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Newtonion Mechanics - Let's get some space realism

First post
Author
Jessica's Burden
Ducktape Jedi
#1 - 2011-10-09 01:48:26 UTC  |  Edited by: Jessica's Burden
EVE is about space, and space travel, but it really isn't realistic at all.

Injecting realism
#1 - Everything in space rotates. Moons revolve around planets and planets revolve around stars. How come the moons and planets and asteroid belts are not rotating in their own elliptical orbits? Today, when I fly from gate to station, I fly past the same moon/planet in the same boring position.

#2 - Bumping into things should cause damage. Let's have ships get damage from bumping. This includes warping to '0' and bumping into the gate. Adding the % probability of damage by warping to '0' will make it an interesting choice.
#2a) Bumping into asteroids should cause damage.

#3 - Warping through a planet/moon should cause damage. Combined with item #1, this could lead to some damage to ships during transit of a solar system, if a moon, or planet, happened to be in the path.
#3a) Enable a new class of navigation, by enabling intra solar system waypoints, to navigate through the solar system avoiding warp through planetary bodies.
Tear Miner
Doomheim
#2 - 2011-10-09 01:51:58 UTC
Jessica's Burden wrote:
EVE is about space, and space travel, but it really isn't realistic at all.

Injecting realism
#1 - Everything in space rotates. Moons revolve around planets and planets revolve around stars. How come the moons and planets and asteroid belts are not rotating in their own elliptical orbits? Today, when I fly from gate to station, I fly past the same moon/planet in the same boring position.

#2 - Bumping into things should cause damage. Let's have ships get damage from bumping. This includes warping to '0' and bumping into the gate. Adding the % probability of damage by warping to '0' will make it an interesting choice.
#2a) Bumping into asteroids should cause damage.

#3 - Warping through a planet/moon should cause damage. Combined with item #1, this could lead to some damage to ships during transit of a solar system, if a moon, or planet, happened to be in the path.
#3a) Enable a new class of navigation, by enabling intra solar system waypoints, to navigate through the solar system avoiding warp through planetary bodies.


1) No.

2) No.

3) Hell no.

Next?
White Tree
The Scope
Gallente Federation
#3 - 2011-10-09 02:00:28 UTC
Its a videogame.

Former member of CSM6.

Lykouleon
Noble Sentiments
Second Empire.
#4 - 2011-10-09 02:01:41 UTC
If you want to sit down and code it, be my guest.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Cpt Greagor
Liquid Relief
#5 - 2011-10-09 02:02:42 UTC
I like the ideas, but there are many problems that would come with that.

1) That seems like it would greatly increase the amount of work the servers had to do therefore increasing lag.

2) If you notice, you never actually touch the other ship/station/rock/gate when you 'bump' off of it. When you get close, your ship just moves you away automatically.

3) That would just make going long distances take even longer than they already do.

 - Today's Goals -  Log Into Forums - [X] Make More Useless Posts - [X] Log Into EVE - [  ]

EnderCapitalG
Caldari Provisions
Caldari State
#6 - 2011-10-09 02:16:24 UTC
No.
Nandy Cocytus
Doomheim
#7 - 2011-10-09 02:38:52 UTC
Tear Miner wrote:
Jessica's Burden wrote:
EVE is about space, and space travel, but it really isn't realistic at all.

Injecting realism
#1 - Everything in space rotates. Moons revolve around planets and planets revolve around stars. How come the moons and planets and asteroid belts are not rotating in their own elliptical orbits? Today, when I fly from gate to station, I fly past the same moon/planet in the same boring position.

#2 - Bumping into things should cause damage. Let's have ships get damage from bumping. This includes warping to '0' and bumping into the gate. Adding the % probability of damage by warping to '0' will make it an interesting choice.
#2a) Bumping into asteroids should cause damage.

#3 - Warping through a planet/moon should cause damage. Combined with item #1, this could lead to some damage to ships during transit of a solar system, if a moon, or planet, happened to be in the path.
#3a) Enable a new class of navigation, by enabling intra solar system waypoints, to navigate through the solar system avoiding warp through planetary bodies.


1) No.

2) No.

3) Hell no.

Next?


All very excellent points.

White Tree wrote:
It's a video game


Well put.

So it goes.

Obsidian Hawk
RONA Midgard Academy
#8 - 2011-10-09 02:41:09 UTC
It's a Video game

and if you want to code it and move all the stations around be my guest.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Masamune Dekoro
School of Applied Knowledge
Caldari State
#9 - 2011-10-09 02:44:35 UTC
Jessica's Burden wrote:
EVE is about space, and space travel, but it really isn't realistic at all.

Injecting realism
#1 - Everything in space rotates. Moons revolve around planets and planets revolve around stars. How come the moons and planets and asteroid belts are not rotating in their own elliptical orbits? Today, when I fly from gate to station, I fly past the same moon/planet in the same boring position.

#2 - Bumping into things should cause damage. Let's have ships get damage from bumping. This includes warping to '0' and bumping into the gate. Adding the % probability of damage by warping to '0' will make it an interesting choice.
#2a) Bumping into asteroids should cause damage.

#3 - Warping through a planet/moon should cause damage. Combined with item #1, this could lead to some damage to ships during transit of a solar system, if a moon, or planet, happened to be in the path.
#3a) Enable a new class of navigation, by enabling intra solar system waypoints, to navigate through the solar system avoiding warp through planetary bodies.



While we're at it, lets make it so that FTL travel is impossible and every player is forever stuck in the starting systems.

Cool Bananas.
Sofa Raddis
Gravity Waste Management
#10 - 2011-10-09 02:52:13 UTC
No warping either as 1 Au is 8 minutes at light speed.

sounds fun.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#11 - 2011-10-09 02:55:16 UTC  |  Edited by: Barbelo Valentinian
There's always got to be compromise somewhere, and I think EVE's got a good compromise.

In the future, maybe, space games can have more "realistic" physics - but since it would all be handled by computer anyway, it wouldn't make much difference to gameplay (you'd just be interposing a notional "flight computer" between your control and the ship's movements).

What I mean is, if you fly from gate to station, the computer (notionally your on board flight computer, or your own remarkable pod pilot's brain) would be calculating the correct route taking into account all the movements of the sun, planets, and moons etc., so in effect all that would be different would be the view, at the cost of (irl) computing power that could otherwise be devoted to ensuring the combat gameplay is slick and feels right.

Similar points for the other things. Again, bumping damage would be great, but in view of how many accidents can happen because of lag, it would be more trouble than it's worth. It could be argued that the few games that have tried realistic physics up till now (there was one quite well known one but I forget its name) found it a double edged sword - good for immersion, not so good gameplay-wise, except for those who partcularly love that type of calculation.

So yeah, this sort of thing will no doubt come in the future, and would be a great immersion booster - but at the moment, its cost would be too high relative to the benefit. Till we all have mega bandwidth all over the world, and the super-dooper computers of the future, I'll just imagine that the planets orbit, etc., and think of the solar system map as an abstraction.
Akirei Scytale
Okami Syndicate
#12 - 2011-10-09 03:29:46 UTC  |  Edited by: Akirei Scytale
ITT: someone who does not understand Newtonian mechanics wishing for EVE to utilize Newtonian mechanics.

If EVE was realistic, then:

there would be no maximum speed, on ANY ship, except for the speed of light.

accelerating for too long in any given direction would be a dumb idea, as it would take an equal amount of time to decelerate, and twice as long to turn around.

having a large mass ship would quite simply be an absolute nightmare thanks to inertia.

projectiles, lasers and railguns would have infinite range and perfect accuracy. blasters would have a few inches of range. the only current weapon stat that would influence how often you hit would be tracking - which wouldn't matter because everyone would be flying in straight lines at absurd speeds.

no warp. have fun on your single grid for the rest of your EVE life.

basically, EVE would turn into a bunch of fat people sliding around on an infinite ice field with rockets strapped to their asses, shooting at each other with laser pointers.

the entire game would have to be rebuilt from the ground up to accommodate all this, which would be a multi-year undertaking to make EVE vastly less fun.
Jada Maroo
Native Freshfood
Minmatar Republic
#13 - 2011-10-09 03:33:42 UTC
I'd be happy if we just didn't warp through things. That's always struck me as really unpolished.
Foofad
Aliastra
Gallente Federation
#14 - 2011-10-09 03:33:44 UTC
Planets with real orbits: Great.

Ramming into things: Bullshit.

That said, with respect to bumping ships, the fact that it is done so commonly but has no visual effects at all beyond "ship flips the hell out and goes in a weird direction" is kind of annoying. There should be some kind of vfx for this, like shields lighting up and interfering with one another, or something. Just to give you an idea of what's up.

With respect to going through planets: I really, really wish that your warp course could be in something other than a straight line. It would be so, so much cooler if you could curve your warp path around planets, stations, etc. Leave the total time to warp from point A to point B intact, just change the visuals a bit so you don't blow right through a planet.

These are visual things, not game-affecting. They would improve the overall feel a lot, and help the game feel a bit more semi-newtonian.
Leonard Dukes
Arbitrage Holdings Corporation
#15 - 2011-10-09 03:37:10 UTC
Check out Terminus

A space-flight sim set in the Solar system, rather similar to Eve. You've got stations orbiting various planets and their moons, with long-distance connections made via Vortex Gates (which you must manually fly through and activate). Most of the gameplay centers around self-driven "missions" such as collecting bounties or couriering goods around the system.

One of the most interesting (and frustrating) aspects was the inclusion of Newtonian flight mechanics. You fire your engines/thrusters for 5 seconds, get up to whatever velocity, and cut them off - you continue coasting in that direction, and can even use directional thrusters to orient your point of view to look/shoot anywhere around you, all while still moving on that original vector. However, if you want to stop and/or turn around, you're going to have to fire your thrusters for just as long as it took you to get up to speed, and if you've got the advanced settings turned on, you have to fire them in the appropriate direction, basically doing vector calculations on the fly. Dogfights are interesting and protracted, to say the least.

Also, there's collision damage for *everything*, including asteroids, ships, stations, gates, and even floating cargo containers. Just try scooping that loot while moving at 7km/s - they'll be collecting what's left of your ship in a garbage bag.

Oh, did I also mention that your ship had a consumable fuel supply, and that you had to equip it with everything including a sensor suite, life support and radiation shielding? I actually ran out of fuel outside a station once, just outside of docking range, and had to fire projectiles away from the station to impart enough velocity to effectively back in toward the docking bay.

Suffice to say, while all these 'features' were interesting in principle, they made the game - by and large - a pain in the ass to actually play.

Akirei Scytale
Okami Syndicate
#16 - 2011-10-09 03:40:00 UTC
^ that

i would have laughed so demonically if the devs of that game bothered to include the ole fuel paradox. you know, in order to have more fuel you need more fuel to haul said fuel around. hooray, exponentially increasing mass. and then when you're running on fumes, a little tap and youre shooting off in another direction.
Foofad
Aliastra
Gallente Federation
#17 - 2011-10-09 03:42:09 UTC
Oh, also - multiply all ranges in ship-scale (in other words, not with respect to the distances between stations, gates, planets, etc) by a factor of 1000, as well as multiplying ship speed (but not warp) by a similar factor. Then things will be realistic looking while still being playable.

In other words, a close/medium range cruiser fleet would be operating at 20000km as opposed to 20km. Now you're getting closer to "hard" science fiction, while maintaining the exact same time scale; it would still take exactly the same amount of time to travel to your target, for example.
Vertisce Soritenshi
The Scope
Gallente Federation
#18 - 2011-10-09 03:43:04 UTC
I like the idea of moving moons and planets and whatnot but there is a reason we don't have collision damage. I would also like to see thrusters all around the ships that fire when you slow down or turn or whatever.

That being said... The OP is FAIL!

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

Akirei Scytale
Okami Syndicate
#19 - 2011-10-09 03:44:31 UTC  |  Edited by: Akirei Scytale
Foofad wrote:
Oh, also - multiply all ranges in ship-scale (in other words, not with respect to the distances between stations, gates, planets, etc) by a factor of 1000, as well as multiplying ship speed (but not warp) by a similar factor. Then things will be realistic looking while still being playable.

In other words, a close/medium range cruiser fleet would be operating at 20000km as opposed to 20km. Now you're getting closer to "hard" science fiction, while maintaining the exact same time scale; it would still take exactly the same amount of time to travel to your target, for example.


what good would that do besides make EVE less visually appealing? this is a game. not a physics simulator. if it was, it would be an absurdly terrible one, especially considering space behaves like a fluid in EVE and every planet and star has nonsensical stats on its info page.

oh, and if EVE was designed with realism in mind, every single spaceship would be absurdly ugly. Think perfect sphere with small engines pointed in all directions from it. THAT is an optimized spaceship design, not the stuff you see in EVE today.
Foofad
Aliastra
Gallente Federation
#20 - 2011-10-09 03:49:29 UTC
Akirei Scytale wrote:
Foofad wrote:
Oh, also - multiply all ranges in ship-scale (in other words, not with respect to the distances between stations, gates, planets, etc) by a factor of 1000, as well as multiplying ship speed (but not warp) by a similar factor. Then things will be realistic looking while still being playable.

In other words, a close/medium range cruiser fleet would be operating at 20000km as opposed to 20km. Now you're getting closer to "hard" science fiction, while maintaining the exact same time scale; it would still take exactly the same amount of time to travel to your target, for example.


what good would that do besides make EVE less visually appealing? this is a game. not a physics simulator. if it was, it would be an absurdly terrible one, especially considering space behaves like a fluid in EVE and every planet and star has nonsensical stats on its info page.


How would it be less visually appealing? When you're in a fleet fight how much time do you spend staring at other people's ships? Even if the answer is "a lot," there's no reason not to extend Look range - you can have your cake and eat it, too. Not to mention camera distance.

How much grander would it be to see hundreds of lasers arcing out across vast tracts of space from all around you, rather than just blobs of ships all jumbled together in balls shooting a few kilometers away? Imho that would be a lot more interesting to watch.
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