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Ripple Fire

Author
Dornier Pfeil
Caldari Provisions
Caldari State
#1 - 2016-08-28 18:34:42 UTC
Battleship broadsides are the most satisfying way to discharge large numbers of guns but on the off chance a player would prefer to have their guns firing spaced more evenly they are stuck trying to time their activation clicks carefully. In the middle of battle that's a distraction they may not want to have to deal with.

We already have a Volley fire icon that conveniently groups the firing icons together under a single easy hit button. The game engine does the timing for us; activating all weapons simultaneously.

If the player wants to space the firing evenly around the entire cycle time of their weapon they don't have such a button.

May we have such a button?

Suppose you have 5 weapons and the cycle time is 8.5 sec. Even spacing would have a weapon going off every 1.7 secs.

What is lost is the power of the alpha-strike volleying. For missile users and projectile weapon users there is no utility in doing this, except for maybe a different kind of eye-candy. For some that might be enough and EvE does have a certain small devotion to eye-candy.

For hybrid and energy weapons users though, giving up the alpha-strike returns the advantage of not smacking their capacitor for the full brunt of the weapons drain; instead spreading it out across the whole cycle. If you are dancing on the edge of failscading* your capacitor this could be worthwhile for you.

Possible Visuals:
Ripple Fire Images

*To inappropriately appropriate a word from its appropriate context. Lol
elitatwo
Zansha Expansion
#2 - 2016-08-28 19:32:05 UTC
Drifter gun

/thread

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Kenrailae
Scrapyard Artificer's
#3 - 2016-08-28 21:07:54 UTC
elitatwo wrote:
Drifter gun

/thread



To what are you referring?

The Law is a point of View

The NPE IS a big deal

elitatwo
Zansha Expansion
#4 - 2016-08-29 00:02:26 UTC
Kenrailae wrote:
elitatwo wrote:
Drifter gun

/thread



To what are you referring?


Drifters are those OP-Sleeper battleships that say hello if you are on disagreement with Circadian Seekers scanning your boat. Those battleships have an extra blue-ish shield layer that activates a doomsday gun that vaporizes everything you have before and if you don't move your escape pod, they will loot your corpse.

This Drifter doomday thing is like a gate-gun and doesn't have tracking and poof, you're toast.

Eve Minions is recruiting.

This is the law of ship progression!

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Kenrailae
Scrapyard Artificer's
#5 - 2016-08-29 00:41:16 UTC
elitatwo wrote:


Drifters are those OP-Sleeper battleships that say hello if you are on disagreement with Circadian Seekers scanning your boat. Those battleships have an extra blue-ish shield layer that activates a doomsday gun that vaporizes everything you have before and if you don't move your escape pod, they will loot your corpse.

This Drifter doomday thing is like a gate-gun and doesn't have tracking and poof, you're toast.



I know what drifters are, but I don't get how drifter gun = /thread . What do you mean by that? They don't have staggered fire as far as I'm aware, and don't seem to have any relevance to what OP is asking for.

The Law is a point of View

The NPE IS a big deal

elitatwo
Zansha Expansion
#6 - 2016-08-29 02:13:03 UTC
He is asking for a battleship doomsday gun. I say nay.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#7 - 2016-08-29 02:46:15 UTC
No he isn't, he's asking for the ability to equally space out the firing of your guns, so that they fire one at a time at exactly equal time intervals. The whole point would be mostly for eyecandy and would have minimal affect on the game, even giving a slight decrease in power when using it by pretty much destroying volley damage.

I don't personally really see a reason, but I also don't see a reason why not, so I say what the hell why not.

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Probably.

Btw my corp's recruiting.

ShahFluffers
Ice Fire Warriors
#8 - 2016-08-29 03:24:57 UTC  |  Edited by: ShahFluffers
Based on what I understand from the client-server relationship...

Gun effects are purely visual and on the client-side. The sever only sees grouped guns firing and acting as "one"... as this lessens sever load.
Source: DEV Blog from 2008

CCP Ytterbium wrote:
... we want to emphasize that using this feature will have a beneficial effect on overall latency since calculations are counted from one combined group and not eight individual modules...


If I understand you OP... you are looking to make all your weapons fire at the same time... or at a more visually more consistent rate... correct?

If I remember correctly... there used to be a time where the guns would visually fire all at the same time. The DEVs got rid of that in favor of randomized "staggered firing" effects because they thought the latter would be more visually stimulating.
Lugh Crow-Slave
#9 - 2016-08-29 03:34:41 UTC
ShahFluffers wrote:
Based on what I understand from the client-server relationship...

Gun effects are purely visual and on the client-side. The sever only sees grouped guns firing and acting as "one"... as this lessens sever load.
Source: DEV Blog from 2008

CCP Ytterbium wrote:
... we want to emphasize that using this feature will have a beneficial effect on overall latency since calculations are counted from one combined group and not eight individual modules...


If I understand you OP... you are looking to make all your weapons fire at the same time... or at a more visually more consistent rate... correct?

If I remember correctly... there used to be a time where the guns would visually fire all at the same time. The DEVs got rid of that in favor of randomized "staggered firing" effects because they thought the latter would be more visually stimulating.



he wants to NOT have them all fire at the same time
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#10 - 2016-08-29 11:41:32 UTC
It actually offers a ton of utility across all weapon systems. Being able to stagger dps among guns results in more overall dps if the targets would perish mid volley.
The negative is that you are not using your full firepower ASAP and thus losing out on the first volley.
It's kinda close to the way drones work as they do not usually waste volleys and yet fire ASAP.
A continous fire mode that would alpha initially and stagger guns afterwards if target does not need full volley to die would be neat, but potentially tough to implement.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Donnachadh
United Allegiance of Undesirables
#11 - 2016-08-29 12:18:20 UTC
Unlikely that I will ever use it but that really does not matter as long as it does not break game balance and I cannot see any possible this could break balance so +1.
Lugh Crow-Slave
#12 - 2016-08-29 12:55:13 UTC
Wimzy Chent-Shi wrote:
It actually offers a ton of utility across all weapon systems. Being able to stagger dps among guns results in more overall dps if the targets would perish mid volley.
The negative is that you are not using your full firepower ASAP and thus losing out on the first volley.
It's kinda close to the way drones work as they do not usually waste volleys and yet fire ASAP.
A continous fire mode that would alpha initially and stagger guns afterwards if target does not need full volley to die would be neat, but potentially tough to implement.



Forget implement can you imagine if the server load of two fleets of missile boats showed up?

Currently when you group your weapon the server treats it like one entity this drastically reduces server load even for turrets
Sobaan Tali
Caldari Quick Reaction Force
#13 - 2016-08-29 23:13:17 UTC  |  Edited by: Sobaan Tali
Not to sound like a smart ass, but how is this any different than simply clicking on each gun individually besides the obvious autonomy of the game doing it for you? And I'd have to agree with Lugh Crow-Slave on the notion of giving the server a bigger headache with this anyways.

Besides, isn't the way some weapons pull an ***-ton of cap per cycle kind of the downside of using that particular weapon system? If cap's really an issue, there's plenty of ways to manage it already; cap mods, downgrade your guns, split them into smaller groups instead of all in one, there's even ammo that trade's damage for lower cap use.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Dornier Pfeil
Caldari Provisions
Caldari State
#14 - 2016-09-04 15:26:00 UTC
elitatwo wrote:
He is asking for a battleship doomsday gun. I say nay.


uummm, whatever.
Maybe you'd like to bid on this bridge in New York City I got a good deal on. Brooklyn I think its name was.

ShahFluffers wrote:
Based on what I understand from the client-server relationship...

Gun effects are purely visual and on the client-side. The sever only sees grouped guns firing and acting as "one"... as this lessens sever load.
Source: DEV Blog from 2008

CCP Ytterbium wrote:
... we want to emphasize that using this feature will have a beneficial effect on overall latency since calculations are counted from one combined group and not eight individual modules...


If I understand you OP... you are looking to make all your weapons fire at the same time... or at a more visually more consistent rate... correct?

If I remember correctly... there used to be a time where the guns would visually fire all at the same time. The DEVs got rid of that in favor of randomized "staggered firing" effects because they thought the latter would be more visually stimulating.


There are two standpoints here. One is visual, for peeps that like that sort of thing i suppose, though the visual isn't what I'm after. I actually like broadsides and I have the impression most people do. I am sort of surprised CCP thinks a random firing pattern is prefered. I did not know that and darn I would have like to have seen proper broadsides from the BB's in game. Sad

Your quote from Ytterbium also surprises me. My impression was that the ToHit and damage for each weapon was done as an individual. I can't supply any quote for you but I've read it enough times when people ask if grouping weapons hurts their hit chance if one 'die roll' misses for all weapons. The answer is always the same. Each weapon has it's own roll. Maybe doing the calculations for all the weapons in the same server tic helps the latency even if each weapon is rolled for individually. Since the ships are also moving I can definitely see a group fire button would be plus from CCPs point of view even it it only looks like a quality of gaming life from the player's point of view (pressing one button instead of many). If that is the case then what I am asking for would be a problem as spreading the die rolls to different server tics is what would happen if I got my request. Thank you for your reply.

The second standpoint is the one I'm after. Spreading the weapons fire across more capacitor recharge 'tics' (for lack of a better word). You can already do this by just not grouping your weapons and trying to space their fire manually. Since my impression of the group fire button was that it existed simply for the sake of the player's convenience, asking for a ripple fire button didn't seem unreasonable. Maybe the newer server hardware would have a better time of it.

Lugh Crow-Slave wrote:
he wants to NOT have them all fire at the same time


Since the first 2 out of 5 peeps to reply didn't understand what I wrote, I have to wonder, is it my composition that was bad or their reading comprehension? Inquiring minds what to know!!!
Dornier Pfeil
Caldari Provisions
Caldari State
#15 - 2016-09-04 15:52:36 UTC  |  Edited by: Dornier Pfeil
Wimzy Chent-Shi wrote:
It actually offers a ton of utility across all weapon systems. Being able to stagger dps among guns results in more overall dps if the targets would perish mid volley.
The negative is that you are not using your full firepower ASAP and thus losing out on the first volley.
It's kinda close to the way drones work as they do not usually waste volleys and yet fire ASAP.
A continous fire mode that would alpha initially and stagger guns afterwards if target does not need full volley to die would be neat, but potentially tough to implement.


I especially like that there is a negative. IIU the math correctly the shield recharge curve is identical to the cap recharge curve (or as close as makes no difference). So if a player is giving their cap a break they are simultaneously giving the target's shields a break. There are always supposed to be tradeoffs.

Lugh Crow-Slave wrote:
Forget implement can you imagine if the server load of two fleets of missile boats showed up?

Currently when you group your weapon the server treats it like one entity this drastically reduces server load even for turrets


It's not like anyone needs to sell a kidney to afford ammo so, apart from hitting new targets slightly sooner with reduced firepower, I'm not sure why missile users would use this feature. And if they simply didn't group weapons anyway, for whatever reason, isn't the server loaded in exactly the same way?

Sobaan Tali wrote:
Not to sound like a smart ass, but how is this any different than simply clicking on each gun individually besides the obvious autonomy of the game doing it for you? And I'd have to agree with Lugh Crow-Slave on the notion of giving the server a bigger headache with this anyways.

Besides, isn't the way some weapons pull an ***-ton of cap per cycle kind of the downside of using that particular weapon system? If cap's really an issue, there's plenty of ways to manage it already; cap mods, downgrade your guns, split them into smaller groups instead of all in one, there's even ammo that trade's damage for lower cap use.


Yes we have lots of ways to extend cap life. Is a new one really going to make you cry?

Sobaan Tali wrote:
split them into smaller groups instead of all in one

I'm asking for a button that optimizes exactly this action so we don't have the vagaries of reaction time, individual computer latency, location on earth, etc., etc. affecting the effort.

edited for sloppy quoting
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#16 - 2016-09-05 06:38:33 UTC  |  Edited by: Wimzy Chent-Shi
A ballsy move would be to have guns working like mining lasers with long/infinite cycles.
Animation over time guns shooting like crazy in a much more "realistic" manner applying the dps.
But that would probably be a thing of distant future. But it already works for mining.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Lugh Crow-Slave
#17 - 2016-09-05 06:46:36 UTC
Dornier Pfeil wrote:


Lugh Crow-Slave wrote:
Forget implement can you imagine if the server load of two fleets of missile boats showed up?

Currently when you group your weapon the server treats it like one entity this drastically reduces server load even for turrets


It's not like anyone needs to sell a kidney to afford ammo so, apart from hitting new targets slightly sooner with reduced firepower, I'm not sure why missile users would use this feature. And if they simply didn't group weapons anyway, for whatever reason, isn't the server loaded in exactly the same way?



not even close like i explained in the quote when you group weapons the server treats it as one weapon it doesn't need to calculate for each one. The reasons missiles would be so bad is because not only does it need to calculate the hit and keep track of the weapons cycle like turrets It also has to keep track of the missiles. Right now if you group your launchers and shoot while you may see 8 lights come out of the CNR the server only sees one supper missile.
elitatwo
Zansha Expansion
#18 - 2016-09-05 11:30:15 UTC
Dornier Pfeil wrote:
...I especially like that there is a negative. IIU the math correctly the shield recharge curve is identical to the cap recharge curve (or as close as makes no difference). So if a player is giving their cap a break they are simultaneously giving the target's shields a break. There are always supposed to be tradeoffs....


This is a very important observation. Before we got gun grouping, it used to be exactly like this.

The following weeks after that the new oversized armor / shield fittings began to rise since it felt (and was) there was more damage on the field than ever before.
You had to tank much more incoming damage at once. There not many people left from this era but back in the day we used to press F1-F8.
That's the reason, I am mocking knobbhhs when I say they press "FONE", as in zero effort, intelligence or tactic required.

The new fighter mechanics are the same thing, the only difference is they need one pilot to launch fighters to let the server fight for it.
All drone pilots let the server fight for them, they just don't see it.


And for your curiosity, I am not native in colloquial or the English language for that matter, even though it may seem so. Some things just get lost in translation and your first sentence reminded me of another thread from someone who wanted a mechanic where you would nuke your capacitor for a one-time overcharges gun cycle.

That "broadside" you speak of would be just like that, hence it got lost in translation.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#19 - 2016-09-05 11:52:47 UTC  |  Edited by: Lugh Crow-Slave
i'm sorry but a decent carrier pilot does not "let the server fight for it" particularly when fighting something faster than its fighters.

have you ever tried to cut off an interceptor b4 with fighters? not easy

fighter on fighter fighting is somehow even more involved
Donnachadh
United Allegiance of Undesirables
#20 - 2016-09-05 13:29:50 UTC
elitatwo wrote:
You had to tank much more incoming damage at once. There not many people left from this era but back in the day we used to press F1-F8.

What do you mean "was like this"? I do not know a single person that groups their weapons because of the chance to hit thingy. Real or not none of us take the chance and fire each weapon separately. Also we fire them separately simply because the staggered damage does not give as much time for your opponent's local or remote reps to counter the damage. Only lazy pilots who want the server to do it all for them group weapons.

elitatwo wrote:
All drone pilots let the server fight for them, they just don't see it.

Getting past that basic level of no one really fights in this game the server does the fighting for all of us there are a few things I take issue with in this.
The only drones pilots that have less work to do are the ones that launch drones and then assist them to another ship. But then this mechanic is bad on so many levels that the lazy factor does not even make the top 10 list.
A smart drone pilot will select his targets and fire accordingly in the same way a missile or turret pilot will.
In a fleet fight when the FC calls for drone damage on a specific ship the pilot has to target and tell his drones to attack that ship so there is no more or no less work than missiles or turrets. In fact there may be more work for a drones pilot what with managing your drones and your ship.
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