These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Undocking - More Routes Out of Station

First post
Author
Maximus Aerelius
PROPHET OF ENIGMA
#41 - 2013-08-13 08:46:03 UTC
Engineer Squiffy wrote:
Nolak Ataru wrote:
We need either 2 exits from a station or a darn camera that shows us what's going on outside.


-1 for outside camera

too easy ;-)


@Nolak Ataru: From an immersion perspective I'd say Windows in CQ (but then who actually uses CQ?) so that you can look out.

@Engineer Squiffy: Why do you say "too easy". I can imagine what you are referring to but I'd like to know your thoughts.

Thanks for the comments and discussion.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#42 - 2013-08-13 09:07:35 UTC
Maximus Aerelius wrote:
Engineer Squiffy wrote:
Nolak Ataru wrote:
We need either 2 exits from a station or a darn camera that shows us what's going on outside.


-1 for outside camera

too easy ;-)


@Nolak Ataru: From an immersion perspective I'd say Windows in CQ (but then who actually uses CQ?) so that you can look out.

@Engineer Squiffy: Why do you say "too easy". I can imagine what you are referring to but I'd like to know your thoughts.

Thanks for the comments and discussion.


Have you ever been stucked hours inside a station being camped?
With proper intel, there is no need to see what's outside station. If you have bad intel, maybe you get stucked.

Have you ever felt to undock and use invuln. grace to see yourself what's outside?
A window would definitely kill the thrill.

I like multiple exit points, though. Why not a queue per exit? Jita 4-4 could even be quiet! :-)
Kevin Alpha
Midnight Caretakers
#43 - 2013-08-13 09:09:45 UTC
I didn't take the time to read posts beyond page 1 so if this is a repeat comment sorry, but I do agree it's a real pain getting out of jita 4-4 even when your not a target for either gank or whoever has declared war. In order to make it a tad more fair, only use seperate undockings in High population systems and/or the stations with high undocking where scotty determines ok we have 50+ people undocking in the last 5-10 minutes turn on undocking port #2 so half of the traffic going out goes out in a specific different direction and/or at a higher or lower elevation from the original undocking port. just my 2 cents.
Maximus Aerelius
PROPHET OF ENIGMA
#44 - 2013-08-13 09:18:14 UTC  |  Edited by: Maximus Aerelius
Engineer Squiffy wrote:
Have you ever been stucked hours inside a station being camped?
With proper intel, there is no need to see what's outside station. If you have bad intel, maybe you get stucked.

Have you ever felt to undock and use invuln. grace to see yourself what's outside?
A window would definitely kill the thrill.

I like multiple exit points, though. Why not a queue per exit? Jita 4-4 could even be quiet! :-)


All very valid points there and I do see where you are coming from. The window was merely another suggestion to take out the "Camera" point but I didn't say it needed to show the undocking ports Blink. With a window if you were camped then at least you could gaze at the stars, curse them and scream "WHY! WHY WHY!" while falling to your knees fist pumping the air above your head.

On a serious note though I like the queue idea, I know hull bumping doesn't damage a ship but getting a hybrid Mastorca just looks silly and breaks my immersion so this would be a nice addition to my original idea.
Maximus Aerelius
PROPHET OF ENIGMA
#45 - 2013-08-13 09:22:44 UTC  |  Edited by: Maximus Aerelius
Kevin Alpha wrote:
I didn't take the time to read posts beyond page 1 so if this is a repeat comment sorry, but I do agree it's a real pain getting out of jita 4-4 even when your not a target for either gank or whoever has declared war. In order to make it a tad more fair, only use seperate undockings in High population systems and/or the stations with high undocking where scotty determines ok we have 50+ people undocking in the last 5-10 minutes turn on undocking port #2 so half of the traffic going out goes out in a specific different direction and/or at a higher or lower elevation from the original undocking port. just my 2 cents.


Wouldn't just making this applicable in "High population areas" break the immersion though in that it wouldn't be applied to every Gallente Station Type 4? That would in essence break this whole idea which would make me Cry a little.

Can I ask you to clarify how you mean by a "tab more fair"? I appreciate your 2 cents worth, you've added to the discussion with some interesting points. Thanks, Max.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#46 - 2013-08-13 09:23:08 UTC  |  Edited by: Engineer Squiffy
What you are suggesting is a load balancing exit

I'd like instead to have e.g. 4 exit doors (exit gates?) and to choose which I want to exit from.

For example: station camped, you and your friends form up to exit from a specific exit, which may lead you so some advantages knowing the station type, shape and orientation (e.g. outside pos? sun? system gate?).

More: maybe your enemies can't outnumber you to all exits, leaving you a secondary exit... If you also usually live in certain stations you have your insta warp bookmarks ready to save you. Or you can use them to insta warp and warp back at your optimal to start kill.

I think there are hundered of possibilities and tactics we could benefit.


Edit: I saw around here another post talking about bookmarks to be shown in tactical... Merging it to this... I'm starting to figure also a BM grid outside the station, ready to serve you depending on station exit.
Maximus Aerelius
PROPHET OF ENIGMA
#47 - 2013-08-13 09:25:55 UTC
Engineer Squiffy wrote:
What you are suggesting is a load balancing exit

I'd like instead to have e.g. 4 exit doors (exit gates?) and to choose which I want to exit from.

For example: station camped, you and your friends form up to exit from a specific exit, which may lead you so some advantages knowing the station type, shape and orientation (e.g. outside pos? sun? system gate?).

More: maybe your enemies can't outnumber you to all exits, leaving you a secondary exit... If you also usually live in certain stations you have your insta warp bookmarks ready to save you. Or you can use them to insta warp and warp back at your optimal to start kill.

I think there are hundered of possibilities and tactics we could benefit.


Now that's an interesting spin on this idea...I need to think about that but good work there Mr Squiffy. I wouldn't want to break "Station Games" however but if you could spice it up a little for both sides then I'd be behind that.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#48 - 2013-08-13 09:42:13 UTC
Maximus Aerelius wrote:
Engineer Squiffy wrote:
What you are suggesting is a load balancing exit

I'd like instead to have e.g. 4 exit doors (exit gates?) and to choose which I want to exit from.

For example: station camped, you and your friends form up to exit from a specific exit, which may lead you so some advantages knowing the station type, shape and orientation (e.g. outside pos? sun? system gate?).

More: maybe your enemies can't outnumber you to all exits, leaving you a secondary exit... If you also usually live in certain stations you have your insta warp bookmarks ready to save you. Or you can use them to insta warp and warp back at your optimal to start kill.

I think there are hundered of possibilities and tactics we could benefit.


Now that's an interesting spin on this idea...I need to think about that but good work there Mr Squiffy. I wouldn't want to break "Station Games" however but if you could spice it up a little for both sides then I'd be behind that.



I would like to add: due to the current nature of the stations (1 entry, 1 exit) we usually see stations as little boxes for our business.

They could paint it pinky, we would'nt even notice.

Only using cynos forces you to pay attention to station shape, to avoid entering cap to get bounced off at light speed far away.
With multiple exits instead, maybe you can enjoy station details much much more.



Mister Otm Shank
#49 - 2013-08-13 10:42:59 UTC
This is a stealth nerf to instaundocks. You just nerfed blockade runners to hell. Congratulations.
Maximus Aerelius
PROPHET OF ENIGMA
#50 - 2013-08-13 10:50:54 UTC
Mister Otm Shank wrote:
This is a stealth nerf to instaundocks. You just nerfed blockade runners to hell. Congratulations.


Really? Please tell me how this idea\suggestion nerfed Blockade Runners?
Nikk Narrel
Moonlit Bonsai
#51 - 2013-08-13 13:32:37 UTC
Maximus Aerelius wrote:
Mister Otm Shank wrote:
This is a stealth nerf to instaundocks. You just nerfed blockade runners to hell. Congratulations.


Really? Please tell me how this idea\suggestion nerfed Blockade Runners?

He might be referring to the practice of making a bookmark that is pre aligned to the ship as it exits, allowing that ship to instantly warp away.

It requires preparation, and the reward is you are not stuck aligning or slow boating out before aligning.

To solve this, I would suggest some form of player control over which undock is used, so a player can choose to use the exit which aligns with a pre made bookmark like this.
Maximus Aerelius
PROPHET OF ENIGMA
#52 - 2013-08-13 13:38:16 UTC
Nikk Narrel wrote:
Maximus Aerelius wrote:
Mister Otm Shank wrote:
This is a stealth nerf to instaundocks. You just nerfed blockade runners to hell. Congratulations.


Really? Please tell me how this idea\suggestion nerfed Blockade Runners?

He might be referring to the practice of making a bookmark that is pre aligned to the ship as it exits, allowing that ship to instantly warp away.

It requires preparation, and the reward is you are not stuck aligning or slow boating out before aligning.

To solve this, I would suggest some form of player control over which undock is used, so a player can choose to use the exit which aligns with a pre made bookmark like this.


Hi Nikk, from Post #1 I did add this orginally:

Quote:
The undocking bay could also be selected by the next System in the Autopilot if you have one set whereby Docking Control will release you on the side facing the stargate you require. If no System is set in Autopilot then you are cleared to undock via the default (current undocking port) undocking port.


I hope that this clears it up. I also use insta-undocks and wouldn't want to affect these hence why I added this into my OP.
Nikk Narrel
Moonlit Bonsai
#53 - 2013-08-13 13:52:36 UTC
Maximus Aerelius wrote:
Nikk Narrel wrote:
Maximus Aerelius wrote:
Mister Otm Shank wrote:
This is a stealth nerf to instaundocks. You just nerfed blockade runners to hell. Congratulations.


Really? Please tell me how this idea\suggestion nerfed Blockade Runners?

He might be referring to the practice of making a bookmark that is pre aligned to the ship as it exits, allowing that ship to instantly warp away.

It requires preparation, and the reward is you are not stuck aligning or slow boating out before aligning.

To solve this, I would suggest some form of player control over which undock is used, so a player can choose to use the exit which aligns with a pre made bookmark like this.


Hi Nikk, from Post #1 I did add this orginally:

Quote:
The undocking bay could also be selected by the next System in the Autopilot if you have one set whereby Docking Control will release you on the side facing the stargate you require. If no System is set in Autopilot then you are cleared to undock via the default (current undocking port) undocking port.


I hope that this clears it up. I also use insta-undocks and wouldn't want to affect these hence why I added this into my OP.

I won't deny that, I did not reread the OP recently enough to remember that detail.

I made the error of assuming the question had not already been addressed.

From the context, I believe he is suggesting the insta-undock BM is the nerf to blockade runners, since they can be slow to align when fully expanded, making them easy targets in station proximity where they cannot cloak.
Maximus Aerelius
PROPHET OF ENIGMA
#54 - 2013-08-13 14:03:28 UTC  |  Edited by: Maximus Aerelius
I really don't understand that.

Case #1: If he has an insta-undock bookmark and has no route plotted into his Autopilot then the "Docking System" would route his undock through the default AKA current undocking bay doors and out exactly as it is now.

Case #2: If he DID have a route plotted into his Autopilot then the "Docking System" would route his undock to a point that was obstruction free i.e. wouldn't require the ship to turn 180 degrees and attempt to enter warp before bouncing of the station.

If he means that in Case #2 that his insta-undock's would be obsolete then that is true, however, that being said I would add that perhaps incorporating the option to undock via the default docking port could be added or do not set a waypoint until you have undocked and insta-jumped away from the station. The latter of these being my least liked idea but it's an option.

I hope that expands further as to how to address insta-undocks.

EDIT: Also Blockade Runners e.g. Prowlers, Viators etc are damn fast at aligning even when expanded.
Maximus Aerelius
PROPHET OF ENIGMA
#55 - 2013-08-27 21:21:59 UTC
Anyone else? AKA "Stealthy Bump"
Elvis Preslie
NRDS Securities
#56 - 2013-08-27 21:30:08 UTC  |  Edited by: Elvis Preslie
I dont know about different points; its fine with me either way; HOWEVER< they need to fix the undock timer BACK To the way it was, where you can activate ONLY an MWD or AB, can be bumped if you do, and still keep the invulnerability during the timer.

If you are interested in this, PLEASE click on my name and find the thread about this and sign & like it. I tried pasting link here but CCP is so stupid that they block putting urls here but have a button at the top to add a link. I bet they put it there for "how do you keep an idiot busy........have him try to add a url to his post"

Actually, with different points, it would cause instawarp bookmarks to be useless, causing freighters to stay docked constantly.
Xytheus Skor
Venture Corporation
#57 - 2013-08-27 22:00:49 UTC
Yes, and it should actually show you docking, not just magically ending up in the station.
Tarn Kugisa
Kugisa Dynamics
#58 - 2013-08-28 03:19:11 UTC
Engineer Squiffy wrote:
Maximus Aerelius wrote:
Engineer Squiffy wrote:
Nolak Ataru wrote:
We need either 2 exits from a station or a darn camera that shows us what's going on outside.


-1 for outside camera

too easy ;-)


@Nolak Ataru: From an immersion perspective I'd say Windows in CQ (but then who actually uses CQ?) so that you can look out.

@Engineer Squiffy: Why do you say "too easy". I can imagine what you are referring to but I'd like to know your thoughts.

Thanks for the comments and discussion.


Have you ever been stucked hours inside a station being camped?
With proper intel, there is no need to see what's outside station. If you have bad intel, maybe you get stucked.

Have you ever felt to undock and use invuln. grace to see yourself what's outside?
A window would definitely kill the thrill.

I like multiple exit points, though. Why not a queue per exit? Jita 4-4 could even be quiet! :-)


Only problem there is when you can't redock

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#59 - 2013-08-28 22:21:58 UTC
+1

multiple undock ports would be great especially for rp reasons. Because Flight Control shouldnt let u undock when there is risk of colliding on undock.
Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#60 - 2013-08-29 00:43:42 UTC
+1 You could have an extension of the current station model, a transport tube with a number of exits in different directions. That way ships will undock in different directions but if someone wanted to camp the station they could sit in the middle of all the exits which will be within warp disruptor range.

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]