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Friendly Fire

Author
RubyPorto
RubysRhymes
#21 - 2013-01-27 20:16:58 UTC
Sentamon wrote:
Bienator II wrote:
would create a new discipline: navigate your ship in highsec between the missioner and the npc


Doing 0 damage with your safety on might take a whole 3 lines of code.


Why should HS have special "there's no line of sight damage here" code?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#22 - 2013-01-28 19:48:58 UTC
Bienator II wrote:
would create a new discipline: navigate your ship in highsec between the missioner and the npc


We've had this... with missiles in 2004. They bumped into the first thing that crossed their path and exploded... and torps had area damage, lots of fun with CONCORD.
I guess it has been removed for a reason, but I am too lazy to dig it up for you.
Commander Spurty
#23 - 2013-01-28 20:06:00 UTC
Scenario to consider:

You warp into your mission
I follow you in

You start shooting the rats
I do a bodyguard-Esk barrel roll in front of your missiles.

Hey, look, Concord are in my mission. Hmm wait a minute.....
I scoop your loot like a boss


Anything non-targeted ends up like this.

Fine idea, but do you want it to differ in high sec really?

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Tub Chil
Deep Core Mining Inc.
Caldari State
#24 - 2013-01-28 20:39:39 UTC
I would be interesting mechanics, Friendly fire on makes FPS games more tactical.

It would add a bit more lag but I don't think it would double it as some people expect. there are already many variables involved in shooting, damage inflicted is calculated by formula F that has arguments: weapon tracking, optimal, falloff, resolution, distance to target, signature of target and transversal.

We just add a condition to be checked before formula F is used, if there is an object in line between shooter and target apply F to that object.
else apply F to target.

don't think it would be gamebreaking in terms of performance.

but it would require people to permanently look in direction of target, which is very hard with current controls
RubyPorto
RubysRhymes
#25 - 2013-01-28 20:47:39 UTC  |  Edited by: RubyPorto
Tub Chil wrote:
I would be interesting mechanics, Friendly fire on makes FPS games more tactical.

It would add a bit more lag but I don't think it would double it as some people expect. there are already many variables involved in shooting, damage inflicted is calculated by formula F that has arguments: weapon tracking, optimal, falloff, resolution, distance to target, signature of target and transversal.

We just add a condition to be checked before formula F is used, if there is an object in line between shooter and target apply F to that object.
else apply F to target.

don't think it would be gamebreaking in terms of performance.

but it would require people to permanently look in direction of target, which is very hard with current controls



Being able to write pseudo-code easily for something != being able to write code easily for something.

"It's just one additional argument" is a poor argument for it not adding additional load.

Especially since it's not just "one additional argument."
To find out if there were an object in line between shooter and target, the server would have to calculate angles between every single hitbox corner of every single object on grid for each and every shooter/target pair. And it would have to do each set of calculations again every second.

In other words, you'd have to calculate angles for something like x*n! points, where x is the number of hitbox corners, and n is the number of objects on grid. 1000! is roughly 4×10^2,567. Due to drones, fighters, wrecks, etc, there were probably closer to 10,000 objects on grid and 10,000! is roughly 2.8×10^35,659.


Here's pseudo-code for a sentient computer:
10) Enable Sentience
20) IF Not Sentient, GOTO 10, ELSE 30.
30) Profit

So I guess sentient computers are a thing now, right?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Callic Veratar
#26 - 2013-01-28 21:58:02 UTC
While theoretically possible, what you're requesting in of a fight is the calculation of (turrets)*(pilots-1) possible vector collisions in any fight. Any O(n^2) calculations is crippling for blob warfare, especially when the current system is O(n).

It's fully possible to implement on the system, however it won't scale today, give it 5-10 years and there should be enough processing power in the cluster to handle this for a 5000 man fight. However, it probably won't ever be a part of EVE, as it would drastically change the combat mechanics.
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