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[Proposal] Manual Flight/Combat Control

Author
Wrath IX
islaw inc.
#1 - 2012-01-26 23:48:10 UTC
I wish to discuss a possible course of action to be taken by CCP in order to revitalize and reinvigorate this game we love called EVE.

For those of you who have not realized it yet, EVE is on the verge of a crisis due to its decreasing player base. This is evident both in a study of historical players in the world. (Down roughly 15-20% at peak time from this time last year) and you can see that CCP themselves have recognized this by the ever growing time frame of free trial period which went from 14 days a year ago to now 2 months at the time of this posting.

Now I personally do not want to see this game wither away from under us but it is clear that something needs to be done to reenergize the game.

I wish to discuss the concept of Manual/Tactical Ship control and combat as a viable solution.

What I mean by this is not just simply allowing players to use things like standard A,S,W,D controls to maneuver their ships. Instead I mean things like limited firing arcs for weapons, weapon collision with non-target objects. This means that players would need to maneuver their ships not only to optimal range but also optimal position to bring as many guns as possible to bear on their target. Fleets would utilize tactics such as formations to obscure critical ships such as Logistics ships from direct attack.

Frigate pilots would be forced to engage in pitched dog fights with one another and so on up the line as ships would have to jockey and out maneuver one another.

There are several Pro’s and one really Big Con to this idea

Pro:
1) This New aspect of combat would make the battles much more in your face adrenaline pumping experiences and add a massive new depth in terms in in battle tactics and strategies.
2) Because of this the game becomes more accessible to new players because manual flight control means player skill is just as important as character skill in combat. This gives newer players a fighting chance against older players.

Con:
1)This is a rather big CON associated with this idea on CCP’s side of the equation, which is that it would be a lot of work for them to do to make it happen.
Because this aspect of manual control of flight with things like having to worry about hitting intervening objects would fundamentally change the very nature of all combat in the game. This means every ship capable of mounting weapons, and all pirate, mission, and other AI’s would need to be rebuilt or redesigned to take this change into account and maintain balance.

So it would not be something that could be done quickly and would likely require a lot of work after the fact to work out any kinks in the system

2) Redesigning Ships and weapons and such would lead to possible issues with existing players ships especially those who logged off in space before such an update. This could lead to all kinds of complaints about lost module ship etc after such a patch.

I know this is a tall order in what we could ask of CCP for improvement and I would like to see everyone get behind this, because really EVE can ill afford major hit to the player base like we had with Incarna.
mxzf
Shovel Bros
#2 - 2012-01-27 00:24:34 UTC
No. If you would like a detailed reason why not, please look through any one of the similar threads in this and the F&I forum.
Drake Draconis
Brutor Tribe
Minmatar Republic
#3 - 2012-01-27 00:30:28 UTC
Your first mistake is treating eve like a First Person Shooter...this is not a game that can be played with ASWD controls.

This is a 3D Space smiulation...not 2d.

While your prespective may be 3D...your talking about controls that are overlooking things such as Yaw/Pitch/Rotation and other various things.


While it would be cool to have such controls...those controls would only be valid for ships smaller than a Cruiser.

Even then in the RP Since..a Frigate is not a fighter...its a good sized ship to be sure...



Secondly...as you poitned out...the complexity in such a design would be daunting...problem is thats a gross understatement.

Try years of development.

Dare I say...rewrite of code at that point.


CCP wouldn't touch this with a 10 foot pole...I myself would love that concept...but as I approach the threshold of capital life...aint gonna happen...and would be very boring at best.

CCP needs to get back to grass roots and start putting some spit and polish into features already in the game...not make new ones.

We have plenty of new stuff...lets fix the old stuff first.

Not Supporting.

================ STOP THE EVEMAIL SPAM! https://forums.eveonline.com/default.aspx?g=posts&t=78152

Vertisce Soritenshi
The Scope
Gallente Federation
#4 - 2012-01-27 16:07:04 UTC  |  Edited by: Vertisce Soritenshi
This has been proposed before. There are plenty of people that want the option. Myself included. It won't happen anytime soon though. Likely won't ever happen. Has something to do with the way the EvE client manages input and whatever. I think CCP could do it but just don't want to. Either way...I support the idea and wish it would happen but it just won't happen.

As for the gloom and doom of EvE failing...doubtful.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Mars Theran
Foreign Interloper
#5 - 2012-01-28 08:47:05 UTC
Drake Draconis wrote:
..snip..

This is a 3D Space smiulation...not 2d.

..snip..


1942 is 2D
Starcraft is 2D
Command and Conquer is 2D

Most modern combat sims are 3D

X3 is 3D

Dust 514 is 3D

What part of the concept of dimensionalism do you people not understand?

Whatever the case, it's a moot point as I think the Dev's realize that allowing flight control in EVE would cause a whole bunch of chaos.

I'm fully aware of it, so why wouldn't they be? But let's just say, if you are going to argue, try to at least make your argument valid, and supply some legitimate reason why it wouldn't work.

Something like this:

First Person Piloting would give too much advantage to the people who were adept at that sort of thing. For example: It would be much easier for them to use the game mechanics to reduce damage from incoming fire and increase their chances of hitting the target for high dps due to much greater control afforded them. For this reason, it would offer them an unfair advantage in PvP scenarios, when up against spreadsheet pilots who can't function well in that environment.
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Shobon Welp
GoonFleet
Band of Brothers
#6 - 2012-01-28 09:39:52 UTC  |  Edited by: Shobon Welp
You may as well write a new game from step one for the amount of work this would need.

Basically what you're advocating is, like the US Army in Vietnam, that CCP need to destroy the town Eve Online in order to save the town Eve Online
ShahFluffers
Ice Fire Warriors
#7 - 2012-01-28 22:24:22 UTC
The server "ticks" at 1hz... meaning that it only accepts [any new series of] new commands once per second. This is what allows large fleets to be on the same grid, at the same time.

Introducing WASD/FPS type controls the way you envision them requires a MUCH faster "tick" rate... which forces the server to make more calculations per ship... which slows things down significantly.

Besides... the smallest ships in the game that you can pilot are not "fighters"... they are Boeing 747 sized ships with weapons that fire man sized shells. Said weapons also auto-track... which makes precision manual flight a bit moot.
Mars Theran
Foreign Interloper
#8 - 2012-01-29 01:32:19 UTC
Assuming something like this was ever seriously considered by CCP, I think it would be most easily implemented to function with the current mechanics.

Basically, you on the client would get to fly around willy nilly as you wished, but you would still only send trajectory/vector information to the server once per second. Effectively, the server would receive a once per tick direction change the same as if you just kep double-clicking in space. The rest would be done client side.

Everyone else in game would see you change directions, pitch, velocity, etc.. just as if you were doing it through the current double click, set velocity interface. Server side, there would be no difference and load wouldn't change all that much; in fact, if you consider people spamming buttons 10s of times every second, it wouldn't change at all.

It would be more graphics intensive on the client in most cases of course, but overall not that bad; you still have to account for slow maneuverability resulting from time dilation and larger ships. Some would be almost entirely intolerable to fly this way, and even a frigate might seem so when time dilation is in effect.

The tough part of all this, is actually modifying the client UI for those optional features that would be required to make this happen and change the PoV for those players who would use it. Granted, you could make it very basic initially, just to try it out, and employ a 3rd person view, (just above the ship ad behind it), with those controls, and later option to 1st person if that seemed workable and well-liked.

Only other requirement would be a UI button which you could use to jump back and forth between the two perspectives. EVE isn't really a game where you can only play from a 1st person perspective, as much of the space flight and Intel is garnered from that distant perspective that allows you to see everything. Not having access to that would be seriously detrimental in most cases. It wouldn't matter as much as you might think, if there was some form of Radar available, but it would still matter.
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Wrath IX
islaw inc.
#9 - 2012-02-01 06:19:26 UTC
Ok first things First

The idea is any form of manual ship control that has a Tactical Impact.

Now the WASD thing was an example that was put there as something that most people would be able to comprehend.
so lets try a different approach since people seem to have trouble seperating the inherent implication of first person twitch play versus what I am actually talking about which is Tactical movement control

So lets go with a better example of what I am talking about though some people may not have played the game that I am drawing the example from.

There was a series of games under the title of "Homeworld"

This game featured a movement command system that worked well for the existing conditions such as the server tick someone mentioned and would allow quick tactical commands that fell in line even with things like Time Dialation.

But the game and the ships executed such commands at their own speed.

Eve Already contains a tactical overlay system, so it is not such a be stretch to have them enhance it with a system for issuing manual movement commands.

This could even be implemented in a staggered manner.

First offering the control element as a modification to the existing tactical overlay system
Then later they could look at working out if it would be possible for objects and other ships intercept fire if it is blocking line of fire/effect between the target and attacker.

and if they felt it would be beneficial they could later consider things like limited fire Arc and such. But that for me is more a whimsical thing.

So, please get off the "First Person Flight Sim" wagon since that is not what I am talking about.

And as far as such a system favoring one type of player over another or giving some kind of unfair advantage.

I would like to hear your arguements on possible ways a system as I have just described could be abused or how it might grant said unfair advantage.
Lady Spank
Get Out Nasty Face
#10 - 2012-02-01 10:51:29 UTC
They should make pi like dwarf fortress too right?


Pfffffffffft

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Alticus C Bear
University of Caille
Gallente Federation
#11 - 2012-02-01 11:28:17 UTC
I normally dismiss these threads, in fact I can’t believe it has come back already I thought we just got rid of one.

That said people talking about Homeworld and strategy games like C&C got me thinking.

We have engine trails that in effect represent where we have just been, would it be possible to extend a line from the front of the ship representing its flight path, the line could be in proportion to the speed of the ship and if you had say three way points on the flight path that could be manipulated in 3D in a similar manner to the probe interface perhaps that may give a more tactical element.

Again though, it could soak up a lot of dev time and change eve perhaps in a direction I am not so keen on I certainly do not support twitch gameplay.
Velicitia
XS Tech
#12 - 2012-02-01 14:16:53 UTC  |  Edited by: Velicitia
Trouble with comparing it to homeworld is that in homeworld, you gave the ships "basic" commands (go over there and shoot that). Once they got there and started shooting, the game took over and did all the work of ensuring the bad guys were in the firing arc of your ships (as ships had to be pointing the "right way" to line up the shots).

IIRC, the only ships that had "trouble" with firing arcs were the interceptors/fighters and cruisers. Those ships (unless you put them in "sphere") always had to do fly-by runs (kinda like stealth bombers). Everything else got into range and pretty much stayed still (except Ion Cannon frigates, which had to track the whole damn ship to keep a bead on the enemy) ... unless you were doing tactical moves to get some of your fleet outside the firing arcs of the other fleet.

Compare that to EVE, where all the ships have turrets and 100% coverage, fleet engagements don't need the tactical manoeuvring to get behind one of the bigger ships, where it doesn't have any gun coverage... so things can stay a lot more static.

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

J Kunjeh
#13 - 2012-02-02 14:05:20 UTC
Mars Theran wrote:

First Person Piloting would give too much advantage to the people who were adept at that sort of thing. For example: It would be much easier for them to use the game mechanics to reduce damage from incoming fire and increase their chances of hitting the target for high dps due to much greater control afforded them. For this reason, it would offer them an unfair advantage in PvP scenarios, when up against spreadsheet pilots who can't function well in that environment.


Wow, I've seen plenty of arguments against this idea in my time in Eve, but that one takes the stupid cake by a fair margin.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

FloppieTheBanjoClown
Arcana Imperii Ltd.
#14 - 2012-02-02 21:46:49 UTC
Mars Theran wrote:
First Person Piloting would give too much advantage to the people who were adept at that sort of thing. For example: It would be much easier for them to use the game mechanics to reduce damage from incoming fire and increase their chances of hitting the target for high dps due to much greater control afforded them. For this reason, it would offer them an unfair advantage in PvP scenarios, when up against spreadsheet pilots who can't function well in that environment.


You might as well advocate for everyone to have artificial lag to account for some people having poor connections, and random deductions from our wallets to make the playing field level for those stupid enough to fall for scams. And masks for the pretty avatars.

Direct control isn't practical because of the scale of the game, as has been discussed. 1,000 pilots trying to fly stick at the same time would result in a huge lagfest.

I would enjoy flying an interceptor through fleet battles and ice fields and other such places...but it's not going to happen.

Founding member of the Belligerent Undesirables movement.

Dario Welling
Spaghetti Bolognese a la Maruni
#15 - 2012-02-03 11:12:05 UTC  |  Edited by: Dario Welling
Sorry but i think a thousand players posted Threads like this one... and the answer to every thread was No.
No because a capsuleer is controlling the whole ship - not only the engine...
and No because this would change the entire gameplay, what would you tell ppl who have 2 or 3 or maybe up to 6 accounts?
How should they handle this? and i say a third time No, because i personally don't like the idea of manually flying.
Rocky Deadshot
In The Goo
EVE Trade Alliance
#16 - 2012-02-03 12:15:41 UTC
There is a game you might like, if you like this idea, called Evochron Mercenary.
Il Feytid
State War Academy
Caldari State
#17 - 2012-02-04 06:17:44 UTC
Hell no!
Smiling Menace
The Scope
Gallente Federation
#18 - 2012-02-07 03:21:15 UTC
If I, or anyone else for that matter, wanted to play Black Prophecy I would've downloaded that instead of EVE.

I never understand why people want to remake EVE into something it's not. It's most definitely not a FPS and I think everyone would like to keep it that way.

Not supported.
Aversun
Systems Federation
#19 - 2012-02-09 16:42:53 UTC
a homeworld 2 move system wouldn't be bad, but a wasd based system with eve's current collision envelopes being the size of small moons, erm, no. even some sort of improvement to the existing double click move would be good, especially for those of us who get stuck on space things
Akirei Scytale
Okami Syndicate
#20 - 2012-02-09 22:00:21 UTC
Incompatible with game mechanics, fundamentally flawed for balance purposes.

I can tell you don't have a practical mind, or much knowledge about how computers work / games are designed.
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