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[Proposal] Target line of sight and new fleet control tools

Author
Drake Draconis
Brutor Tribe
Minmatar Republic
#21 - 2011-12-28 01:17:02 UTC  |  Edited by: Drake Draconis
Thredd Necro wrote:
Drake Draconis wrote:
Nullbeard Rager wrote:
Drake Draconis wrote:
I think a person's experience in a game has something to do with the technical feasibility of their suggestion.


Alright well, good luck with that.Big smile


Tell me about it. Roll

I'm stuck behind a desk doing my job with little to no time to get invovled in gradiose epic battles but I've watched...studdied...yearned....wantted...maybe "lusted" for such things but alas must pay bills and care for my lovely wife.

But the point remains...I have enough comon sense to not make such assumptions without people giving me a great deal of insight into large scale battles. It's never as it seems and you end up fighting a number of problems...mass numbers..traffic...compliexty...a FC that expects you to pay attention.


And now your going to complicate this with the crap concerning of LOS.

Oh don't get me wrong...I get it..I think its great in reallity...but in EVE?

Your asking for pandoras box.

Snow balls chance in hell.


It also would distract people from their blobs to actually have to keep track of line of sight and positioning in microcosm and most people who are out to massacre other people are mostly looking for minimal risk and effort despite all the complaints about how boring blob combat can be.

Agreed. Good idea in theory but perhaps not in practice.Blink


Again....never said that it wouldn't be utterly fun or hillarious.
Its irrational in the current system and how EVE Online functions in the context of very (not large or itty bitty) large scale fleet fights.

The whole reason behind time dialation is the primary reason for this being horrible...the server CANNNOT HANDLE IT.

Its slowing down time in-game to catch up to the clients requesting copious update requests.

If the OP had bothered to read the freaking dev'blogs you might actually learn something.

LOS is great in a funny friendly fire scenario,...but this is not reallity...this is not terran field space...its space.

And there's a-lot of it.

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Orboro Naheema
Doomheim
#22 - 2011-12-28 01:35:01 UTC
"Currently the server propably only needs to know is the locked target is in range+can your shot reach that target+do you hit it." You do not really know though, and neither do I. A line between you and your target already exists. You can see it by turning on your tactical overview. I do not know if my experience represents the norm, but I have experienced no noticeable lag when toggling the tactical overview on. Either this line is already present and not shown, or it takes a miniscule amount of power to generate.

I imagined a single line extending from the center mass of your ship. This sacrificed the realism of having individual LOS for every gun, but I did it for the server blades. The poor, poor server blades that might implode under the stress. Missiles would also sacrifice realism for function. Missile ships would use the same mechanic for calculating LOS as turret ships. I toyed with the idea of allowing missiles the ability to travel around large static objects like POS's, but the amount of math required for this would seem to be substantial. I also feared making cruise missile Ravens OP. P So in short there would be a single line from your ship to your target.

"It's also a can of worms because of the aggression rules." This is the only serious problem that I have seen so far in this thread, and it is very serious. I apologize. I am used to fighting in low sec, wormhole space, and null sec. I have not fired a shot in anger in a while due to being disappointed in EVE, and I am pretty sure it has been over 3 years since I have fired a shot in anger in high sec. In short neutral shielding of targets in high sec warfare is a killer. You probably should have listed that first. I am going to have to ruminate on that one for a bit. I cannot see a way to negate the problem at this moment.

Thank you Destination SkillQueue for your additions to the discussion. I shall try and find a way around the high sec/concord problem and post it soon.
Di Mulle
#23 - 2011-12-28 06:18:22 UTC
Orboro Naheema wrote:
"Currently the server propably only needs to know is the locked target is in range+can your shot reach that target+do you hit it." You do not really know though, and neither do I. A line between you and your target already exists. You can see it by turning on your tactical overview. I do not know if my experience represents the norm, but I have experienced no noticeable lag when toggling the tactical overview on. Either this line is already present and not shown, or it takes a miniscule amount of power to generate.



For a purpose of server "knowing" whether you can shoot or not - no, this line does not exist now. And to "know" it server must cope with the dreadful "n square" problem. You do not need to know all the math and coding to understand that, it is very simple logic actually. It is amazing how many people still can't understand it though.

The line you are talking about is drawn by your client and evaluated by your brain. The server does not possess their computing power and needs to rely only on his own, for the sake of security.

The only thing we don't know without knowledge of all EVE innards is how much it will add to the existing calculations. Will they increase tenfold, or by a mere 10% because server already does so many things. But " n square " inevitably will be there.

<<Insert some waste of screen space here>>
yumike
Doomheim
#24 - 2012-01-01 08:02:18 UTC
I'd very much like to see what you posted about too OP, I think it would add alot of depth.

"Not firing" due to line of sight is ridiculous however, Most certainly fire - friendly, neutral, or hostile be damned. Would add a brand new perspective to the game.

As destination pointed out though, In the event of missiles i'm sure they are given calculated routes at some point - It would become the same with guns however and there would be a ton more checks involved.

Imagine primary'ing a target thats clipped between 20 more ships. That's alot of junk for the server to try to sort through, and I frankly dont see it as feasible despite how much I love the concept and have thought about it for many years now.
Vertisce Soritenshi
The Scope
Gallente Federation
#25 - 2012-01-02 15:33:46 UTC
yumike wrote:
I'd very much like to see what you posted about too OP, I think it would add alot of depth.

"Not firing" due to line of sight is ridiculous however, Most certainly fire - friendly, neutral, or hostile be damned. Would add a brand new perspective to the game.

As destination pointed out though, In the event of missiles i'm sure they are given calculated routes at some point - It would become the same with guns however and there would be a ton more checks involved.

Imagine primary'ing a target thats clipped between 20 more ships. That's alot of junk for the server to try to sort through, and I frankly dont see it as feasible despite how much I love the concept and have thought about it for many years now.


I suppose you could argue that missiles are "guided" and they would be able to menuever around obstacles to hit a target but then you may or may not have to account for the distance in that menuever around said object. Missiles would indeed be a little trickier to change.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Nullbeard Rager
Doomheim
#26 - 2012-01-02 18:50:40 UTC
yumike wrote:
..."Not firing" due to line of sight is ridiculous however, Most certainly fire - friendly, neutral, or hostile be damned. Would add a brand new perspective to the game...As destination pointed out though, In the event of missiles i'm sure they are given calculated routes at some point - It would become the same with guns however and there would be a ton more checks involved.


Because no one needs to worry about fratricide/"friendly" fire in a game where no one really dies and people go through ships like addicts through crack, amirite?Big smile

(Also remember: Missiles CAN maneuver.)

Field of Trolls:  "If you chum it, they will come."

Xander Hunt
#27 - 2012-01-15 13:29:51 UTC
Calculating to see whether a shot can be taken is rather easy.

- Do, and remember, the calculation of distances between you and all ships.
- - http://www.calculatorsoup.com/calculators/geometry-solids/distance-two-points.php -
- - - distance = sqrt(abs((x2-x1)^2+(y2-y1)^2+(z2-z1)^2)))
- Then calculate the angle of the ships that are within radius of you and the ship you're going to shoot.
- If all calculated ships are outside your line of site (Call it say one or two degrees)
- - if the server decides if a ship is to be shot at, the server will either allow the shot and do the appropriate math, or force a "misfire" or some sort.
- - if the client decides if a ship is to be shot at, the command to the server can be "turn off the gun" or just call "misfire"

Notes:
- The calculation needs to only happen once every time a weapon is to be shot.
- Calculating the ships within the radius of you and your target eliminates the extra calculation of angles. Since the ships outside the sphere of you and your target, its not in your line of site.

Now, the one thing I *CANNOT* answer is how much extra load this would be on the server. If the calculation were to happen client side, then this would have to be done once for every grouped weapon firing, then something can be sent to the server to say go/no-go on the shot. If this is run on the server, it has to be figured each time a weapon is fired. In 1000 ship fleet battles, it'd get pretty damned heavy as several ships may be firing on the same frequency.

Then, as mentioned, the problem with fuel propelled ammo is that if another ship wanders into range while said ammo is enroute to your target, how would that be handled? Personally, if the consideration that if a shot is taken, and someone gets in range, friendly or not, it should be a hit, but CONCORD wouldn't be called because your target wandered into range, and your shot shouldn't be considered an act of aggression since your target was something else. Exploitable? Possibly, but it'd be hard to do more than once.

Personally, I think it WOULD add some realism to this. I've not ever been in a massive fleet fight, but still seems like a cool idea.
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