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Player Features and Ideas Discussion

 
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Line of sight weapons

First post
Author
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#1 - 2012-02-24 14:05:41 UTC  |  Edited by: Crucis Cassiopeiae
Can you please make all weapons hit first thing that is on its path?
It will make EVE so much more interesting.
And, its logical. How can bullet pass one ship and hit other? And it cant be that smart to go around the first ship.
In real world only missiles can do some flight correction while in flight, and that's only for stationary things and only if it have long time for reaction (cruise missiles will go around stationary buildings and follow surface of earth). And that's because you have room to put smart computer with sensors in it. You cant put computer and sensors in bullet.

Please, consider this, it will make EVE feel like new game.
Imagine:
Titan as shield - you deploy your own playground Big smile
Miner in belt - suicide ganker cant just shot you if you are on other side of the rock - next time prepare your gank
Station games - he shoot on you but - part of station is on path Big smileBig smileBig smile - be a little more aware next time you shoot someone at the station.

I just saw that i posted in wrong forums.
sorry. Oops

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Destination SkillQueue
Doomheim
#2 - 2012-02-24 14:24:25 UTC  |  Edited by: Destination SkillQueue
Shooting a corpmate and the whole Jita 4-4 undock traffick accidentally got in the way. Free loots for everyone and rage quitting for some.

Shooting a wartarget and a neutral got in the way or shooting rats in peace when a cloaked ship decloaks in your line of fire and gets hit by your guns. CONCORD comes to end your unwaranted aggression.

This is an old and often talked about topic and while it has its benefits, especially with using your environment to take cover, it can cause serious issues depending on the implementation. Primary of those issues are the serious degredation of performance and clashing with the aggression rules.

LOS causes a serious ramping up in the number of calculations the servers has to do, that scales badly when the number of ships fighting increase. Basicly it propably works fine with low numbers, but prevents the current large fleetfights entirely. This is a cost not many are willing to pay for it. The other issue is the aggression mechanics, especially highsec rules. Either it bypasses CONCORD and turns highsec to free for all warzone or CONCORD responds to accidental aggression and leads to accidental deaths and abuse of the mechanic to get easy kills by CONCORD.

As long as you want to include every ship/player piloted craft to your LOS idea, you're going to have to offer solutions to the problems it causes or try to convince people the price is worth paying. I don't think it is and haven't heard anything to make me rethink that position. Implementing limited LOS on envirionmental structures might be more practical, but I'd still choose better performance over such gimmicks, since very little fighting happens in situations where it would make any difference in the fight.
bubble trout
Brutor Tribe
Minmatar Republic
#3 - 2012-02-25 18:34:33 UTC
Crucis Cassiopeiae wrote:

In real world only missiles can do some flight correction while in flight, and that's only for stationary things and only if it have long time for reaction (cruise missiles will go around stationary buildings and follow surface of earth). And that's because you have room to put smart computer with sensors in it. You cant put computer and sensors in bullet.



The US Army would like to respectfully disagree with you.

Also in addition to what "Destination SkillQueue" said, this would make fleet to fleet fights with any slow ships unfeasible. How would battle ships fight? Everyone warps to a different point? Not to mention hotdrops, cloaked ships, and capital blobs.

How exactly would you handle misses? Do the projectile/laser keep traveling till they hits something? Drone misses? For that matter what about drones/missiles/bombs getting in the way?

Seems like a very half baked idea to me.
Nova Fox
Novafox Shipyards
#4 - 2012-02-27 16:49:11 UTC
Missiles did once upon a time had los.

but you have to realize how big space in eve is and how unlikely you are going to hit another intended target in the same space being possible.

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Riley Moore
Sentinum Research
#5 - 2012-02-27 21:26:13 UTC
Never going to happen, the amount of raw processing power needed to run a single 100 man fleet fight with collision detection on every shot hasn't been invented yet.

In short, a 1000 man fleetfight would cause the eve cluster to burst into flames and mimic the surface of the sun.

Large volumes of highly researched Ammo, drones, charges and ship bpo's. Biggest BPO store in EVE! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524

Vincent Athena
Photosynth
#6 - 2012-02-27 21:40:21 UTC
There are ways of handling the issues.

High sec: If the gun would hit an invalid target, it does not even fire (unless you set a preference) and missiles would self destruct before impact.

Calculations: The graphics co-processor can do los calculations blisteringly fast. Use the clients' co-processors to do the calculations. The server would then randomly check a sample of the results to insure no one hacked their client. (Hacking the client currently gets you a perma-ban. This would continue to be the policy, extended to messing with LOS calculations).

Even with the above there would be increased server load. A way around that would be to turn off the feature as soon as TiDi hits. Then at least in small battles you could hide behind cover.

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Jerick Ludhowe
Internet Tuff Guys
#7 - 2012-02-29 16:14:10 UTC
Vincent Athena wrote:
There are ways of handling the issues.

High sec: If the gun would hit an invalid target, it does not even fire (unless you set a preference) and missiles would self destruct before impact.

Calculations: The graphics co-processor can do los calculations blisteringly fast. Use the clients' co-processors to do the calculations. The server would then randomly check a sample of the results to insure no one hacked their client. (Hacking the client currently gets you a perma-ban. This would continue to be the policy, extended to messing with LOS calculations).

Even with the above there would be increased server load. A way around that would be to turn off the feature as soon as TiDi hits. Then at least in small battles you could hide behind cover.


Essentially the same way I have been envisioning this idea for years.

The truth of the matter is that combat in eve is far too static and far too boring in it's current state. It may have been exciting back in 03 however it's now 9 years later and we are still unable to use objects in space as cover. This overly simplified "combat" that is currently present in eve is the reason blobs are so common place. With the introduction of LOS blob tactics and formations will be far more required to avoid friendly fire or not shooting based on how you have your LOS preferences set.

For this to work every single hit box of every single colliedable object and ship in space is going to need to be updated. Something that will most certainly take a very long time to implement. Furthermore weapons will most certainly need a massive balance rework if LOS were to go live.
Lady Aja
#8 - 2012-02-29 20:30:21 UTC
used to be ingame... ccp removed it from guns then missiles.

wont be making a comeback
where is my ability to link a sig properly CCP you munters!!
Ja'thaal Deathbringer
The Directionally Challenged
#9 - 2012-03-15 15:01:18 UTC
Just reminds me of the Mass Effect 2, the sergent talking to 2 privates in front of C-Sec. "Sir Isaac Newton is the deadliest son of a b!tch in space!" Classic.

Yeah, used to be in game. I just think that there's too many damned problems with it.

-1
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#10 - 2012-03-15 21:48:36 UTC
I think that now, 9 years later, it can be fixed and reintroduced.

Just look at engine trails.
Back then it was too big load on everything, and today one graphic pipe can do a calculations.

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Oberine Noriepa
#11 - 2012-03-15 22:09:00 UTC  |  Edited by: Oberine Noriepa
Crucis Cassiopeiae wrote:
I think that now, 9 years later, it can be fixed and reintroduced.

Just look at engine trails.
Back then it was too big load on everything, and today one graphic pipe can do a calculations.

Except engine trails are now a player client-side operation and not server based at all. It would take a lot of restructuring on the server-side client to accommodate what you're suggesting here.

To mare
Advanced Technology
#12 - 2012-03-20 08:10:28 UTC
if they manage to get this thing working w/o blowing the server i fully support the idea.
it would be a nice nerf to those big blobs of 100+ ship all in the same spot wich make absolutely no sense like shooting behind a station and see your bullet to hit the target on the other side. it would make eve more difficult for sure but much more realistic and if it doesnt put too much stress on the server(making it more client size could be a idea but a bit risky) it would be awesome even if i'm sure all the lazy ppl that fly in huge blobs wont be that happy but its about time to give some reason to ppl to fly in small gangs.
Severian Carnifex
#13 - 2012-03-20 19:28:27 UTC  |  Edited by: Severian Carnifex
This would surely encourage small fleet/gang fights over huge blobs... Smile
And it would make EVE feel younger and less boring.
Think a little about new strategies this would bring - and not only, the most boring one, bring more ships. (and that's not even an strategy)

I give 100% support to this!
CPT JHawk007
Heavy Metal Task Force
#14 - 2012-03-24 02:58:27 UTC
I agree to the idea, Shooting through stations or other ships to hit targets seem weird and i also understand if u hit something else in high sec u would get concorded but i believe u can null out the damage if its not a valid target but this sure makes friendly fire more challenging why cant u dodge incoming damage and having it hit its friend makes things more interesting. I love the new gun platform and the missing effect but i was sad they did not do any effect for missiles i mean they should have launcher hard points that u should be able to see just like guns and instead of doing one volley from mysteriously coming out of center of the ship but have coming out of each launcher and blobing together to hit a target just like guns do you see each one fireing.
Grim Vandal
Deep Core Mining Inc.
Caldari State
#15 - 2012-03-27 18:42:12 UTC
Vincent Athena wrote:
There are ways of handling the issues.

High sec: If the gun would hit an invalid target, it does not even fire (unless you set a preference) and missiles would self destruct before impact.

Calculations: The graphics co-processor can do los calculations blisteringly fast. Use the clients' co-processors to do the calculations. The server would then randomly check a sample of the results to insure no one hacked their client. (Hacking the client currently gets you a perma-ban. This would continue to be the policy, extended to messing with LOS calculations).

Even with the above there would be increased server load. A way around that would be to turn off the feature as soon as TiDi hits. Then at least in small battles you could hide behind cover.



you are teh man !!!

it's funny how people just post answers why it wouldn't work = brainfarts

while you SIR are a genius who can use his brain for the advantage of gamplay.

I bow before you!
Things like that is what THIS game is about and NOT some walking in station bullshith!!

Glockshna Quant
Versatility Production Corporation' LLC
#16 - 2012-03-27 21:08:21 UTC
This is a STUPID idea and would ruin any kind of fleet warfare. This could work in a game that was designed with that mechanic in mind from the get go but in eve it's just a dumb idea plain and simple.
Jerick Ludhowe
Internet Tuff Guys
#17 - 2012-03-28 13:43:19 UTC
Glockshna Quant wrote:
This is a STUPID idea and would ruin any kind of fleet warfare. This could work in a game that was designed with that mechanic in mind from the get go but in eve it's just a dumb idea plain and simple.


How would it ruin fleet warfare? If anything a decent LOS mechanic would spice up fleet fights...

Formations would be required to avoid nulling dmg on target through friendlies intersecting your LOS. Tactics such as ducking behind capitals or asteroids to avoid fire would become highly recommended. Essentially LOS would put a larger focus on a pilots situational awareness and higher rewards for those able to take full advantage of the environment around them.
Galphii
Caldari Provisions
Caldari State
#18 - 2012-03-29 06:32:22 UTC
I do like the idea of dogfighting in asteroid fields and hiding behind stations, but in major fleet fights it might have an adverse lag effect. I'd like to hear one of the programmers offer their thoughts on this one, as it might be something to look at in future.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Primo Ostus
Native Freshfood
Minmatar Republic
#19 - 2012-04-04 01:16:23 UTC  |  Edited by: Primo Ostus
I have personally always wanted this to be a feature in EVE, however for it to be implemented in a meaningful way

1. The entire navigation mechanic would need to be overhauled for more control over position and formation in fleets (especially in small and medium ships), and to optimize evasive maneuvers. Otherwise this feature would only annoy players
2. Combat mechanics would need to be reviewed. For example, since guns auto-track and auto-fire, avoiding unintended targets would be difficult. I would suggest a manual tracking and firing system for many (but not necessarily all) ships
3. Aforementioned server load increase would be a problem, this would need to be mitigated effectively
4. A range cap would need to be determined and implemented to limit accidental kills and server lag
5. A system would need to be put in place to prevent abuse of the aggression/CONCORD mechanic in highsec
6. The LoS mechanic itself would need to be improved and made feasible for application to current play. The old mechanic could not simply be recycled without intensive review and updates. Things like friendly fire and damage nullification for neutral targets would need to be addressed and implemented properly
7. EVE would become even harder to play, though more interesting, and many may not welcome the change
8. Playing multiple accounts at once could become impractical in many applications, therefore changing the playing styles of some PvP players
9. Changes to the mechanics would need to be implemented in stages, with maximal player feedback for optimization


Despite the things needed to make it work, I believe that if done properly, the LoS mechanic, along with manual maneuvering and gunnery, would definitely make the game more interesting for nearly all pilots. There are several benefits for such features


1. Blob fleets would become impractical, thus necessitating innovative and interesting tactical maneuvers
2. Pilots would be required to be more attentive to their position and firing, making engagements very intensive
3. The classic dogfight in an asteroid belt would become a reality
4. Real skills would greatly surpass in game skill and equipment as factors influencing victory
5. Ship roles would become more apparent, and more easily definable
6. New life would be brought to a somewhat stale PvP experience
7. Players would be encouraged to think creatively in fleet composition and formation, thus bringing unseen depth to the world of EVE
8. New players might be hooked into the game not just by engaging complexity, intriguing economics, massive scale, and fun content, but also by the ingenius mechanics of LoS, ship positioning, evasive maneuvering, and dogfightin

Overall, I think these features would enhance gameplay immensely, and improve on the general experience of EVE Online. However, I can see this project taking multiple years to implement in full extent, and some repercussions with players opposed to such features for previously mentioned reasons. The overwhelming factor, however, would be player input. CCP would need immense amounts of feedback before implementing any of the things mentioned.
Warzon3
Perkone
Caldari State
#20 - 2012-04-05 13:31:42 UTC
yes you can use that titan as a shield then but how are you going to kill the enemy while behind your titan? You cant shoot trough it either and they can just go nomnom on the titan
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