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Frigate "special actions"

Author
Jace Errata
Caldari Provisions
Caldari State
#1 - 2011-12-22 13:32:15 UTC
A lot of threads recently (and not recently) have been asking for more direct control over ship movement. This suggestion is about giving some of that control, without the lag issues involved with full direct control.

Frigate "special actions" (you come up with a better name) are when a frigate executes a tactical move that larger ships cannot perform. Special actions can only be performed with an Inertial Dampener module fitted.

Variants are accessed by a sub-menu, similar to the Orbit sub-menu.

• Slingshot - Go over the target, perform a half-orbit, and fly away from the target via the target's underside
_ variants: Top-to-bottom slingshot, front-to-back slingshot, back-to-front slingshot, bottom-to-top slingshot
_has "at range" variants

• Loop - Perform a roll around the target, so that the "top" of your ship is always facing the target, then return to the original course. Distinct from Orbit in that both ships must be moving, and the original course must be within _x_ degrees of the target's course. Likely mostly used for machinima, due to the course requirements
_variants: Anticlockwise loop, clockwise loop
_has "at range" variants

• Close Pass - Like Approach, but skimming past the target, and carrying on past rather than returning.
_variants: Pass over, pass under

• Repeating Pass - A figure-eight Orbit with the target at the centre.

There's also a set that all ships could use, without an Inertial Dampener:

• Match Course & Speed, which...is pretty much the title. [Note: If the target is moving too fast to match speed, your ships maximum speed is used.]

• Match Speed & Reverse Course - The same as MC&S, but with your course set to the opposite of the target's.

• Trail - MC&S, but bringing your ship in line behind the target rather than just matching course.
_has "at range" variants

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2011-12-22 20:25:15 UTC
What would any of these actually do?
Feligast
Brutor Tribe
Minmatar Republic
#3 - 2011-12-22 20:32:49 UTC
Jace Errata wrote:
1• Repeating Pass - A figure-eight Orbit with the target at the centre.

There's also a set that all ships could use, without an Inertial Dampener:

2• Match Course & Speed, which...is pretty much the title. [Note: If the target is moving too fast to match speed, your ships maximum speed is used.]

3• Match Speed & Reverse Course - The same as MC&S, but with your course set to the opposite of the target's.

4• Trail - MC&S, but bringing your ship in line behind the target rather than just matching course.
_has "at range" variants


1. and kill your transversal twice per orbit? No thanks.

2. It's called "Keep at range"

3. "Keep at range" longer than your current range

4. ... "Keep at range"


Unit Lost
School of Applied Knowledge
Caldari State
#4 - 2011-12-22 21:56:33 UTC
Not only are those maneuvers a tiny bit pointless in eve combat mechanics but they are already there in a manual form that doesn't require wasting a precious, precious fitting slot.
Jace Errata
Caldari Provisions
Caldari State
#5 - 2011-12-22 22:17:53 UTC
The frigate versions are intended to allow a frigate to get in close and use its guns for one or two cycles, then be out again before they can be caught by webs or scramblers (with the exception of Loop, which is largely aesthetic).

The all-ships versions are not the same as Keep At Range. Keep At Range just holds you at a distance; Trail specifies that you are specifically following the target, MC&S keeps you flying at your original range without constantly stopping and starting as you close too fast (unless the other ship can close before you turn to match course), and MS&RC is effectively Close Pass for battleships (in, broadside, out).

And to the fitting slot point: that is something that could be changed. On the other hand, Inertial Dampeners exist to be used, why not give them a reason to be used beyond allowing industrials to align faster?
If the Inertial Dampener requirement is too much, perhaps a skill could be created instead?

I find it interesting that while threads asking for closer control get many replies agreeing with the request, a thread giving ideas for that control gets several "this is useless" replies. Inconsistent, much?

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Bienator II
madmen of the skies
#6 - 2011-12-22 22:24:53 UTC
any movement fixes/improvements would just break the game if the tracking formula is not fixed.

tracking in eve is broken. A ship orbiting a static object does not need to track at all in real life, in eve it does. Thats one major reason why most low range boats have ether a huge tracking bonus or are broken by design (see blaster fix attempts)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Korg Tronix
Mole Station Nursery
#7 - 2011-12-23 00:17:35 UTC
Jace Errata wrote:
• Slingshot - Go over the target, perform a half-orbit, and fly away from the target via the target's underside
_ variants: Top-to-bottom slingshot, front-to-back slingshot, back-to-front slingshot, bottom-to-top slingshot
_has "at range" variants

• Loop - Perform a roll around the target, so that the "top" of your ship is always facing the target, then return to the original course. Distinct from Orbit in that both ships must be moving, and the original course must be within _x_ degrees of the target's course. Likely mostly used for machinima, due to the course requirements
_variants: Anticlockwise loop, clockwise loop
_has "at range" variants

• Close Pass - Like Approach, but skimming past the target, and carrying on past rather than returning.
_variants: Pass over, pass under

• Repeating Pass - A figure-eight Orbit with the target at the centre.


You can perform all those maneuvers by double clicking in space, if you get within web range you will get webbed but depending on the path you take that brings you into web range you can end up getting back out again.

Evil: If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One! [zaps one of his minions accidentally, minion screams]

Jace Errata
Caldari Provisions
Caldari State
#8 - 2011-12-23 01:21:41 UTC
Korg Tronix wrote:
Jace Errata wrote:
• Slingshot - Go over the target, perform a half-orbit, and fly away from the target via the target's underside
_ variants: Top-to-bottom slingshot, front-to-back slingshot, back-to-front slingshot, bottom-to-top slingshot
_has "at range" variants

• Loop - Perform a roll around the target, so that the "top" of your ship is always facing the target, then return to the original course. Distinct from Orbit in that both ships must be moving, and the original course must be within _x_ degrees of the target's course. Likely mostly used for machinima, due to the course requirements
_variants: Anticlockwise loop, clockwise loop
_has "at range" variants

• Close Pass - Like Approach, but skimming past the target, and carrying on past rather than returning.
_variants: Pass over, pass under

• Repeating Pass - A figure-eight Orbit with the target at the centre.


You can perform all those maneuvers by double clicking in space, if you get within web range you will get webbed but depending on the path you take that brings you into web range you can end up getting back out again.

You can indeed! The idea here though is to enable you to do that without dicking around with camera angles and trying not to accidentally double-click something else. If it's streamlined by the use of defaults and buttons on Selected Item, it should be possible to string together an Assassin's Creed-style sequence of Passes, Slingshots and Loops, something that's not currently possible. It would (hopefully) add a tactical feel to frigate combat, with perhaps a small amount of focus shift from the Overview to the Space view.

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Misanthra
Alternative Enterprises
#9 - 2011-12-23 08:07:29 UTC  |  Edited by: Misanthra
half of your stuff is modern day fighter tactics. Tactics meant for limited angle weapons (ie...that gun shoots straight and the missile locks best when it gets a good start flying straight off the bird vice getting dumped into the air in high g turn). YOu do these to get that guy off your ass....or to get the nose of your plane up his. Eve not like that...you shoot all over the place since guns swivel.

also alot of your moves are for gravity assist. Slingshot for example. Downwardd fligth path...pick up a speed boost from gravity roll out and hope he can't close after he turns around. No gravity in space. Well in any appreciable amounts. Titan just doesn't have enough ass to attract objects in space.





The other half....like the man said above, keep at range.
FlinchingNinja Kishunuba
Crunchy Crunchy
#10 - 2011-12-23 13:38:29 UTC
I have found shortcuts in Win 7 for all of this.

Use ctrl + alt + desired arrow key

My ship was doing some crazy jazzed up stuff while whacking these buttons!

Ok but seriously the only additions I would even consider would be match heading and pursue target. Both would make turrets way too easy to use though.
Zyress
Caldari Provisions
Caldari State
#11 - 2011-12-23 17:12:09 UTC
Don't forget the triple lindy