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Player Features and Ideas Discussion

 
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Engage ability

Author
A8ina
Pator Tech School
Minmatar Republic
#1 - 2016-12-24 19:28:15 UTC  |  Edited by: A8ina
Currently a spaceship can approach/ keep at range and orbit a target

When you are attacking a target with fast Ship using approach ones you get near the approach distance your ship stops moving ones the target Orbits you and you lose all momentum, but for fast ships ok for big and slow ships.

When you are attacking a target with fast Ship using Orbit in many occasions your ship performs tight maneuvers diminishing completely the momentum

My idea is to also be able to use the Engage option that will work like keep at range but also will give priority to momentum as well

the result will look more like dogfighting maneuvers and not lose the momentum, as a pilot you will have to do speed adjustments on the Fly to control the centrifugal force so your ship don't overshoot beyond its Target
ShahFluffers
Ice Fire Warriors
#2 - 2016-12-24 19:32:18 UTC  |  Edited by: ShahFluffers
Pro-tip: Don't use the "Approach" button. Manually fly in and then, when 20-30km from the target, hit "Orbit."

You will not lose any momentum this way.


edit: and if you want to orbit without losing speed, learn what the "optimal" orbit distance is for you ship.
This is where "player skill" comes in.

Know your ship!
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2016-12-24 19:32:37 UTC
This is one of the advantages of manual piloting, I'm not sure removing it in favour of more automation is a good idea.
Elenahina
Federal Navy Academy
Gallente Federation
#4 - 2016-12-24 20:33:48 UTC
Danika Princip wrote:
This is one of the advantages of manual piloting, I'm not sure removing it in favour of more automation is a good idea.

No, it's not a good idea. Learning the intricacies of how your ship physically behaves is what separates good pilots from great ones.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

A8ina
Pator Tech School
Minmatar Republic
#5 - 2016-12-24 21:15:24 UTC
I have been doing this, Ship Jaguaaarr Optimal 2000m Tit sabot approaching target 1200 m/s turn off afterburners at 8km
set orbit at 1000 , engagement result approximate orbiting 1600 to 2200 speed 380 to 400 even if AB are active you get the same speed at this radius.

what I was thinking of was more like the HEO Orbit elongated allowing for high speed fly by with preset distance of approach then overshoot factoring in the speed of approach

I know it can be don manually moving the screen around and double clicking to the desired direction

But I like to see things at tactical from distance Big smile
Iain Cariaba
#6 - 2016-12-25 05:04:05 UTC
A8ina wrote:
I have been doing this, Ship Jaguaaarr Optimal 2000m Tit sabot approaching target 1200 m/s turn off afterburners at 8km
set orbit at 1000 , engagement result approximate orbiting 1600 to 2200 speed 380 to 400 even if AB are active you get the same speed at this radius.

what I was thinking of was more like the HEO Orbit elongated allowing for high speed fly by with preset distance of approach then overshoot factoring in the speed of approach

I know it can be don manually moving the screen around and double clicking to the desired direction

But I like to see things at tactical from distance Big smile

Please re-read the responses to your OP.

The ability to do this is what makes great pilots. I can't do this, which means I lose to those who can, and I'm against the idea. Why should people who have put in more effort than me in learning to pilot their ships lose the advantage they earned?
Cade Windstalker
#7 - 2016-12-25 07:02:07 UTC
OP's it's been expressly stated by CCP that it's intentional that the automated commands are not optimal and better than manual piloting and controlling of your approach vector.

If you really want to keep that bird's eye view then you could probably use the Approach command on a point in space well past your target and then swap to Orbit, but that would be a lot more work than manual orbit control with either double clicking on the arrow keys.
Nevyn Auscent
Broke Sauce
#8 - 2016-12-25 07:15:29 UTC
Danika Princip wrote:
This is one of the advantages of manual piloting, I'm not sure removing it in favour of more automation is a good idea.

Certain bits of automation would be a good thing, since every automation we use is also used on the AI.
So for example making the orbit command approach at a tangent rather than dive directly towards the target, stop, then orbit, would help players a bit but would also help the AI out as well. Manual piloting would still be superior allowing a slow arc in to keep transversal higher at the start than driving directly towards the tangent would so it wouldn't remove that.

In this case it seems like an overly complex command that you are asking to give a weighted system towards two different items, and that would not be intuitive to understand exactly when your ship would approach and when it would try and keep speed. And for this reason I have to say no to this particular command being improved.