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Engine trails to missiles.

Author
Duchess Starbuckington
Doomheim
#21 - 2011-12-07 18:24:50 UTC
Quote:
Where did I say anything about server side lag? Learn to read before you call me dense. If they're just going to be disabled all the time, why even bother making them? Waste of dev time.


And people tend to zoom out a lot in fleet fights, so according to you ship models are also a waste of dev time?

Not all of us spend all our time fighting Drake blobs, you know.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#22 - 2011-12-07 19:56:54 UTC
Again, your density shines through... Server side part is directed at someone else. Effects disabling is directed at you. And your question is stupid.

Duchess answers you nicely. Also, Drones can be disabled. Turrets can. Almost all effects can, all in the sake of making it more playing in extreme cases of large fleet battles. How are missile trails any kind of exception to this?

Aleena, that launch would take way too long XD But the second video kinda goes along with the one I posted. With much faster missiles though, which I would def like.
Duchess Starbuckington
Doomheim
#23 - 2011-12-07 20:31:57 UTC
Even ship targeting icons can be disabled, for that matter.
Danika Princip
GoonWaffe
Goonswarm Federation
#24 - 2011-12-07 22:46:06 UTC
Duchess Starbuckington wrote:
Quote:
Where did I say anything about server side lag? Learn to read before you call me dense. If they're just going to be disabled all the time, why even bother making them? Waste of dev time.


And people tend to zoom out a lot in fleet fights, so according to you ship models are also a waste of dev time?

Not all of us spend all our time fighting Drake blobs, you know.


Alright then. How much missile spam is there in a Guristas sanctum? Now, all of those missiles have trails. Now, how many people just ratting have to disable their effects just because of this trail BS?

Covering the screen with missile trails is kind of dumb :V
CobaltSixty
Fawkes' Loyal Professionals
#25 - 2011-12-07 22:56:46 UTC
Danika Princip wrote:
Covering the screen with missile trails is kind of dumb :V

Perhaps the missile trails won't be as long-lived as you're assuming they will be?

The best looking missiles in recent sci-fi have been those used by the Cylons in Battlestar Galactica. Admittedly, their trails (smoke, not glowing engine trails) seemed to persist for a while but with some tweaks, the same effect could be accomplished while not cluttering screens. And again, making this a toggleable effect allows each player to choose the level of graphical richness most appropriate to their experience. It shouldn't increase server load so long as the vector calculations as-it-pertains-to-graphical-rendering are done client-side. The server already distributes that info to every client on grid.
Aglais
Ice-Storm
#26 - 2011-12-07 23:48:29 UTC
This sounds like an irritating and unnecessary useage of CPU. Unsupported.
Corina Jarr
en Welle Shipping Inc.
#27 - 2011-12-07 23:52:23 UTC
Aglais wrote:
This sounds like an irritating and unnecessary useage of CPU. Unsupported.

GPU not CPU (unless of course you are odd and like to use an icore without a GPU).. And like all other effects, there would be a way to turn it of, so no waste anyway.
Aleena Cormack
Perkone
Caldari State
#28 - 2011-12-08 06:56:43 UTC  |  Edited by: Aleena Cormack
m3talc0re X wrote:
Again, your density shines through... Server side part is directed at someone else. Effects disabling is directed at you. And your question is stupid.

Duchess answers you nicely. Also, Drones can be disabled. Turrets can. Almost all effects can, all in the sake of making it more playing in extreme cases of large fleet battles. How are missile trails any kind of exception to this?

Aleena, that launch would take way too long XD But the second video kinda goes along with the one I posted. With much faster missiles though, which I would def like.


re: second vid

well, the missiles per se don't have to be individual entities in space but are rendered(client side) as a cluster. The cluster moves randomly(treated as one entity) and follows the traditional way of intercepting its target. Smoke trails are then generated as they move in space. I'd like particular change seen with rockets and maybe even heavy assault missiles.

step by step:
1. start in one point
2. spread out
3. move randomly
4. fireworks

still don't get it?

imagine particles inside a bottle moving randomly. then try moving the bottle in one direction. imagine those particles creating a trail as you move the bottle in space.
Phobos Vortex
#29 - 2011-12-09 10:51:17 UTC
Engine trails on missiles, launcher animations and overhaul of these ugly and sometimes rediculusly large explosion animations (yes, i know i will get flamed for suggesting to remove them) are exactly what missiles need after turrets got their make up. Anyway i dont like the idea of smoke trails in space where no atmosphere could hold the smoke particles together. Why not simply implement the existing engine trails in a smaller form colored by damage type? And for the sake of GPUs health wouldnt it be possible to render them only when the camera is near enough?
SyntaxPD
PowerDucks
PowerDucks Alliance
#30 - 2011-12-10 00:54:22 UTC  |  Edited by: SyntaxPD
1. Missiles trails should not be same as engine trails.
2. Missile trails should not be that bright as engine ones
3. They will notlook good if spamming on single target with no movement, coz then we'll end up with laser-like effect.
4. They'll look fine if both you and targets are moving.
5. Smth that should prevent 400 drakes to make a mess of light.
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