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Player Features and Ideas Discussion

 
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A Minor Sugar Coat of Eye Candy.

Author
Rumtin
Imperium Technologies
Sigma Grindset
#1 - 2014-03-04 07:01:36 UTC
I would like to see if we could get turret mounted module effects for energy transfers/nuets/vamps, remote reps, warp disruptors/scramblers, E-War effects such as target painters, tracking disruptors and more to be used in the same fashion that turrets, launchers and some harvesting modules have.

I know this isn't a major area of importance, but I do believe it would make a minor improvement that would add to the depth of the games beauty and accuracy.
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-03-04 07:58:20 UTC
Ehh... the ship models are designed and skinned with a certain number of hardpoints. Changing the number or placement of the hardpoints requires a significant amount of work. It's really not something you can just slap a turret on anywhere on the hull and it will work visually.

So what your asking for is new turret models and animations for a lot of modules that do not currently use them, then for CCP to reskin every ship in the game except freighters, shuttles, and the Zephyr to incorporate the new visual turret hardpoints.

TLDR: Minor change, a massive amount of work.
Maximus Aerelius
PROPHET OF ENIGMA
#3 - 2014-03-04 10:15:38 UTC
Anhenka wrote:
Ehh... the ship models are designed and skinned with a certain number of hardpoints. Changing the number or placement of the hardpoints requires a significant amount of work. It's really not something you can just slap a turret on anywhere on the hull and it will work visually.

So what your asking for is new turret models and animations for a lot of modules that do not currently use them, then for CCP to reskin every ship in the game except freighters, shuttles, and the Zephyr to incorporate the new visual turret hardpoints.

TLDR: Minor change, a massive amount of work.


So...a bit like waiting 8 years for missiles to stop being launched from the arse of my ships then right? Yeah.

@OP: Not original but certainly supported...if it's a modules that effects another ship and is mounted then it should have a mounting point.

Tractor Beams and Slavagers never used to have a "turret" module on the skin...now they do on all the things...so why not the rest.

+1.
Anomena
The Scope
Gallente Federation
#4 - 2014-03-04 11:23:02 UTC
You would get more free information about enemy ships though (assuming that I understand this suggestion correctly, and you want physical models like the harvesters/guns for Ewar modules). I mean it's already easy enough to get a general idea of an enemy ships fit by looking at its guns, adding ewar would make a big difference I believe.
Rumtin
Imperium Technologies
Sigma Grindset
#5 - 2014-03-04 16:30:14 UTC
Valid points.

However, im not specifically asking CCP to re-skin every (or almost) ship in the game. Although I do understand that with a full rack of guns/launchers taking up the hard points on ships would mean they would need to add additional points for other modules, (which I think personally isn't a bad thing) on some of the ships.

As for people using the modules to identify what type of E-War a ship is using, I don't think that's going to have any significant consequences, not any more than when they added the missile launchers on hard points.

Well anyways, just food for thought for CCP.
Anhenka
The New Federation
Sigma Grindset
#6 - 2014-03-04 17:47:26 UTC
Maximus Aerelius wrote:
Anhenka wrote:
Ehh... the ship models are designed and skinned with a certain number of hardpoints. Changing the number or placement of the hardpoints requires a significant amount of work. It's really not something you can just slap a turret on anywhere on the hull and it will work visually.

So what your asking for is new turret models and animations for a lot of modules that do not currently use them, then for CCP to reskin every ship in the game except freighters, shuttles, and the Zephyr to incorporate the new visual turret hardpoints.

TLDR: Minor change, a massive amount of work.


So...a bit like waiting 8 years for missiles to stop being launched from the arse of my ships then right? Yeah.

@OP: Not original but certainly supported...if it's a modules that effects another ship and is mounted then it should have a mounting point.

Tractor Beams and Slavagers never used to have a "turret" module on the skin...now they do on all the things...so why not the rest.

+1.


You do realize that the new turret/launcher models and missile animations, as well as reskinning the ships to include the appropriate hardpoints, was most of an expansion in of itself? Each model had to be changes and reskinned to place the new turret hardpoints, with enough hardpoints on each side to be abe to place the full number of highslots that ship was able to mount guns/tractors In?

As for why salvagers/tractors have them but not the rest, it is because both of those mods fit into the highslot mounts that were built in during the reskinning, unlike ewar, scrams, etc.

Since you are proposing that items placed in midslots should have turret mounted effects as well, each model has to be reskinned again in order in place symmetrical hardpoints for every midslot that could have a scram placed in it as well as every highslot that can have a gun/launcher/salvager in it, and manage to do so without making the smaller ships look like a ridiculous pincushion. Then new models for the modules have to be developed, new animations and visual effects for each effect, then the full round of quality control testing etc to make sure that the new modules function correctly on all the ship hulls.

Although I would like to see such content as well, the OP said it best himself: "I know this isn't a major area of importance, but I do believe it would make a minor improvement...."

With POS's and Sov, and FW, and missions in such terrible shape as they are, dedicating a majority of another biannual expansion to a small QoL and visual matter such as this is far, far down CCP's list of priorities.
Batelle
Federal Navy Academy
#7 - 2014-03-04 17:52:27 UTC
Rumtin wrote:
I would like to see if we could get turret mounted module effects for energy transfers/nuets/vamps, remote reps, warp disruptors/scramblers, E-War effects such as target painters, tracking disruptors and more to be used in the same fashion that turrets, launchers and some harvesting modules have.

I know this isn't a major area of importance, but I do believe it would make a minor improvement that would add to the depth of the games beauty and accuracy.


it would require remodeling every ship in the game.

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