy Zeta
Perkone
Caldari State
#198 - 2011-11-18 14:58:17 UTC
Considering that projectile weapons fire nukes (most of the time at least), normally there should be a bright flash of light with every explosion. Ok, this might totally screw visibility on the battelfield and would forward epileptic seizures if you have a higher rate of fire....er... maybe a bad idea....just disregard that....

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

E man Industries
SeaChell Productions
#199 - 2011-11-18 15:43:58 UTC
CCP t0rfifrans wrote:
Ciar Meara wrote:
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.


That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.


Well the animation could play after the pod is ejecting.
Zaine Maltis
Innsmouth Enterprises
#200 - 2011-11-18 17:06:06 UTC
E man Industries wrote:
CCP t0rfifrans wrote:
Ciar Meara wrote:
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.


That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.


Well the animation could play after the pod is ejecting.


Actually, according to the wiki, there often are survivors. 5% of crew for frigates, rising to 80% for titans, depending on the mode of death:

http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines