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Docking/Undocking Animation

First post
Dersen Lowery
The Scope
#141 - 2013-05-09 14:47:30 UTC  |  Edited by: Dersen Lowery
Ylariana wrote:
Personally, I think that anything that extends the time taken to transition from one game environ to another (station to space, system to system) is wasted effort. Once you have seen the animation 1,2,5,50 times it stops being immersion and becomes something to ignore while you wait to do what you play the game to do.

Why does this logic not apply to the warp animation? That's a simple, repetitive (but pretty!) animation that doesn't even cover up a transition--from that point of view, it's a completely artificial tax on time--but I don't see anyone complaining about it.

Ylariana wrote:
Same Length of Time for Transition or dont add it in without a Disable Animation option.

If there's a tactical advantage to turning off the animation, 90% of the game will turn it off and forget about it, just as they have with the much slower CQ load, and the effort will be wasted.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Gordwin Sendare
House Lannister
#142 - 2013-05-09 14:58:40 UTC
It could be quite a short animation ; player clicks undock, camera quickly transitions from station avatar to ship, ship aligns down the exit and starts moving, flash of light and you're coming out of the undock.

Not sure how it would work for players with captain's quarters disabled, though
Verge of Collapse
#143 - 2013-05-09 15:13:18 UTC
CCP would have to finally resize stations to be realistic for capitals. Most capitals undock from stations with entrances 10 times smaller.
Shugga Ditz
Chaos Army
#144 - 2013-05-09 15:23:43 UTC
Seems no one has any ideas on how to make the video a SEAMLESS transition into space yet, so I'll give it a go.

* Fade to black is stupid
* got to work for every ship every station
* has to be quick
* has to provide a seamless view from inside the station to outside in space
* When you hit the undock button, your camera can be looking at your ship at any distance, and could even conceivably be looking round the station hanger if your arsing about with the mouse.

Step 1 is to rotate the camera position directly in front of the ship, looking back at it (your back is to the station exit tunnel)
Step 2 is to animate the ship getting ready to undock (lights, steam, pipes dropping off whatever) (step 2 can overlap step 1)
Step 3 is to accelerate the camera away from the ship, still looking at it, down the exit corridor (backwards), hard left (at which point your ship drops out of view as you go round the corner) - your ship may or may not actually move in this bit of the animation it doesn't matter

The camera is now looking backwards down a standard station exit corridor, with open space behind you

Step 4 - the camera swings about 180 degrees facing forward (so you can see the space outside)
Step 5 - the camera moves to the edge of the station undock
Step 6 - your ship flies **through** the plane of vision into space and the camera swings to its default position.

Its a lot of swinging about - might be seasickness... But it could happen quickly, would be seamless and wouldn't have any crappy fade to black stuff. Importantly the (unique view) of the inside of the hanger and the unique view of the outside of the station are never 'in shot' together so the two ends of the animation can be stitched together at a common frame in the middle.

OK - I'm not sold on it, just throwing it out there as a straw-man.

Federal Navy Academy
Gallente Federation
#145 - 2013-05-09 16:39:24 UTC
I personally dont like the ideas that involve cutting away at some point.

The whole idea behind the animation is to make it feel like you never really changed to another environment.

I want to see my ship coming from inside the hanger and into space, like it was just walking through a corridor. into an open room.

I want to feel like I was actually inside that station, not some parallel interior dimension.

BoBwins Law: As a discussion/war between two large nullsec entities grows longer, the probability of one comparing the other to BoB aproaches near certainty.

Draqone an'Alreigh
The Scope
Gallente Federation
#146 - 2013-05-09 16:47:24 UTC
Just make something like engines heating up, and then something like a rocket take off. The longer you take to undock the longer the engines take to heat up and the ship to undock.

Inducing the proliferation of common sense throughout EVE Official forums since April 27th, 2013.

arcca jeth
Dark Alliance
#147 - 2013-05-09 17:04:09 UTC
as usual, players in EVE like to have the option NOT to have something.
maybe 2 variations of undock? normal (with animation) and priority (as is now)

I'd enjoy having the animation, as long as I could push out in an emergency and skip it.

you could just also have the option for them to turn it off in client settings

and/or people can hit escape to skip the animation Lol
Domanique Altares
#148 - 2013-05-09 17:17:33 UTC
Personally don't need to see my ship undock. If this is implemented, I hope it can be turned off. I'm here to watch things disappear from my overview at extreme zoom range, not watch pretty animations of mundane repetitive tasks.
Corey Fumimasa
The Organization of Thunder and Lightning
Space Quacks Alliance
#149 - 2013-05-09 18:36:53 UTC  |  Edited by: Corey Fumimasa
The thing I remember most about undocking is the sounds; dull metallic thuncks resonating through the hull as massive clamps and hatches are secured, the boatswains whistle and static announcements about emergency disembarkation procedures, the ringing of boots on aluminum ladders, vibrations and low hum of great engines coming to life. I would almost leave the screen black and include a random assortment of mysterious sound. Use the blackness to highlight this and let the lifting of the veil upon entering space be the wow moment.

What I would most like to see is the "abort undock" radio button hot keyed to cntr-space. That would save me a bunch of undock-redock-put xyz in cargo hold-undock again moments.
Oberine Noriepa
#150 - 2013-05-09 19:03:02 UTC  |  Edited by: Oberine Noriepa
I'm all for a docking/undocking animation, but I think the hangars, in their current state, are not designed in the practical sense for accommodating such a thing. During the art panel, some members of the development team expressed an interest in redesigning the hangars and the experience they provide. This slide was shown. In redesigning the hangars, some exploration can be made as far as redeveloping how ships dock or undock, which can thus allow the possibility of a seamless experience that does not step back from the overall functionality of the current process.

Corey Fumimasa
The Organization of Thunder and Lightning
Space Quacks Alliance
#151 - 2013-05-09 19:10:06 UTC  |  Edited by: Corey Fumimasa
KuroVolt wrote:

I want to feel like I was actually inside that station, not some parallel interior dimension.

The thing about being inside of an interior docking bay is that it actually does feel like some strange parallel dimension. And upon leaving that environment there are a few moments of visual shock in which ones eyes and mind are a bit out of sync. The black transition is a pretty good marker of this effect.
Unsuccessful At Everything
The Troll Bridge
#152 - 2013-05-09 19:11:24 UTC
Oberine Noriepa wrote:
. This .

I would LOVE to see hangars redone like this. It would make the undocking animation easier. Plus it gives the perspecive of being in only one docking hangar of a much much larger complex. I also dig the docking arm/clamp.

Tha animation could simply be that docking arm and umbilicals releasing and the ship drifting out to the traffic lanes and starting its engines and joining the station traffic.

Also...the option to turn off/on docking animation for those who are resistant to the whole idea.

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

Greg Valanti
The Scope
Gallente Federation
#153 - 2013-05-09 19:48:28 UTC
As a solution to not redesigning the hangars or increasing the time to undock, I propose the ship just raises vertically and exits an as-yet unseen force field (as seen on V3 capital ships) near the top of the hangar into space (completely ignoring the traffic tunnel visible now), with the camera positioning itself to the rear of the ship and following the ship (as it does in the new jump animations) up then out the force field into space as the grid loads and the player regains camera control.
Lenda Shinhwa
Bad Touches
#154 - 2013-05-09 19:57:49 UTC
The animation can't take longer than the non-animation version if made optional. If the animation is longer and it is optional, most FCs will insist on it being turned off for consistency in operations. And since undock and redock is something most of us do a lot every time we play, making it longer for the sake of an animation will likely annoy a bunch of players.

Make cool animation to give us something to watch while loading the environment. But don't make the animation take longer than loading the environment.
BlackMan Jack
Brutor Tribe
Minmatar Republic
#155 - 2013-05-09 20:09:56 UTC
I think it should work as that, as soon as the docking option is approved, the interface like usual pops up, HOWEVER:

The long winded animation of the docking process in still going on in the background, even when you are shopping around the market, unloading stuff into the station, etc. That way you can have all the meaningless background noise you want, while you can still perform the station needs that you have to do. Though it would be good to have a little button somewhere that will cut the animation short.

The possible cool factor to this is making it where you can actually see other players undocking and in the same "tug" phase that you are, drones would make this much more simple while the "engines warmed up for departure and protocol checks were being issued". The devs could have a field day with this or a bloody duel in the middle of the office over whos idea is better.

I for one would love to see other player ships in dock next to you over their little circles. That way people get the chance to wiggle their epeen and shout hatred at eachother.
BlackMan Jack
Brutor Tribe
Minmatar Republic
#156 - 2013-05-09 20:19:20 UTC  |  Edited by: BlackMan Jack
Messoroz wrote:
CCP would have to finally resize stations to be realistic for capitals. Most capitals undock from stations with entrances 10 times smaller.

I can see them bypassing this by simply making capitals dock on the outside of the stations.
Northern Misfit
Far Mt Logistics
#157 - 2013-05-09 20:27:55 UTC
KuroVolt wrote:

Would you mind taking a few seconds longer to dock/undock in the name of immersion?
And if not: What animation could CCP possibly add that only takes about the same time the current undock does and still feels realistic?

A maintenance man jumping out of the way, or my ship hitting someone standing too close the the "chute"

Bad manners aside, I think the only problem I'd have with this feature would be the cry for help, and the delay in the response of people undocking. Other than that, I think it will be fun to see at least 1 time before I click the button on the Esc menu to turn the feature off (presumably there is one...)

High Priestess of the Sovereign Realm of Explosions and Light

#158 - 2013-05-09 21:11:54 UTC
What I want to see for docking:
- Ship enters the docking tunnel
- Ship grabbed by the tractor beams, and moved to personal hangar

- Ship turns to exit tunnel
- Engines fire up, and ship moves at an appropriate rate to the exit
- Possibly different animation styles for each race of ships;
Amarr ships should be a stately procession to the exit, being heavy gilded barges.
Minmatar ships should shoot out in a blaze of fire, or at least blast engine wash everywhere as you go to full throttle and pull out.
Gallente ships should be somewhere between the two; fast, but SMOOTHLY fast. Elegant, like a Jaguar moving off.
Caldari ships should be efficient and smooth. Not graceful, not blasting the walls with hot plasma, but also not exactly hanging about either.

Economic PVP

Steel Winters Stellar Enterprises
#159 - 2013-05-09 23:11:16 UTC
I dont really think there is an option to set the amount of time it takes.

Like the stargate jumping animation, I think it would be fundamentally tied to the length of time it takes for the client to load the grid you are transferring to.

Domanique Altares
#160 - 2013-05-09 23:31:57 UTC
Raxlaa wrote:
I dont really think there is an option to set the amount of time it takes.

Like the stargate jumping animation, I think it would be fundamentally tied to the length of time it takes for the client to load the grid you are transferring to.

Nah, dawg.

We need moar immersion and reality.

Undocking a frig should be like stealing you parents' car for a joyride: give it a little push to get it started out of the driveway, then hop in and haul ass quick as you like.

On the other end of the spectrum should be capitals, which take ten or eleven hours of system checks and power up cycles to get moving after being docked. You could begin this process after dinner, and by the time your coffee is finishing up in the morning, you're headed out the undock and ready to do battle. Or you could skip sleep, and watch the excellently rendered, hollywood-trailer-style video of the pathetic ant subcreatures (normal humans) that crew a ship that size go about their prelaunch duties.