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Player Features and Ideas Discussion

 
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Better handling for small ships / making frigates useful as more than tacklers

Author
Estra Arien
Sebiestor Tribe
Minmatar Republic
#1 - 2011-12-31 16:56:09 UTC
While I understand that the 2-5 second delay between double clicking in space and actually turning or moving may have to do with server response time, considering that most games (even with as many people in the same area as we sometimes have in a system) manage near-instant reaction, I don't believe it has to be. Expanding on that same note, I believe that reworked manual piloting would be an exceptional addition to this game, and make small ship combat far more engaging, not to mention workable. Not all of us just want to move in and click orbit to keep at optimal range - I know that I for one favor manual piloting a long shot better than clicking a few commands, and would love to see it better implemented than it is. If a rework were done, we'd need a way (toggle) to keep the camera in position just behind the ship, and preferably keyboard functions to adjust the ship's course, or a modified way of mouse piloting (a la Freelancer).

I for one know that if a change along these lines were implemented, it would improve my experience of the game by a very large factor, and I suspect that others (especially those who prefer smaller ships) would appreciate it as well.
Nestara Aldent
Citimatics
#2 - 2011-12-31 17:05:08 UTC
This is a MMO not a FPS. If you want the game that feels like flight simulator, play one.

There are online flight simulators with persistent world, mostly based on WWII aerial combat, just use Google.
Estra Arien
Sebiestor Tribe
Minmatar Republic
#3 - 2011-12-31 18:05:16 UTC
Nestara Aldent wrote:
This is a MMO not a FPS.

Granted, but most MMOs do include reasonable response time and permit better control over your character. At which point does it stop being tolerable to have something move or a module activate? 1 second? 2? 10?
Velicitia
XS Tech
#4 - 2011-12-31 18:08:43 UTC
game works on 1 second ticks serverside ... IIRC, it was stated that the 1 second tick isn't granular enough for "fly by wire" controls, since it's the server that needs to process *everything* and tell the client it's allowed to do whatever action you're trying to do.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia