These forums have been archived and are now read-only.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.
Previous page12
 

Pod Ejection Change

Author
Iris Bravemount
Golden Grinding Gears
#21 - 2013-12-18 00:13:42 UTC
It's not like lag only affects this:

Trying to catch a covops on a gate:
Trying to point someone before he warps off a station after undocking.
Almost any tight pointing situation really.

Lag is part of all online games and the only "fix" is invulnerability timers. I don't like those, as they remove the skill away from the player. Some make sense, like the undocking and jumping ones, with the cloak, so that you are sure to be able to load grid and have a peak at what surrounds you. Other then that, I'm really against invul timers.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Alvatore DiMarco
Capricious Endeavours Ltd
#22 - 2013-12-18 00:28:56 UTC
Da'iel Zehn wrote:
Alvatore DiMarco wrote:
OP only thinks he wants this ridiculously bad idea, which is based on a lack of understanding the mechanics of what's going on behind-the-scenes.

What OP really wants is Brain in a Box.

Fail... ad hominem.


Indeed, there is no ad hominem in anything I've said. Feel free to prove me wrong.

The fact remains that what you really want is Brain in a Box, not some silly and arbitrary pod-warp-off mechanic.

Coyote Laughing
#23 - 2013-12-18 03:15:00 UTC
I have thought that some of the larger ships could benefit from a 5000m3 ship maintenance bay (ie - shuttle bay), that spits them out automatically at full speed.

It would be even nicer if you could actually base a small group on a carrier, having them undock just like a station.

However, for that to work, the carrier would either have to never go off-grid, or the following suggestion:

All jump clones to sit in their own pod, so they can be carried by courier contract, or in the maintenance bay like other ships.

Players can eject from the last logged in location of the host ship (or if they are no longer in the fleet/corporation).

If the account of the host ship expires, this should also happen automatically, as if they safely logged off.

I would suggest a limit of 1 per ship, with the active clone and medical clone being excluded from this mechanic.

l8r \o/

Nariya Kentaya
Ministry of War
Amarr Empire
#24 - 2013-12-18 04:15:29 UTC
Coyote Laughing wrote:
I have thought that some of the larger ships could benefit from a 5000m3 ship maintenance bay (ie - shuttle bay), that spits them out automatically at full speed.

It would be even nicer if you could actually base a small group on a carrier, having them undock just like a station.

However, for that to work, the carrier would either have to never go off-grid, or the following suggestion:

All jump clones to sit in their own pod, so they can be carried by courier contract, or in the maintenance bay like other ships.

Players can eject from the last logged in location of the host ship (or if they are no longer in the fleet/corporation).

If the account of the host ship expires, this should also happen automatically, as if they safely logged off.

I would suggest a limit of 1 per ship, with the active clone and medical clone being excluded from this mechanic.

how about we require ALL ships to havea smaller ship to fly?

pod goes into shuttle, which goes into frigate/cruiser/BC, which goes into battleships, which go into dread/carriers, which go into titans.

that way as you die you can just keep popping out in a smaller ship.

I'm sure the russians would LOVE matroyshka-ships
Zvaarian the Red
Evil Leprechaun Brigade
#25 - 2013-12-18 05:07:05 UTC
I don't get it. With its tiny sig a pod is almost never pointed before getting away, at least not under normal game circumstances. I could see losing it due to lag in some massive fleet battle, but isn't pod loss expected in those anyway?
Gigan Amilupar
Viziam
Amarr Empire
#26 - 2013-12-18 10:35:14 UTC
Bad idea, on the grounds that this makes it basically impossible to ever kill pods in a situation that doesn't involve bubbles. If your losing pods to lag, that's unfortunate, but we shouldn't actively change game mechanics and style of play because of hardware "failures" that are more then likely on the player side. And if the issues aren't on your side, then they are probably on your ISPs side. And if they aren't on either your side or your ISPs side or any of the other potential sides that could cause latency issues and are in fact on CCPs side, then this calls for an upgrade to CCPs hardware and/or its optimization, not a mechanical change to the game.
Cassius Invictus
Viziam
Amarr Empire
#27 - 2013-12-18 12:29:15 UTC
FightingMoose wrote:
No. I've lost plenty of pods, but I can't think of a single time that it was because I wasn't spamming warp. I've never been in the situation OP describes, which leads me to believe that this isn't an issue which needs to be solved via making a significant change to game mechanics.

Lag happens. HTFU.


I never had a problem the OP decribes, but internal game lag is na issue. There should be a visible indicator when u can warp and when not, so it would prevent the need of spaming warp button. It's similar when you leave warp bouble.
Lucas Kell
Solitude Trading
S.N.O.T.
#28 - 2013-12-18 13:27:27 UTC
Cassius Invictus wrote:
FightingMoose wrote:
No. I've lost plenty of pods, but I can't think of a single time that it was because I wasn't spamming warp. I've never been in the situation OP describes, which leads me to believe that this isn't an issue which needs to be solved via making a significant change to game mechanics.

Lag happens. HTFU.


I never had a problem the OP decribes, but internal game lag is na issue. There should be a visible indicator when u can warp and when not, so it would prevent the need of spamming warp button. It's similar when you leave warp bouble.
If you want to live, you spam the wrp button. Not because of lag, but because by the time an indicator showed you you could warp, you recognised it, and responded to it by taking action, chances are you are already pointed. Spamming warp means as soon as you can warp, you do warp.
If you don't spam warp, then you obviously didn't want that pod anyway.

And no to the idea of warping a pod off automatically. There are several instances where you would not want to be warped off automatically. You might be in a combat site for example and not have anything in the pocket bookmarked. You warping out can cause that to disappear if nobody is in it, losing you any loot you could have had.
You might be in a fleet battle, and need to be able to see the grid to continue issuing commands until a secondary FC has taken over (or you might be the secondary FC and need to use voice only commands). You might want to get podded to hurry you back to a station. The list does go on, but I won't.

-1

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#29 - 2013-12-18 14:12:49 UTC
Alvatore DiMarco wrote:
Da'iel Zehn wrote:
Alvatore DiMarco wrote:
OP only thinks he wants this ridiculously bad idea, which is based on a lack of understanding the mechanics of what's going on behind-the-scenes.

What OP really wants is Brain in a Box.

Fail... ad hominem.


Indeed, there is no ad hominem in anything I've said. Feel free to prove me wrong.

The fact remains that what you really want is Brain in a Box, not some silly and arbitrary pod-warp-off mechanic.


Fact is that game provides some sort of protection on every session change due to possible load delays: undock immunity, gate cloak, bridge/jump immunity. Switching ships in space is also a session change mechanic, so either 2-3 sec immunity or cloak should also apply (if you need explanation - your sensors cannot instantly identify pod in exploded ship's debris until pod starts to move).

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

Da'iel Zehn
Evil Frosty's Premium Liqours and Fine Wines
#30 - 2013-12-18 14:17:18 UTC
Excellent responses! Smile Thanks for the feedback.

I love this community.
Alvatore DiMarco
Capricious Endeavours Ltd
#31 - 2013-12-18 14:28:27 UTC
Kirimeena D'Zbrkesbris wrote:
Alvatore DiMarco wrote:
Da'iel Zehn wrote:
Alvatore DiMarco wrote:
OP only thinks he wants this ridiculously bad idea, which is based on a lack of understanding the mechanics of what's going on behind-the-scenes.

What OP really wants is Brain in a Box.

Fail... ad hominem.


Indeed, there is no ad hominem in anything I've said. Feel free to prove me wrong.

The fact remains that what you really want is Brain in a Box, not some silly and arbitrary pod-warp-off mechanic.


Fact is that game provides some sort of protection on every session change due to possible load delays: undock immunity, gate cloak, bridge/jump immunity. Switching ships in space is also a session change mechanic, so either 2-3 sec immunity or cloak should also apply (if you need explanation - your sensors cannot instantly identify pod in exploded ship's debris until pod starts to move).


I would be fully in support of a short-lived cloak on ship death. Just long enough to guarantee that the server and most reasonable computers have had the opportunity to do the necessary loading and processing and communicating, like with the reason behind gatecloak.
Cassius Invictus
Viziam
Amarr Empire
#32 - 2013-12-18 17:40:12 UTC
Lucas Kell wrote:
Cassius Invictus wrote:
FightingMoose wrote:
No. I've lost plenty of pods, but I can't think of a single time that it was because I wasn't spamming warp. I've never been in the situation OP describes, which leads me to believe that this isn't an issue which needs to be solved via making a significant change to game mechanics.

Lag happens. HTFU.


I never had a problem the OP decribes, but internal game lag is na issue. There should be a visible indicator when u can warp and when not, so it would prevent the need of spamming warp button. It's similar when you leave warp bouble.
If you want to live, you spam the wrp button. Not because of lag, but because by the time an indicator showed you you could warp, you recognised it, and responded to it by taking action, chances are you are already pointed. Spamming warp means as soon as you can warp, you do warp.
If you don't spam warp, then you obviously didn't want that pod anyway.

-1


Hahaha. No. Wapring takes time to click target destination etc. When I initiate warp and I don't know If a pod (or ship) is actually responding to command and I'm wasting time. Time I don't have. I almost died once in my legion form this. I left warp bubble badly damaged with an enemy fleet on my tail. My gang arrived and falcons jammed anyone who scrambled me. But I still could not warp coz there was some kind of after effect after I left bubble. So i stopped warp and initiated it once again (while they were still shooting). I survived with like 5% armour, but still I could have warped several seconds earlier if I know what my ship is actually doing...
Coyote Laughing
#33 - 2013-12-23 02:56:06 UTC
I'm drifting a little off topic, but having jump clones spawn in a pod which can be moved with couier contracts would make a big difference in the game, cutting down on annoying travel times to staging systems.

However, if pods are removed completely and giving people an "escape shuttle" bay is more believable - but then again, ships in vaccum drifting to a halt in essentially incompressible fluid space that limits maximum velocity is part of the game too.

That would make AFK miner bumping interesting if they didn't stop until they collided with an object...... or next downtime.

l8r \o/

Previous page12