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Player Features and Ideas Discussion

 
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Unguided missiles for popping player structurers?

Author
Snoa Avalhar
Native Freshfood
Minmatar Republic
#1 - 2016-01-13 00:33:47 UTC
So I like bombs and bomb launchers because you get to trade the ability to lock on to your target for higher damage and splash damage. I think it'd be cool to have more weapons like this. For example, you could have a missile that travels in a straight line for a certain amount of time and doesn't explode unless it hits something.

Pros:

-Higher damage than other missiles and bombs

-Very little CPU usage (compared to launchers of similar size and class)

Cons:

-If it doesn't hit, doesn't explode.

-Will be pretty much imposible to hit anything smaller than a battleship, and even then hitting a moving battleship will take some skill to hit at a great distance

-The farther ahead a moving target is, the more you'll have to lead the shot (though big and slow ships might require little to no leading)

-Lots of powergrid usage

-Large fights will mean that another ship may get in the way and keep you from hitting your intended target.

-Having to align to your target it in order to hit it will keep you from being to easily warp out in case of trouble.

So it'd basically be like bombs are but exchanging the ability to do damage to multiple targets with higher damage to one target. You could even have projectile turrets, hybrid turrets, and lasers that work similarly (don't track targets and can only be fired straight forward) that do good damage too.

Thoughts?
Netan MalDoran
Hail To The King
The Silent Syndicate
#2 - 2016-01-13 05:42:46 UTC  |  Edited by: Netan MalDoran
Yeah, no, you would have to rewrite the entire game code to give extra entity movement and hitbox detection while maintaining server speed.

So no, we dont want to melt our shiny new servers, this aint Elite: Dangerous

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Rob Zahm
Outback Steakhouse of Pancakes
Deepwater Hooligans
#3 - 2016-01-13 08:04:38 UTC
Quote:
Yeah, no, you would have to rewrite the entire game code to give extra entity movement and hitbox detection while maintaining server speed.

So no, we dont want to melt our shiny new servers, this aint Elite: Dangerous


how does someone like you know you will have to rewrite the "entire" game code, are you a dev doesn't look like it.
Aivlis Eldelbar
State War Academy
Caldari State
#4 - 2016-01-13 10:04:08 UTC
Rob Zahm wrote:
Quote:
Yeah, no, you would have to rewrite the entire game code to give extra entity movement and hitbox detection while maintaining server speed.

So no, we dont want to melt our shiny new servers, this aint Elite: Dangerous


how does someone like you know you will have to rewrite the "entire" game code, are you a dev doesn't look like it.


You'll find quite a few players have some programming experience. Coupled with the fact that CCP have hinted what is server intensive in the past, we can make an educated guess.

Proximity fuses, ie: proximity checks have been said to need quite a bit of processing power serverside, especially in large engagements where your warhead would have to check against every object on grid (simple search) or first compile it's own overview, sort it by range and then do a check (quadratic search).

I like the idea you present, and have suggested it myself in the past, seeing EVE as in need of more AoE weapons, not less. But you must consider the scalability of the weapon. 250 carriers dropping sentries has been known to hit server performance like a sledgehammer in the past. What would happen if you had a few hundred of these projectiles in flight and they had to check their detonation conditions every second?
Amarisen Gream
The.Kin.of.Jupiter
#5 - 2016-01-13 10:16:09 UTC
Poor server hamsters - even with the upgraded wheels they would suffer.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Xe'Cara'eos
A Big Enough Lever
#6 - 2016-01-13 11:29:35 UTC  |  Edited by: Xe'Cara'eos
what if it had a timed fuse, so launch at T=0, explode at T=10 (or something)
then if it happened to share a collision box with anything, apply damage (hey, it at least reduces the number of checks needed.....)
or make it only usable on stationary targets (siege/triage/stations)
"sorry, the target you are trying to launch [new missile type] at is moving [edit: or 'able to move'] and thus is not a valid target for this weapon type"

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Frostys Virpio
State War Academy
Caldari State
#7 - 2016-01-13 14:43:51 UTC
Xe'Cara'eos wrote:
what if it had a timed fuse, so launch at T=0, explode at T=10 (or something)
then if it happened to share a collision box with anything, apply damage (hey, it at least reduces the number of checks needed.....)
or make it only usable on stationary targets (siege/triage/stations)
"sorry, the target you are trying to launch [new missile type] at is moving [edit: or 'able to move'] and thus is not a valid target for this weapon type"


Timed explosion are in game. They are called bombs. The issue is the damage check of bombs is done across the whole explosion radius so a impact only bomb would need to do a double check of "did I hit something" with a 1 meter explosion radius and then a X meter explosion radius damage roll. At that point, you start asking why would someone design such a bomb that only explode on contact and at the end of a fuse when you can make it go boom at the end of the fuse without impact.

You also can't have it "only target immobile targets" because it's not targeted in the first place. It's just launched in space with a hope of scoring a hit.
Snoa Avalhar
Native Freshfood
Minmatar Republic
#8 - 2016-01-13 18:39:13 UTC
Netan MalDoran wrote:
Yeah, no, you would have to rewrite the entire game code to give extra entity movement and hitbox detection while maintaining server speed.

So no, we dont want to melt our shiny new servers, this aint Elite: Dangerous


What about instead of missiles we have turrets that only shoot in a straight line in front of the ship? Would that require recoding also? I mean, we're already able to use D-Scan to find out if a ship is in a specific direction and distance from us, so it's already been utilized in one aspect of the game. I realize D-Scan isn't the same as turrets but I'd imagine they'd work the same. Turrets just check a very narrow cone-shaped area in front of the ship and if anything is there then it hits. Where it lies in the cone and how far away it is determines its chance of hitting or how much damage it does.
ShahFluffers
Ice Fire Warriors
#9 - 2016-01-13 19:05:15 UTC
You are talking about "Line of Sight" mechanics. And no, it is nothing like D-Scan (which is a simple "check-return info").
LoS pretty much require all of the same mechanics that have been talked about above.

Titans will soon be getting a weapon with those kinds of mechanics though... so there is hope.
But due to its gimmicky nature of the weapon looks to be more of a "we would like to put this kind of stuff in, but we want to see how much it would affect the server first... so we're gonna put them ships that people only bring into direct combat every so often."
Thor Kerrigan
Guardians of Asceticism
#10 - 2016-01-14 00:37:47 UTC
So what prevents me from getting a cloaked ship right up close and launch it 2 km away then warp before the bship locks me trololol no splash damage either rick james!
Snoa Avalhar
Native Freshfood
Minmatar Republic
#11 - 2016-01-14 02:17:23 UTC
Thor Kerrigan wrote:
So what prevents me from getting a cloaked ship right up close and launch it 2 km away then warp before the bship locks me trololol no splash damage either rick james!


Have a timer that starts after decloak to where weapons of this class can't be fired until the timer expires? Or maybe not have the shot fire immediately after activation, a "charge up" period if you will. To give the unsuspecting victim enough time to dodge it if they're alert.
Thor Kerrigan
Guardians of Asceticism
#12 - 2016-01-14 05:10:06 UTC
Snoa Avalhar wrote:
Thor Kerrigan wrote:
So what prevents me from getting a cloaked ship right up close and launch it 2 km away then warp before the bship locks me trololol no splash damage either rick james!


Have a timer that starts after decloak to where weapons of this class can't be fired until the timer expires? Or maybe not have the shot fire immediately after activation, a "charge up" period if you will. To give the unsuspecting victim enough time to dodge it if they're alert.


Have you seen how fast bombers peace out after uncloaking and dropping a bomb? This is done even if there is only one target. Nobody wants to get yellow-boxed 10-15 km off in a bomber by anything.

What if instead, they are slow, have a longer timer but home towards their target (requires lock). That way they could be dodged either by out-running in frigs and OH cruiser MWDs or blasted away provided you react fast enough and shoot it. Warping out could also work.

Does not solve the proximity issue but w.e. throwing ideas out.