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Player Features and Ideas Discussion

 
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Artillery visual effects need some love :3

Author
Audeamus VI
Joint Harvesting Industries
#1 - 2014-10-02 22:38:38 UTC
Hello folks,

I love what has been done in Eve with changes to missile launcher, launcher effects etc. This was my bread and butter. The visual effects of doing damage make mission running etc. extremely fun…or at least mildly interesting 

I have just changed from a cookie cutter Tengu doing the usual to complete level 4 missions with ease t something with more swagger - Typhoon Fleet Issue

I am using Artillery and to be honest they do not look that good. You get a bit of a whisp of white at the source and can sometimes see the hit if looking from the targets perspective.

I propose, giving the lovely massive sound they make, to update the visuals along the lines of Halo sniper rifle vapour trails…maybe just for .3 of a second. Just to emphasise the momentum those shells travel at. For those that are not familiar, please see the following: HALO :D

For those that do/did play Halo, this should hopefully seem like a great idea???

Thoughts welcome 

Regards,

Aud VI




NEONOVUS
Mindstar Technology
Goonswarm Federation
#2 - 2014-10-03 03:03:46 UTC
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies
James Baboli
Warp to Pharmacy
#3 - 2014-10-03 04:54:02 UTC
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


Propellant gasses wandering off via brownian motion, hitting some of the minute other particles in space and so on. Theres mechanisms if you need a physics figleaf.

I just want something like this so I can call out arty boats shooting the wrong ****, or not shooting while FCing incursions.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

FireFrenzy
Cynosural Samurai
#4 - 2014-10-03 07:51:25 UTC
Yeah and i'd like my machariel to have some more awesome physics effects...

Also hey Baboly!
James Baboli
Warp to Pharmacy
#5 - 2014-10-03 08:13:06 UTC
FireFrenzy wrote:


Also hey Baboly!

sup man dude. gotta love them eve submarine physics.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

NEONOVUS
Mindstar Technology
Goonswarm Federation
#6 - 2014-10-03 12:51:52 UTC
James Baboli wrote:
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


Propellant gasses wandering off via brownian motion, hitting some of the minute other particles in space and so on. Theres mechanisms if you need a physics figleaf.

I just want something like this so I can call out arty boats shooting the wrong ****, or not shooting while FCing incursions.

Simple, require that everyone be twitch streaming their actions while in your fleet and have a separate projector to watch that all their weapons are being used properly.
Cidanel Afuran
Grant Village
#7 - 2014-10-03 15:10:36 UTC
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


How do we have sound in space?

I like this idea (anything more visually appealing for artillery) though. +1
NEONOVUS
Mindstar Technology
Goonswarm Federation
#8 - 2014-10-03 15:35:19 UTC
Cidanel Afuran wrote:
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


How do we have sound in space?

I like this idea (anything more visually appealing for artillery) though. +1

Simulated parts of our minds desperately seeking to postpone psychosis following the realization of how many people we have killed, how many times they have died. Why do you think its only the unhinged eggers that play with the sound on?
Cidanel Afuran
Grant Village
#9 - 2014-10-03 15:39:56 UTC
NEONOVUS wrote:
Cidanel Afuran wrote:
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


How do we have sound in space?

I like this idea (anything more visually appealing for artillery) though. +1

Simulated parts of our minds desperately seeking to postpone psychosis following the realization of how many people we have killed, how many times they have died. Why do you think its only the unhinged eggers that play with the sound on?


I always knew I was going crazy. Now I can prove it.

Next you are going to say the voices I hear aren't real either...
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#10 - 2014-10-03 16:33:05 UTC
I approve. Perhaps the rounds wouldn't leave a vapour trail such as seen here on Earth or at Halo's sniper rifles, but some things would probably happen:

- Heated up particles of smoke following the same trajectory as the round would probably be briefly visible because of their temperature, providing at least some resemblance of a trail (although one that follows the round instead of remaining stationary), as well a something very similar to the current EVE's "puff" around the cannon muzzle.

- The round itself is at a high temperature on its rear end because of the explosion. That probably makes it glow enough for us to briefly see it rocket towards the target. Also, on Evelopedia there's some lore [can't find it now] stating these projectiles are pre-heated before being shot -which could be enough for it to glow even more- as well as self-propelled (the round itself has a small rocket engine, apart from the cartridge's own explosive).

At the end, following these tips, the most realistic and still visually appealing solution could be to keep the muzzle "poof" (perhaps make it a bit more bright or wide), keep the slight vapout trail, and add some red-hot effect to the projectile itself, making it more visible. And, give them a good, big explosion effect on impact, with additional effects related to the type of warhead fired (titanium sabot -> kinetic missile-like, EMP -> EM missile-like...).
James Baboli
Warp to Pharmacy
#11 - 2014-10-03 17:31:23 UTC
NEONOVUS wrote:
James Baboli wrote:
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


Propellant gasses wandering off via brownian motion, hitting some of the minute other particles in space and so on. Theres mechanisms if you need a physics figleaf.

I just want something like this so I can call out arty boats shooting the wrong ****, or not shooting while FCing incursions.

Simple, require that everyone be twitch streaming their actions while in your fleet and have a separate projector to watch that all their weapons are being used properly.

Considering the intel leaked and the porn I don't want to see this would bring in, I'd much rather just have a visible effect with some sort of trail. It need not be horribly complex or flashy, but something.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#12 - 2014-10-03 19:20:07 UTC
Use to while it wasnt a trail, you would see the artillary round travel as a streak of light (watch clear skies) thats the old turrent graphics. now their just little puffs of smoke.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#13 - 2014-10-03 20:11:42 UTC  |  Edited by: Wolf Incaelum
Cidanel Afuran wrote:
NEONOVUS wrote:
How do you leave a vapor trail in empty space?
I mean its not using a reaction drive nor is it traveling past .7C to agitate stellar hydrogen to luminescent energies


How do we have sound in space?

I like this idea (anything more visually appealing for artillery) though. +1


The sounds are simulated internally by the ship for the comfort of the pilot. Read The Jovian Wet Grave.

I could see there being a very (emphasis on very) faint trail/cloud of solid lubricant (something similar to graphite),shredded steel, and unburnt propellant. I could also see the projectiles being extremely hot. Red, or even white hot (similar to what happens with MAC rounds, if you want a Halo reference to identify with) after being fired. After all, it would require quite a substantial amount of energy to accelerate an artillery projectile THAT quickly, and I can definitely see some of that kinetic energy being converted into thermal energy. That way the rounds will be luminous enough to see them rip through space at a million flippin' meters/second. But I would definitely have to say "no" to the Halo sniper smoke trail effect. lol

ANARCHYFOREVAAARRRRRRRRRR!!!!!!!

Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2014-10-03 20:28:04 UTC  |  Edited by: Alvatore DiMarco
OP's ship needs more autocannons. The effect on those fits better.

That being said, anything to make Projectile weapons look and feel more impressive gets a +1 from me.
Solecist Project
#15 - 2014-10-03 21:19:40 UTC
I agree.
Artillery needs more visual ooompf.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Brutalis Furia
Hammer and Anvil Industries
#16 - 2014-10-03 22:19:40 UTC
I would add to this idea with a few more graphical tweaks.

For each weapon type it breaks down into two categories, each with their own rate of fire. I would have a constant fire effect on all rapid fire types, and a staggered effect on weapon groups for the long range types. These would be solely visual effects - weapon groups would still calculate damage as a group.

I would also add visual representation of why you miss to both types. I'll use autocannons for an example. Fire would visually spray in a cone depicting falloff, and that cone would move only as fast as the tracking would allow. This would allow instant visual feedback as to why you're not hitting your target.

The same visual mechanics would apply to long guns (arty, rails, beams) but would be harder to see due to RoF.
Orlenda
Joint Harvesting Industries
#17 - 2014-10-06 13:46:12 UTC
I agree, I think the visuals for artilleries need some attention; I also like the "vapor" trail proposal. I'm not sure on the physics/justification, I'm sure some boffins can... "boffin" a reason.

I'd like to see some form of (vapor) trail that dissipates over a few seconds, perhaps a slight hint in colour depending on ammo type? Almost like "smokey" lasers, that remain visually in space for a short period of time.