These forums have been archived and are now read-only.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

Add signature radius to the overview

Author
Tabyll Altol
Viziam
Amarr Empire
#21 - 2014-09-08 05:21:35 UTC
+1
Hopelesshobo
Hoboland
#22 - 2014-09-13 05:56:38 UTC
Alvatore DiMarco wrote:
You're forgetting the increase in load on the pilot, reading this stuff on top of everything else they already have to read in the course of a fight, nevermind that between someone's ship type (frigate, battleship, cruiser, etc.) and velocity you should be able to reasonably approximate their sig radius.

Information overload is a thing, data takes time to read and process and there's not as much time as one would like except during TiDi.


You are correct, information overload is a thing. That being said, you have the option to filter out any information that is important at the time and what is not. You can do this by not selecting it as a column on your personal overview, or you can do it by not visually checking it as often as you check other things like range and transversal velocity (If you use turrets).

Lowering the average to make you look better since 2012.

James Baboli
Warp to Pharmacy
#23 - 2014-09-13 06:56:05 UTC
Also information overload is also something that should be a tactic. A little bit of info overload, applied to the right player, turns an easy fight into a fair fight and a fair fight into a whelp. Your own information processing ability should be part of being "elite" rather than just the number of SP you have.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Hopelesshobo
Hoboland
#24 - 2014-09-30 03:16:04 UTC
Bump

Lowering the average to make you look better since 2012.

Austrene Kanenald
Doomheim
#25 - 2014-09-30 09:21:21 UTC
+1
Hopelesshobo
Hoboland
#26 - 2014-10-30 17:29:16 UTC
Bump

Lowering the average to make you look better since 2012.

Gaan Cathal
Angry Mustellid
#27 - 2014-10-30 18:08:42 UTC
James Baboli wrote:
Couple things I want to say in support:

  1. Sig radius is a stat that makes tons of sense to put on the overview as well, as how big the signature is should be pretty obvious if you are close enough to see it.
  2. Directly effects the damage of missiles, and indirectly of guns
  3. It is the (%wise) most variable stat on ships after speed.
  4. It strongly effects what you shoot in several situations in PVP (damp + ECM combos, where they break some locks and then damp your scan res)
  5. Seriously, it is the size of the signature to your sensors, why isn't it an option to view?


Also, l2p transversal-fans. Angular velocity is the stat that actually matters.



This, right here. Also for those against...it's an optional goddamn column. What's so supa-sekrit about your sig-rad that you need to keep it hidden from other people?
Hopelesshobo
Hoboland
#28 - 2014-11-26 18:09:43 UTC
Bump

Lowering the average to make you look better since 2012.

FT Diomedes
The Graduates
#29 - 2014-11-26 18:21:16 UTC
Good idea.

I think it could also be nice to see what friendly effects are being applied to your locked targets. For example, if I lock six targets, it might be nice to see which one of them my fleet members already have target painted or disrupted. Yes, I know this is currently usually handled through out of game comms right now, but improving the in game tools should never stop.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Ix Method
Doomheim
#30 - 2014-11-26 19:22:34 UTC
Antillie Sa'Kan wrote:
I guess we should show people's resist profiles on the overview as well then?

Quite so. Isn't this really quite important information to be just giving away?

Travelling at the speed of love.

FT Diomedes
The Graduates
#31 - 2014-11-26 19:28:41 UTC
Ix Method wrote:
Antillie Sa'Kan wrote:
I guess we should show people's resist profiles on the overview as well then?

Quite so. Isn't this really quite important information to be just giving away?


Your ship sensors already know the target's signature radius, just as they already know how fast it is moving. Of course they could not get resistance profile without using a ship scanner.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

James Baboli
Warp to Pharmacy
#32 - 2014-11-26 19:50:50 UTC
Ix Method wrote:
Antillie Sa'Kan wrote:
I guess we should show people's resist profiles on the overview as well then?

Quite so. Isn't this really quite important information to be just giving away?

Signature radius? not really, and it just makes sense that you can see how big the signature is when it determines how long it takes to lock and IS THE SIZE OF THE THING TO YOUR SENSORS.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Ix Method
Doomheim
#33 - 2014-11-26 20:03:33 UTC  |  Edited by: Ix Method
James Baboli wrote:
Ix Method wrote:
Isn't this really quite important information to be just giving away?

Signature radius? not really, and it just makes sense that you can see how big the signature is when it determines how long it takes to lock and IS THE SIZE OF THE THING TO YOUR SENSORS.

Well yeah but if we can step out of RP land for a moment isn't some of the viability of certain ships their versatility?

Judging by speed is a best guess cause there's so many ways it can vary. 9/10 sig radius would instantly let you know Armor/Shield/Active Shield, kicking some ships hard.

Not sure the upside is worth losing those WTF moments tbh. And saying [yeah but my ship is clever and knows] isn't a justification for changing the game.

Travelling at the speed of love.

Foxicity
The Scope
Gallente Federation
#34 - 2014-11-26 20:31:04 UTC  |  Edited by: Foxicity
This is a generally good idea, but I see one serious problem. There are, in essence, so few variables that affect signature radius that you could easily and immediately identify that a pilot is flying with either Skirmish boosts or Halo implants. This does not apply so easily to any other stat. There is a fudge factor in observing someone's speed, armor and shields for instance (mods, overheats, skills, implants, boosts) that keeps you from so easily identifying, for example, a Snaked or Slaved pilot.

In other words, this would allow you to identify a Halo pilot very easily. From there, just... instalock and blap the pod. Guaranteed 1b kill.
Aran Hotchkiss
School of Applied Knowledge
Caldari State
#35 - 2014-11-27 00:08:29 UTC  |  Edited by: Aran Hotchkiss
I like this idea, granted the point's been made about so few things affect your signature radius, but personally I like this because while it can be fairly evident the penalties armour tanking will do to your boat, moving and turning slower, it's a bit more difficult when shield tanking because you know "this will make me get hit harder" but... you can't really tell how much by. I feel those in the-know are aware of the subtle/not-so-subtle impact a reduced sig radius makes, and this can give them an advantage over those who're unaware.

I feel adding this option would make have the effect of getting a much greater number of people familiar with sig radii beyond 'you look bigger to their guns' - me included. Maybe for some people that's a bad thing - I guess one question asked is "Is this a good/nice/whatever idea that should be implemented, or is it simply dumbing the game down for those who can't/won't read between the lines?"

Anyway , +1
'specially so cause I use missiles and sig radius is..... quite relevant.


Quote:
n other words, this would allow you to identify a Halo pilot very easily. From there, just... instalock and blap the pod. Guaranteed 1b kill.


I'd expect a halo pilot would have a better chance than most to get his pod out when his ship's going down.
That and if he didn't want to lose his pod, don't fly it in the first place.

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Nevyn Auscent
Broke Sauce
#36 - 2014-11-27 00:25:38 UTC
Ix Method wrote:

Well yeah but if we can step out of RP land for a moment isn't some of the viability of certain ships their versatility?

Judging by speed is a best guess cause there's so many ways it can vary. 9/10 sig radius would instantly let you know Armor/Shield/Active Shield, kicking some ships hard.

Not sure the upside is worth losing those WTF moments tbh. And saying [yeah but my ship is clever and knows] isn't a justification for changing the game.

Sig radius as mentioned is a thing your sensors already know and are affected by.
It affects how long you take to lock a ship.
And how much damage your missiles do.

If angular velocity is visible which affects how much damage your guns do, Sig radius is the comparable stat for missiles.

Resist profile is not something that directly affects you however, though resist profile should appear on ship scanners really. To make them actually more useful than a ganking tool. But as it does not have a direct effect on you, only an indirect effect it should not appear on the overview.

This will also make it more obvious how many 'solo' PvPers are lying through their teeth and using boosting alts, which is a good thing. And to tell the difference between shield & armour fits will still require a lot of pilot knowledge, how do you tell between an armour fit and a shield fit with sig radius links after all. Since shield fits aren't all identical in how much sig bloom there is due to different rigs and fittings. So it doesn't remove player skill.
Hopelesshobo
Hoboland
#37 - 2015-01-22 18:45:31 UTC
Foxicity wrote:
There is a fudge factor in observing someone's speed, armor and shields for instance (mods, overheats, skills, implants, boosts) that keeps you from so easily identifying, for example, a Snaked or Slaved pilot.


On shield tanked and rigged ships, there is still some fudge factor there due to not knowing exactly what skill his shield rigging skill is, along with knowing what shield extender he has on.

Lowering the average to make you look better since 2012.

Arla Sarain
#38 - 2015-01-22 18:58:44 UTC  |  Edited by: Arla Sarain
When there was a thread about putting turret hit chance on the overview a lot of the replies were tears that it will allow people to directly reverse calculate (midst fight, yeah? people still cried) the sig radius and hence determine the the targets fit.

That's from something as ambiguous as hit chance which depends on 2 other variables.

Now there are people vouching for this which gives sig radius directly. #EVEplayerbase is toplel.

I'm not against it. But won't support either. Sig radius whilst changing from ship to ship, for a particular ship doesn't change often, because there is only MWD and TPs that change it real time.

All other changes occur when implants,boosters, links and titans are added. The frequency of change for these is less common. As this number stays the same for the majority of time, it WILL directly inform the opponent of the fit.

A 30m sig radius slasher or a 40m sig radius slasher is the difference between active or passive fit.
Alexis Nightwish
#39 - 2015-01-22 21:20:22 UTC
+1

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Anhenka
The New Federation
Sigma Grindset
#40 - 2015-01-22 21:28:20 UTC  |  Edited by: Anhenka
I see absolutely no reason whatsoever you should have access to this information that would allow you to tell with ease which type of tanking ships that can use either type is using, or if shield only ships are using an active or passive tank.

I shouldn't be able to glance at my overview and go "Yup, look at that sig radius, it's definitely a shield gank thorax, not an armor heavy tackle"

You do realize that shield extender and shield rigs increase sig radius right?

-1