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Player Features and Ideas Discussion

 
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Battle Scarring!!!

Author
Teddy Ruckspin
Guerillaz
#1 - 2011-12-28 11:47:49 UTC  |  Edited by: Teddy Ruckspin
Quite a simple idea this one. How would you like it that if you have a ship that has seen many many battles and survived, that visually the ship looks beat up, bruised with various other visual effects on the hull.

By giving all ships a second HP which can be anything up to or more than x1000000 times the base hp that the ship, as the ship recieves more and more damage over time, the texture of the ship would get changed to show more battle scaring and when the amount of damage received goes past the new HP value, the ship would look completely knackered with not much of the original hull texture showing and various dents and holes in the actual ships model, even missing the top wingy bit Big smile

This would help make EVE look great and varied and while it doesn't offer any kind of gameplay improvement, it would make players get attached to their favourite ships Smile

This idea could also be extended to Outposts, POS's and other structures that players like to beat the crap out off

Obvious Q&A

  • Players could just shoot there ships with their alts - Yeah but it would take a while and it doesn't change the game anyway
  • What about repackaging the ship - Simpie it repairs the damage so you don't want to repackage that ship folks!
  • Wouldn't fleet fights get laggy with all those textures changing - Ahhh good one, the texture ONLY gets updated when docked
  • What about repairing the ship - I works the same way but doesnt affect this secondary hp, maybe repairing the ship could swap bullet holes for plates covering the holes


Discuss
Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2011-12-28 11:57:08 UTC
Teddy Ruckspin wrote:
Quite a simple idea this one. How would you like it that if you have a ship that has seen many many battles and survived, that visually the ship looks beat up, bruised with various other visual effects on the hull.

By giving all ships a second HP which can be anything up to or more than x1000000 times the base hp that the ship, as the ship recieves more and more damage over time, the texture of the ship would get changed to show more battle scaring and when the amount of damage received goes past the new HP value, the ship would look completely knackered with not much of the original hull texture showing and various dents and holes in the actual ships model, even missing the top wingy bit Big smile

This would help make EVE look great and varied and while it doesn't offer any kind of gameplay improvement, it would make players get attached to their favourite ships Smile

This idea could also be extended to Outposts, POS's and other structures that players like to beat the crap out off

Obvious Q&A

  • Players could just shoot there ships with their alts - Yeah but it would take a while and it doesn't change the game anyway
  • What about repackaging the ship - Simpie it repairs the damage so you don't want to repackage that ship folks!
  • Wouldn't fleet fights get laggy with all those textures changing - Ahhh good one, the texture ONLY gets updated when docked


Discuss


I'd prefer tying the damage scarring to armour and hull damage. Armor damage would be equivalent of bullet marks/scorched paint/burnt metal etc.

Hull damage would be red-hot glowing-producing flames, like nowadays, only with a visible hull breach.

I'm assuming you actually mean "veteran" marks on ships, but given new eden's packaging abilities and repair facilities, I think such permanent damage would be wrong, since fixing your ship would inevitably take it the original, prepackaed condition.
Simi Kusoni
HelloKittyFanclub
#3 - 2011-12-28 11:59:21 UTC
Teddy Ruckspin wrote:
  • Wouldn't fleet fights get laggy with all those textures changing - Ahhh good one, the texture ONLY gets updated when docked
  • [/list]

    Discuss

    If it's textures only, the visual difference would be minimal. If it included altering models, the load increase would be considerable. Server load may also be negatively effected relaying all that data, although to what extent is anyone's guess.

    Anyway, in reality most combat in Eve is a battle of the red and purple squares.

    Also, some people might not like all their nice shiny PvE ships looking like heaps of battle worn crap lol.

    [center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

    Teddy Ruckspin
    Guerillaz
    #4 - 2011-12-28 12:02:08 UTC
    Yes I do mean veteran damage Big smile

    Repackaging the ship would indeed repair the damage, the damage would be nothing more than a status symbol and therefore PvPers would probably not want to ever repackage their favourite PvP ship Big smile

    Repairing the ship (with armor/hull repairers or in station) would not affect this particular damage

    Very good point about tying it with Hull damage and not shields. Quite possible to only update the secondary HP when damage to the HULL is received! Good suggestion Big smile
    Valei Khurelem
    #5 - 2011-12-28 12:25:17 UTC
    I would love to see these kind of things put in the game, the changes would be very minimal as Simi said because it would only be textures, the same goes for if you put any kind of paint tool in the game that allows you to change colours.

    For people who are unaware of how FPS drops cause lag like effects the polygon count in games are what cause the main problems when it comes to optomisation which is why when you switch to different qualities your game will become blocky and more simplified and why games that were much older than now looked like that as well. It is actually particle effects, lighting and shadows that force graphics cards to work the hardest which is why you can have games like minecraft having tons of stuff in them but if they don't have any silly bloom effects or lots of detailed shadow to render then they work just fine.

    I'd thought I'd put this here because I'm tired of seeing people ignorantly stepping on every good idea out there because they don't know how games are made.

    p.s. The number of players, their connections and their distance between each other are what cause lag which is why you only get problems when huge blob fleets get together in EVE

    "don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

    Simi Kusoni
    HelloKittyFanclub
    #6 - 2011-12-28 12:39:31 UTC
    Valei Khurelem wrote:
    p.s. The number of players, their connections and their distance between each other are what cause lag which is why you only get problems when huge blob fleets get together in EVE

    That's what causes problems in counterstrike, not eve.

    If a player in eve has high latency, you won't see a difference. E.g. he has 1000ms ping, you see him perform actions one second after he presses the button. He sees his ship perform an action two seconds after he presses the button. As long as your personal latency is fine, your ship will still respond and fire at him perfectly.

    What causes server lag in eve, especially in blob fights, is the node being forced to calculate damage based on distance, angular velocity and damage multipliers such as the number of gyros, resistance, player skill etc.

    As for FPS impacts based on this suggestion, yes, they'd be minimal unless you were forced to load an excessive number of different textures for all the ships on grid. But as I said before transferring the value associated with how "damaged" your ship is to every other ship on grid may negatively impact load somewhat. I guess there'd be a little overhead, but it would be minimal.

    [center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

    Jint Hikaru
    OffWorld Exploration Inc
    #7 - 2011-12-28 13:01:31 UTC
    While I can almost feel the art team smacking their heads on their desks from where I am, I do like this idea.

    I can't see it making its way into the game anytime soon, but would deffinatly add some visual effects to Eve.

    Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

    TheBlueMonkey
    Center for Advanced Studies
    Gallente Federation
    #8 - 2011-12-28 16:20:18 UTC
    When I pay for a repair job on a ship I expect it to come back as good as new.

    That includes paintwork etc
    Mirima Thurander
    #9 - 2011-12-28 16:26:12 UTC
    TheBlueMonkey wrote:
    When I pay for a repair job on a ship I expect it to come back as good as new.

    That includes paintwork etc




    noob train hull and armor reps....

    All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

    Valei Khurelem
    #10 - 2011-12-28 16:58:23 UTC  |  Edited by: Valei Khurelem
    Simi Kusoni wrote:
    Valei Khurelem wrote:
    p.s. The number of players, their connections and their distance between each other are what cause lag which is why you only get problems when huge blob fleets get together in EVE

    That's what causes problems in counterstrike, not eve.

    If a player in eve has high latency, you won't see a difference. E.g. he has 1000ms ping, you see him perform actions one second after he presses the button. He sees his ship perform an action two seconds after he presses the button. As long as your personal latency is fine, your ship will still respond and fire at him perfectly.

    What causes server lag in eve, especially in blob fights, is the node being forced to calculate damage based on distance, angular velocity and damage multipliers such as the number of gyros, resistance, player skill etc.

    As for FPS impacts based on this suggestion, yes, they'd be minimal unless you were forced to load an excessive number of different textures for all the ships on grid. But as I said before transferring the value associated with how "damaged" your ship is to every other ship on grid may negatively impact load somewhat. I guess there'd be a little overhead, but it would be minimal.


    Just to say, all those calculations are to do with the amount of players having less than a hundred is going to be nothing but anything higher and it will start getting choppy. Oh and obviously if there were extremely varied textures and the like put on EVE the server wouldn't be able to handle it that said, when fibre optic comes out for real everywhere I think anything will be possible with how fast it will all be and how much data can go around at once.

    Like I said, I was just putting it there, because it's really irritating seeing perfectly helpful ideas have a bunch of whining people trolling it when they clearly don't know anything about game development :(

    "don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

    Morgan North
    Dark-Rising
    Wrecking Machine.
    #11 - 2011-12-28 17:09:15 UTC
    Data packets can be stored on server for fittings and any and all relevant textures and queries once a player enter local system for his ship type. If he is present, but docked, client-side can still ask the server once he undocked for information on current fit.

    Like you know, it does with the ships and turrets and whatever else needs to be loaded when players are on grid.

    So no, its a matter of updating a list of about 10/20 items to perhaps 30/40. I can understand it being laggy if your on phone internet...but thats your problem!

    Valei Khurelem
    #12 - 2011-12-28 17:27:10 UTC  |  Edited by: Valei Khurelem
    Well I wouldn't know the specifics as I'm looking at the art side of things ( maya/photoshop etc. ) and I don't know any of us do until the devs chime in and say something HINT HINT but it's nice to know there are actually people aware of this kind of thing. I at least know that textures in general tend to take up very little game resources usually.

    This is why when I get into game development I'm going to stick with singleplayer games mainly lol!

    "don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

    FlinchingNinja Kishunuba
    Crunchy Crunchy
    #13 - 2011-12-28 17:39:29 UTC
    The main issue with Eve graphically is that they are still using DX9. New cards are optimized for DX10 and 11 which incorporates much better use of the hardware. Have a look at any of the new card reviews and you will see that the older games don't perform that well.
    Nestara Aldent
    Citimatics
    #14 - 2011-12-29 08:13:40 UTC
    Mirima Thurander wrote:
    TheBlueMonkey wrote:
    When I pay for a repair job on a ship I expect it to come back as good as new.

    That includes paintwork etc




    noob train hull and armor reps....


    No matter how you repair, the ship should be as good as new. And if the paintwork is a problem, CCP can implement station fee for that service, after wasting time on implementing all of this nonsense in the thread for purely cosmetic reasons.
    Simi Kusoni
    HelloKittyFanclub
    #15 - 2011-12-29 08:49:24 UTC  |  Edited by: Simi Kusoni
    Morgan North wrote:
    Data packets can be stored on server for fittings and any and all relevant textures and queries once a player enter local system for his ship type. If he is present, but docked, client-side can still ask the server once he undocked for information on current fit.

    Like you know, it does with the ships and turrets and whatever else needs to be loaded when players are on grid.

    So no, its a matter of updating a list of about 10/20 items to perhaps 30/40. I can understand it being laggy if your on phone internet...but thats your problem!

    Well you could store how "damaged" a ship is to appear by assigning it an integer value between 1-5. Each number corresponding to a different texture pack. But if data concerning how much damage that ship has taken is to be used to assign that value, you'd now need to also store that damage in a running tally. For every single ship in eve.

    But, again, transmitting that data plus overhead to the 1-200 ships constantly jumping in, undocking and warping out of the jita undock grid probably isn't going to help reduce load. Not to mention that for the (what, 20 or more?) ship types undocking and on grid at any one time you will now have to load 20x5=100 different ship textures.

    You might say "LOL MY MIGHTY GPU LAUGHS AT YOUR TEXTURES", but personally I don't want to see the Eve client installer explode to 20GB+ download size. Not to mention load times when undocking, whilst you're waiting for that giant sea of textures to get pushed into video memory.

    On top of that, you have to have the art department design all these textures. And, let's be honest, who notices textures? Other than when I'm ship spinning, mostly in eve I just see purple dots and red dots. If you want effects, which might be more noticeable (e.g. smoke) that's going to increase gpu load client side even more.

    It's a nice idea, don't get me wrong. But it's messy, causes some problems and possibly performance issues, is a lot of work for the art department and all for what is, honestly, a minimal gain.

    [center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]