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Jump Gate Animation

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Author
Valkyrs
Deep Vein Trading
#1 - 2013-02-15 21:41:25 UTC
It would be nice if the animation for jumping between systems was updated.

Disclaimer:
I do not think this needs an update, there are a million more important things, but in a world where we're drawing lines between stars, it's a nice side project for someone.

Current:
You disappear, the gate lights up and tosses your ship to another gate, your client chugs and then reloads somewhere else, and your ship hangs there, invisible.

My Initial Reaction:
When I joined EVE I was amazed. Maybe because I liked space, maybe because I'm a programmer and it bent my brain. Everything seemed fairly seamless except when I jumped from one system to another. My ship disappeared, the warp gate lit up (usually quite often, in the newbie systems) and presumably my ship shot out and flew somewhere else. On the other end, things appeared on screen, there was a progress bar or something, and then a slightly translucent ship hung there. Huh?

The Problem:
I understand, the jump gates are doing all the tricky business of handing off someone to another server. But while this is happening, the client shouldn't be sitting there idle. I know it needs to load a ton of new info and display it on screen, so I understand it's 'busy' but it's not very cinematic.

You make pretend that the ship goes into the gate, but in a busy system, or with a big slow ship, it visually would be sad to try to show the ship being shoved down the pipe.


Another concern I have with the current system is that it seems your computer speed and internet speed determine how fast a jump happens. Obviously the server has a lot of work to do, but the clients ability to get that new info and display it affects how fast the client can react. If we got an average of how long this took, maybe an artificial limit should be set, so that fast or slow, it takes 5 seconds to change from one serve to the next, even if the hardware can get it done faster. It would certainly make it easier to do a graphical representation of the ship moving from one system to the next. As detailed below.

Solution:
Let's treat Jump Gates like Acceleration Gates. When you hit jump your ship becomes invincible, aligns very fast, and blurs at the speed of light, just like the jump gate, but at the point of origin from where the ship was sitting.

I'm not sure what the best approach would be for the ship 'landing' at it's destination.

It would be nice to have the camera chase the ship, as it accelerates the blur could become quite severe, allowing for the eve client to transition between one set of background to another, without looking like it's just fading. Perhaps something akin to when an explosion goes off near you in an FPS, things could streak and the sound could dim. As the server you're jumping to loads, you appear at the gate and objects start to show up. Likely you'd have to be invisible, and then fade in. A mechanic I've never been a big fan of.

Alternatively, your ship jumps to warp as described, maybe a bit slowly and fades as it gets further, with the camera set to pan towards the ship, but not follow. The camera takes off after the ship, keeping it the target, and dumps the old server info and starts loading the new. At this point the ship can be observed speeding down it's path, but the camera is out-pacing it.
The camera lands at the gate, and pans to focus on the spot where the ship will land, maybe even have a UI marker that shows the spot. Now it's back to usual, except your ship isn't there, as it normally would be with the current system (invisible mind you). As soon as you perform an action that would uncloak you, a streak of light from the old system shoots your ship in, your camera pans to watch it come in, and you begin to perform the action. The streak animation would be very fast, and not add time you spend at the gate.

That is the polish that would make the experience of jumping pretty flawless, and would make EVE feel even more real and less segregated. Maybe it's just me?

If I've missed any crucial detail, let me know, I'd be happy to think of ways of improving or expanding this idea, if anyone else thinks it's worth thinking about.
Ranger 1
Ranger Corp
Vae. Victis.
#2 - 2013-02-15 22:30:11 UTC
Something like that "might" be doable.

Obviously the invisibility factor at the landing end of the trip is to keep you from getting ganked before the system loads for you completely. So it might be possible to replace that with your ship simply not being there (in effect) until your timer ends or you preform an action that would end cloak now... then it streaks into view and stops in the same interval of time that it currently takes the uncloaking effect to happen.

It might be a bit tricky to time it properly, but it is probably a possibility. I'm not sure dev time would get devoted to it though unless there were some other reasons for doing so. Sadly, pure bling features tend to be rather low on the to do list (but for obvious reasons).

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Zhantiii Arnoux
Garoun Investment Bank
Gallente Federation
#3 - 2013-02-15 22:46:53 UTC
Meh its not that ugly but i do agree on most parts, maybe change the model of some gates to not look like a "cannon" and more like somehting that builds up energy and pushes your ship faster then light.

but i wish they remade acceleration gates tho, they are horribly ugly and the model has no purpose then pointing were you going, its supposed be that your ship goes in the middle and gets accelerated but thats 99.9% never the case beacuse you warp in at so many different angles, just make it a point to point beacon were you need to accept coordinates from the first beacon to "warp" to the second one AKA npc mission room.

Also a AFK timer for the horrible BOT spree there is :P

and make it so that ships dont level out like there is some universal horizontal level, a ship approaching you upside down or at the side would make the "space" imersion so much more :D

Thankies ;)
CerN Frostwolf
The Scope
Gallente Federation
#4 - 2013-02-15 23:24:24 UTC
I agree with this a lot. The jump gates was one of the few things that broke the immersion for me as a newbie. A simple solution would be to let the stargate blast the ship away, just like entering warp speed, just a lot faster, and let the ship go into a warp tunnel, in which case it will look the exact same for all systems, so it doesn't have to load anything besides the set animation, but will still make it look incredibly good, and seamless.
Unsuccessful At Everything
The Troll Bridge
#5 - 2013-02-15 23:26:13 UTC
Zhantiii Arnoux wrote:
...and make it so that ships dont level out like there is some universal horizontal level, a ship approaching you upside down or at the side would make the "space" imersion so much more :D


This.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Kathern Aurilen
#6 - 2013-02-16 01:01:02 UTC
I kinda like ur idea on the jump in.

Me....I see warping as sort of phasing(dimensionly) out of reality since you pass through objects at warp speeds. And the warp vision distortions would get worse the faster u go to almost a graying out around you. Still see stars passing in the distance but and a flash through the gray if their closer.

I see the "gate clocking" at the other end as your ship resetting back into the this dimension and the static cloak at the other end is residual energy hanging at the point of warp in, giving "appearance" of a gate cloak, that dissipates after 30 seconds or so. On moving from the point of warping in, u exit the energy field, dropping the gate cloak.

No I havent read the lore of why you can warp through planets....
.............................................................
I was more worried on the jump out. I hate the animation of u just "popping out" of existence into the gate. Thats STUPID!!!.

I think the "warp to jump" in should be 500-1000m off the gate's smallest acceleration ring(or behind the gate on the far side from way they are going to be launched). And the gate itself is a always "activated" acceleration gate, with an always drawing field.

The nav computes know how to compensate for the the draw of the gate and thus not bothered by the gate draw unless purposely heading for the jump. And the "acceleration" field would protect ageist being attacked, that would cover the 5-10 seconds before the loading of the jump in area on the other side.

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Merouk Baas
#7 - 2013-02-16 02:02:48 UTC
I think the current concept is fine; the gate powers up and your ship is hurled across in a ball of energy.

I just don't like the way the gate "powers up" it looks dead; they don't have any energy / static discharges pouring out of the gate to form that ball of light that's supposed to envelop your ship. It's just an animated ring that doesn't change in any way, as a miniature sun appears in its center. I'd like to see some energy build-up bleeding off the gate rings, like when they power up the main laser weapons in that Independence Day movie, or even better.

Even the Mass Effect 1 intro movie looks better, and it's essentially the same thing: a ship jumps through a gate. Looks a lot more believable with that static discharge, and gate distortion effects.
Lysanne Reqetta
The Scope
Gallente Federation
#8 - 2013-02-16 02:07:39 UTC
First off: I agree a jump animation would be nice.

Second, though: I don't think this whole "make it look like warp" thing is a very good idea. That's not how jump gates work, and at a time when EVE's lore (and general playerbase understanding of it) is in a really ****** state, making people think it is how they work is maybe not the best idea.

A personal suggestion would be something like how ships exit Slipspace in Halo: a swirly portal o'doom appears, the ship comes through it, and the portal o'doom disappears. I say this because a. that's just a cool effect, and b. from what I understand, jump gates leverage wormholes in some way, and everyone knows wormholes are just extra-wormy portals o'doom.

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Karak Terrel
Foundation for CODE and THE NEW ORDER
#9 - 2013-02-16 02:21:04 UTC
I agree. At the moment it looks like the gate and the ship are doing some completely different things.

The gate seams to build up something and shoots it in the direction of the destination.

At the same time your ship disappears in something that looks like a wormhole. You can actually see the nebula of the destination system in the animation. So how is that connected to the something that just got shot away?

Would also be nice if the lore gets updated in line with the change.
Jacob Rider
Perkone
Caldari State
#10 - 2013-02-16 04:55:43 UTC  |  Edited by: Jacob Rider
Non-pipe explanation:

The ship isn't simply hurled from one gate to the next. The origin gate receives your jump command, locks onto your ship, de-materializes it (converts you from matter into energy), and shoots that energy to the destination gate. The destination gate receives the energy and re-materializes you. During the jump, you and your ship don't exist except as energy. Your senses stop working when de-materialized and then start working again when re-materialized. Hence the black screen between systems.

Feel free to donate ISK to my account for solving your suspension of disbelief problem.
Bienator II
madmen of the skies
#11 - 2013-02-16 05:27:09 UTC
imagine how cool it would be if you would have to fly through the gate to jump, instead of bumping against it while bashing the jump button. Same concept could be used for docking where you have to fly through a station shield of the docking bay. (yey docking games fixed).
but yes eve would have to catch up with physics and collisions first before this could happen.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Ehronn
Perkone
Caldari State
#12 - 2013-02-16 05:48:39 UTC
Just copy how X3 does their jump gates.

they all show the same jumping into a warp field effect like mentioned above

and you come out of the effect landed in your new system.

an illusion of travel when it's just the same animation played for every jumpgate you use while you secretly are swapping systems in the background and loading textures the game is playing that animation while things behind the scenes get cached and ready to go.

Nariya Kentaya
Ministry of War
Amarr Empire
#13 - 2013-02-16 06:12:29 UTC
Unsuccessful At Everything wrote:
Zhantiii Arnoux wrote:
...and make it so that ships dont level out like there is some universal horizontal level, a ship approaching you upside down or at the side would make the "space" imersion so much more :D


This.

But there IS a universal horizontal, its common in scifi, and agreed to be a requirement for interstellar travel in the real world.

to orient a system for navigation, and inter-ship interaction/communication, space HAS to have a referenced up/down. and then for on-ship sanity and ease of use, all ships automaticaly orient to that universal direction so that the crew can more easily identify their position/vector on a system map.
Joran Dravius
Doomheim
#14 - 2013-02-16 09:34:15 UTC  |  Edited by: Joran Dravius
I want the warp sound back.

Nariya Kentaya wrote:
But there IS a universal horizontal, its common in scifi, and agreed to be a requirement for interstellar travel in the real world

I really doubt that, at least not if we ever want gravity, which is biologically mandatory for staying in space for extended periods. Without it you develop bone and heart problems and your muscles deteriorate. I really doubt some magical gravity machine will ever be invented. It's more likely we'll fake it by spinning the ship. And it's by no means required or even helpful for navigation to have a standard up and down in a properly designed 3D system.
Raistlim
Deep Space Supplies
The Curatores Veritatis Auxiliary
#15 - 2013-02-16 10:17:33 UTC
Merouk Baas wrote:
I think the current concept is fine; the gate powers up and your ship is hurled across in a ball of energy.

I just don't like the way the gate "powers up" it looks dead; they don't have any energy / static discharges pouring out of the gate to form that ball of light that's supposed to envelop your ship. It's just an animated ring that doesn't change in any way, as a miniature sun appears in its center. I'd like to see some energy build-up bleeding off the gate rings, like when they power up the main laser weapons in that Independence Day movie, or even better.

Even the Mass Effect 1 intro movie looks better, and it's essentially the same thing: a ship jumps through a gate. Looks a lot more believable with that static discharge, and gate distortion effects.


There was a (short) time on the Testserver when the new Stargates were coming out in 2008. The Gates had very nice (and a bit buggy) particle effects. But it didnt made it to TQ.

Amarr 0.0 Regiongate with HIC bubble
Amarr Empire Regiongate
Amarr Empire Regiongate
Altrue
Exploration Frontier inc
Tactical-Retreat
#16 - 2013-02-16 11:22:23 UTC  |  Edited by: Altrue
In my opinion, travel in EvE can quickly become a major part of the time spent in game.
Making it look more decent / epic / appealing doesn't sound like an idea so optionnal.

I'm 100% for the idea of a big acceleration-gate-thing. It's both entertaining and cool.
On a lore-side, making the ship transform in some light ball, or make it having some king of blurr or something, should do the trick.

Especially with the aligned stargates and the new autopilot route in space, coming in retribution 1.1.

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Ultimate Citadel Guide - 2016 EVE Career Chart

Ptraci
3 R Corporation
#17 - 2013-02-17 00:32:49 UTC
Be careful what you wish for. This is CCP. They fried videocards when implementing 3D captain's quarters. Imagine how many computers they can kill with more stargate animation...
Valkyrs
Deep Vein Trading
#18 - 2013-02-18 14:22:05 UTC
Thank you all for your input, some good discussion here. Of course I only bring this up because it's something that bothers me. It's not the only thing, it's not the most important, and I don't expect it to be very high of a priority. But if we don't say anything, it'll never change.

From what I'm reading, the lore and background of these gates seems to be that instead of the ships being propelled, they are de-materialized and turned into energy and shot to the other gate.

One of the issues, graphically, with the gates is that you can wind up arriving at them from any orientation. We're supposed to imagine that the ship goes down the 'breach' and gets shot out the 'barrel'.

If the graphic of the gate were changed such that the warp in point was the breach, and the barrel was off-center such that it pointed towards the next system, we would usually land in the right spot. This brings up an issue if someone is warping towards the gate from the same direction as the barrel, as they would collide with it, if not warping to zero. To solve this, gates could be increased in size to be 200km* or so, ensuring that the warp-in won't collide, and getting rid of the 'bounce'. Gates could have long arms** that extend from the barrel and encompass the breach. When a ship uses the jump gate, the ship could be 'taken apart' and pulled into these arms, and then shot out the barrel.

Once the ship is taken apart, the view could travel down the breach, through the barrel, and travel with the ship as an energy beam. It quickly travels a long distance in game, until all the nearby ships and stations are out of view. Distortion gets very high, region background changes, the stars change, and when the server swap is over, the surrounding environment is loaded, the distortion dials down, and the beam of light flies into the barrel of the opposite gate and the view goes through the barrel and winds up centered on the spot where the ship will emerge in the breach.

Now we're where we normally are, the ship could be the invisible ship it usually is, and moving it would cause it to 'de-cloak' as usual but the gates arms would graphically transfer energy to re-construct it.

When I first started using gates I had a very small ship and the scale of them was impressive. Now I fly a Fenrir through them, and it feels a bit ridiculous.

*I imagine roughly the size of station would be good, but I can't find the size of a station online at the moment. I also don't have the 'warp to' ranges handy, but I imagine if the arms were within the area between one of these ranges, you won't get any bouncing and almost all instances of collision would be avoided.

**I invision the arms being very narrow, few in count, and non-intrusive.
Hannott Thanos
Squadron 15
#19 - 2013-02-18 14:58:52 UTC
I think I have the "/thread" idea for this. When you press jump, this happens

http://www.youtube.com/watch?v=BDq4a6PqAvM

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Abrazzar
Vardaugas Family
#20 - 2013-02-18 16:25:55 UTC
I always though it would be cool if instead of just cloaking up, a kind of energy spark arched into the gate, its size depending on the ship jumping. On the other side, the ark sparks again when you uncloak.

And instead of aborted animations when many ships jump, it should stay powered up and fire for each ship going through, basically separating the powering up animation and the fire animation, keeping it in the powered animation state as long as ships are activating it within some certain small time frame.

Then again with very busy gates, this may become a bit overwhelming.
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