These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Locality -or- I missed my target and struck dead the man next to him.

Author
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#21 - 2017-06-21 13:13:31 UTC  |  Edited by: Valdr Auduin
Cade Windstalker wrote:
FYI AoE is just as server-melting as "lets check what's behind that guy" since it's basically "lets check what's near that guy".

Anyone who has ever been in a not-quite-TiDi null fight can attest to the effect a large Bomber attack has on server performance. Turning all guns into an AoE effect of *any* kind, let alone ray-tracing them, would result in puddles of silicon.

And no, there is no way to "design neatly" to make this not happen. There is exactly one efficient way to grab everything near an object in a 3D environment and it is exponentially more CPU intensive than saying "I shoot that guy".


Sterling Blades wrote:
I like the concept, but I have to concur with Cade here unfortunately. Unless there's a spontaneous breakthrough in server processing capability and heat disipation, we're going to be looking at liquified TQ/SiSi server room photos.

While I'd greatly enjoy seeing missed shots possibly hitting secondary targets, its not currently feasible. Impossible? No. But it could very well break crimewatch and the servers as a whole if something goes even slightly screwy(which, considering CCP's track record, its a 50/50)

Hmm, after I read they stored everything's spatial location as raw xyz, I had some hope it was actually feasible with some very simple maths, I wish this topic were interesting enough to get even a tiny Dev comment on feasibility, ignoring whether they cared to implement or not on any sort of timeline. I guess it's off to a bombing run to learn some more.

Daichi Yamato wrote:
Tells me im not constructive. Then tells me i should not let people fly with me if i don't want to suffer 10% tidi for even a mid size fight.

Why don't you see what a fight is like in tidi? Have you tried warping in 10% tidi? Can you even imagine aligning for 20 seconds in an interceptor? For over a minute in a battleship? Can you imagine a warp taking 10x as long? And then there's lock times, module cycles, reloading/switching ammo takes nearly two minutes. And even then it STILL lags with modules not cycling because of the load on the server. At the moment this only happens in big fights, but you want to dramatically lower the threshold for things like this happening. Can you imagine this being jita 24/7? Or even moderate fights in factiom warfare being like this?

Of course you cant imagine that. You live in your own little bubble. How narcissistic do you have to be to put everyone through that for such a mechanic as this?

*snip*I still think you're silly.
Cade Windstalker
#22 - 2017-06-21 13:28:17 UTC
Valdr Auduin wrote:
Hmm, after I read they stored everything's spatial location as raw xyz, I had some hope it was actually feasible with some very simple maths, I wish this topic were interesting enough to get even a tiny Dev comment on feasibility, ignoring whether they cared to implement or not on any sort of timeline. I guess it's off to a bombing run to learn some more.


The problem here has absolutely nothing to do with how coordinates are stored, it's that finding everything near a given target is, roughly, at least a O(Log(n)) operation relative to the number of entities on field. Even with an oct-tree (which is what I'm basing that off of) it's still a seriously non-trivial calculation for a large set of entities. Like say, for example, a 500 man fleet fight, let alone a 4000 man one.

This is especially true when you compare it to Eve's current method of "I shoot that guy" which is an O(1) operation.

Oh and that's without even getting into the balancing nightmare that turning all weapons into AoE weapons would create. AoE in Eve is already a pain to balance because it scales exponentially in effectiveness relative to the number of targets on field, and the game doesn't allow for the degree of control required for positional countering of frequent AoE effects.

Also, general tip, never expect the Devs to comment on anything on here. Also never expect them to implement anything that involves a massive rewrite of Eve's core mechanics, like how shooting works.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#23 - 2017-06-21 13:32:33 UTC
Ah, well, it was an amusing idea; thank you for actually explaining the problem.
Donnachadh
United Allegiance of Undesirables
#24 - 2017-06-22 14:13:27 UTC
Valdr Auduin wrote:
Newb Question #3,924, but has anyone suggested this concept before?

On a missed shot, the degree of inaccuracy is compared against any nearby ship in the same line of fire and some fiddly math done to see if the shot or burst or beam "accidentally" causes a glancing hit on the unfortunate bystander, the greater degree of a miss, the wider the cone of potential targets and the wider the central "you missed all this" deadzone around the original target vessel.

More or less, larger guns with lower tracking values would become very good at harassing blobs. Nobody likes blobs, right?

I guess this would be alright if you liked losing ships to Concord when you were in high sec. I mean aim at the guy you are dueling, or at that war target, miss, hit the neutral next to them and Concord ends your party really quickly.

Considering how jumbled up positions are in the low sec battles we have (we do not form neat lines and shoot at each other) I am not so sure my fleet mates would want my misses hitting them and I know for sure that I do not want their misses hitting me.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#25 - 2017-06-23 13:37:12 UTC
Ah, yeah, that was still one of the primary initiatives when I came up with the idea; force engagements into smaller packets, literal wings and squads- a handful of wolfpacks organised into a battlegroup and that group either engaging another BG or the component squads splitting off to assist other friendly battlegroups as outriders, etc. And adding some elements of small-unit tactics to the larger picture of the fight where spreading everything out would be desirable and planned for on all sides, give close-in DPSfests that tense "shells everywhere" feeling without necessarily increasing the typical lightshow. At the top end, it'd give alliances greater strategic reasons to split their fleets and launch attacks on multiple systems at once because massing everything into a single TiDi furball would see everyone get ripped to shreds by incidental crossfire.

On the low end, it'd make suicide ganks a little bit more risky and also far more chaotic, though that could be remedied by giving victims of attacks a concord pass as long as they don't actually target anyone but the pirate, though I'm not sure how that would work out on the coding side- actually ganking somebody with a purpose-built "intentional miss" fit and using a suicide to give the real ganker a way to target ships without getting concorded seems difficult to pull off (miss redirects would be random, still potentially miss, and do low-power glancing hits). You'd need to spam that kind of exploit in order for it to work and that seems like it'd cost pirates a lot of materiel relative to the worth of the target, even if we're looking at fully loaded freighters or plex-hauling industrials.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#26 - 2017-06-28 20:20:58 UTC
Necro is Love; Necro is Life

What are everyone's thoughts on a special T2/T3 null-sec-only ammo type that fulfills this function? or perhaps a T3 weapon system that can switch firing modes into Zone Defense?


Fluff because it's a slow day.
Autocannon: Flechette ammo packs clusters of darts into a smart shell that unwraps the munitions at optimal range to shower the local area in a cloud of micro-munitions, typically catching one target with enough darts to make the enemy capsuleer notice, used as a close-in defence method by Minmatar picket ships to ward off drones and corvettes as well as a supplementary armament on larger classes of ship against destroyers and frigates where the massive bore of capital autocannons allow tremendous numbers of flechettes to be deployed in a single burst, somewhat mitigating their poor tracking speed.

Artillery Cannon: Voidburst ammo loads a warhead with a smart proximity fuse that detonates when it reaches a zenith sufficiently close to a target to offer a reasonable chance of the shrapnel connecting, often used in massed volleys against small fast wolfpacks that would otherwise remain out of reach by artillery whether because of low tracking speeds or a close-range engagement- here, close is good enough. Advanced ammo like Proton or Phased Plasma are actually launched single-shot directed energy weapons instead of an explosive shell and both Nuclear and Fusion ammo explode into a cloud of atomic bomblets and are almost functionally similar to Flechette shells of the same type.

Railgun: Canister ammo disperses a small cluster of warheads from a cheap sabot, creating a small expanding cloud of kinetic debris much in the same way as Minmatar Flechettes

Lasers: Dispersion crystals reduce the impact of the beam by spreading the coverage of its focal point, increasing the chance of hitting something in the area and causing a small amount of luminous shock to the target surface.

Blasters: Destabilised ammo wraps plasma in a sub-optimal field increasing the energetic yield but vastly reducing accuracy and range as the packet tends to degrade faster than normal and suffer from deviation by ambient magnetospheres, primarilly used in zone-defence duties where the deviation effect is mitigated when fired on tight groups of enemy vessels where it tends to lock the packet onto any available target rather than a specific ship.


Missiles can have fun too.
Torpedo: Missile Buses are more a small unsophisticated drone than a missile, these torpedo-class munitions deploy a swarm of auto-targeting missiles once they reach their target and may be loaded with a variety of ammo sizes and types to tailor their use as well as the size of the swarm to a specific enemy force, though reconfiguring the tubes on each missile bus incurs a significant time-cost and is not recommended in the middle of battle.
Frostys Virpio
State War Academy
Caldari State
#27 - 2017-06-28 20:46:28 UTC
Valdr Auduin wrote:
Necro is Love; Necro is Life

What are everyone's thoughts on a special T2/T3 null-sec-only ammo type that fulfills this function? or perhaps a T3 weapon system that can switch firing modes into Zone Defense?



It still kills the servers.

Any bomb runs that land a few hits for example already create lag spikes because of the few AoE event happening in close succession all requiring a massive amount of range check.

Another example is when someone tried to smart bomb gank a bling fleet to death in HS because why not, he rapidly learned that the server could not cope with the 8 AoE even from each attacking battleship + agression and criminal timer handling.

Null sec fights grind the server to a near alt with very low amount of AoE (bombs runs and some smartbomb) on reinforced nodes not handling any other systems. Adding generic AoE to line weapon would just cause every fights to lag down all the time. Remember, your AoE check for additionnal hits not only counts other ships on grid but also any anchored stuff like bubbles and every single drones.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#28 - 2017-06-28 20:58:48 UTC
Damn.
Previous page12