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Player Features and Ideas Discussion

 
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Undocking - More Routes Out of Station

First post
Author
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#61 - 2013-08-29 01:49:11 UTC
Just adding a +1 and a like, this would add to the immersion factor, also on the InstaWarp BM thing, it just means that you have to create one for each exit and remember which is which :P
Sir Jack Falstaff
The Scope
Gallente Federation
#62 - 2013-08-29 20:47:27 UTC
+1

I also like the idea of seeing the undocking, etc.

I realize it would be problematic in game mechanic terms, but being able to see outside the station from within the station just makes sense. I know it would complicate station games tremendously, but the idea that I am about to get in a spacecraft that can travel across the solar system without breaking a sweat and can communicate instantly to other pilots all over the galaxy, but this enormous space station can't manage the twentieth century technology of mounting cameras on the outside?

Maybe the camera view could be on the screen in the CQ, so at least there's be some purpose to that useless room, and the time it takes to get back into your ship and undock puts at least some of the element of surprise back in.

Banish plump Jack, and banish all the world.

Maximus Aerelius
PROPHET OF ENIGMA
#63 - 2013-08-29 21:17:07 UTC  |  Edited by: Maximus Aerelius
Sir Jack Falstaff wrote:
+1

I also like the idea of seeing the undocking, etc.

I realize it would be problematic in game mechanic terms, but being able to see outside the station from within the station just makes sense. I know it would complicate station games tremendously, but the idea that I am about to get in a spacecraft that can travel across the solar system without breaking a sweat and can communicate instantly to other pilots all over the galaxy, but this enormous space station can't manage the twentieth century technology of mounting cameras on the outside?

Maybe the camera view could be on the screen in the CQ, so at least there's be some purpose to that useless room, and the time it takes to get back into your ship and undock puts at least some of the element of surprise back in.


So would cameras and streaming that to a TV in CQ be of real benefit if you have to walk to your ship? You actually use CQ? What's wrong with you? lol. Just kidding on that last part but your post seems to add and then negate the same thing. Sorry just trying to clarify.

EDIT: If they did the above then add a "Sprint Mode" in CQ. Blink
Sir Jack Falstaff
The Scope
Gallente Federation
#64 - 2013-08-30 14:35:32 UTC
Maximus Aerelius wrote:
So would cameras and streaming that to a TV in CQ be of real benefit if you have to walk to your ship? You actually use CQ? What's wrong with you? lol. Just kidding on that last part but your post seems to add and then negate the same thing. Sorry just trying to clarify.

haha just thinking out loud. I was wondering what the interface for the "camera view" would be and the obvious answer is "well, there's a giant TV in the CQ".

I don't use the CQ of course, because why. But I would like to use the CQ, if that makes any sense. I'm a new player, so I'm unfamiliar with the history, but it seems to me the CQ was designed to replace the station view: you dock your ship and then you appear in the CQ where you can fit it, do market transactions, etc. on the little terminals in there. But CCP lost their nerve/wasn't ready/I don't know and we are stuck with the grotesque Mafia Wars inspired UI of the current station view and an elaborate vestigial CQ that replicates all the functionality of the station view, adding nothing of value. And with a door that won't open, seemingly placed with the intention of frustrating the player with the promise of wonderful things beyond, forever out of reach.

Well, that was quite the digression. I guess what ties it all together is that I'd like to see more immersion: better transitions from in station to out of station, a functional CQ, and your good suggestion of more routes out of station sort of ties in to all that stuff.

Banish plump Jack, and banish all the world.

Maximus Aerelius
PROPHET OF ENIGMA
#65 - 2013-08-30 14:50:16 UTC
Sir Jack Falstaff wrote:
Maximus Aerelius wrote:
So would cameras and streaming that to a TV in CQ be of real benefit if you have to walk to your ship? You actually use CQ? What's wrong with you? lol. Just kidding on that last part but your post seems to add and then negate the same thing. Sorry just trying to clarify.

haha just thinking out loud. I was wondering what the interface for the "camera view" would be and the obvious answer is "well, there's a giant TV in the CQ".

I don't use the CQ of course, because why. But I would like to use the CQ, if that makes any sense. I'm a new player, so I'm unfamiliar with the history, but it seems to me the CQ was designed to replace the station view: you dock your ship and then you appear in the CQ where you can fit it, do market transactions, etc. on the little terminals in there. But CCP lost their nerve/wasn't ready/I don't know and we are stuck with the grotesque Mafia Wars inspired UI of the current station view and an elaborate vestigial CQ that replicates all the functionality of the station view, adding nothing of value. And with a door that won't open, seemingly placed with the intention of frustrating the player with the promise of wonderful things beyond, forever out of reach.

Well, that was quite the digression. I guess what ties it all together is that I'd like to see more immersion: better transitions from in station to out of station, a functional CQ, and your good suggestion of more routes out of station sort of ties in to all that stuff.


Appreciate the reply mate and YouTube: EVE Online Jita Riots or read this as to why that door is still closed and CQ\WiS has not been developed further. Power of the people ShockedLol
Nikk Narrel
Moonlit Bonsai
#66 - 2013-08-30 15:05:45 UTC
Maximus Aerelius wrote:
Appreciate the reply mate and YouTube: EVE Online Jita Riots or read this as to why that door is still closed and CQ\WiS has not been developed further. Power of the people ShockedLol

The funny thing, in hindsight, was that CCP actually only did two things wrong.

1. Made the CQ the default station environment. Word of mouth should have been the introduction method, aided by possibly a tutorial being offered when docked.

2. That leaked document about microtransactions. If it was never going to happen, having this false rumor spread at nearly the same time as the CQ blunder (point 1 above), was bad timing on top of bad rumors.

Those two points, when CCP finally gets past fear of repeating this, are all that really mattered.

Time to stop feeling bad, learn from those two points, and finish what they started.

That's my take.
Maximus Aerelius
PROPHET OF ENIGMA
#67 - 2013-08-30 15:18:37 UTC
Nikk Narrel wrote:
Maximus Aerelius wrote:
Appreciate the reply mate and YouTube: EVE Online Jita Riots or read this as to why that door is still closed and CQ\WiS has not been developed further. Power of the people ShockedLol

The funny thing, in hindsight, was that CCP actually only did two things wrong.

1. Made the CQ the default station environment. Word of mouth should have been the introduction method, aided by possibly a tutorial being offered when docked.

2. That leaked document about microtransactions. If it was never going to happen, having this false rumor spread at nearly the same time as the CQ blunder (point 1 above), was bad timing on top of bad rumors.

Those two points, when CCP finally gets past fear of repeating this, are all that really mattered.

Time to stop feeling bad, learn from those two points, and finish what they started.

That's my take.


If I wanted a walking game I'd go play WoW Twisted. I'm a Capsuleer yo, I flyz me shipz and pwns the starz...believe RollLol
Nikk Narrel
Moonlit Bonsai
#68 - 2013-08-30 16:18:40 UTC
Maximus Aerelius wrote:
Nikk Narrel wrote:
Maximus Aerelius wrote:
Appreciate the reply mate and YouTube: EVE Online Jita Riots or read this as to why that door is still closed and CQ\WiS has not been developed further. Power of the people ShockedLol

The funny thing, in hindsight, was that CCP actually only did two things wrong.

1. Made the CQ the default station environment. Word of mouth should have been the introduction method, aided by possibly a tutorial being offered when docked.

2. That leaked document about microtransactions. If it was never going to happen, having this false rumor spread at nearly the same time as the CQ blunder (point 1 above), was bad timing on top of bad rumors.

Those two points, when CCP finally gets past fear of repeating this, are all that really mattered.

Time to stop feeling bad, learn from those two points, and finish what they started.

That's my take.


If I wanted a walking game I'd go play WoW Twisted. I'm a Capsuleer yo, I flyz me shipz and pwns the starz...believe RollLol

Having it as an option is the key, not force feeding it like they did the CQ change back then.

As to WoW, I saw someone playing it recently, and they added fighting between vanity pets into it.
(Those pets which before had been just to show off, or whatever, not the hunter / mage stuff)
PoKemon, anyone?
Sir Jack Falstaff
The Scope
Gallente Federation
#69 - 2013-08-30 17:00:41 UTC
It's my impression, and bittervets please correct me if I'm wrong, that the Jita riots were really over microtransactions and fear that people would be able to simply buy their way to advanced tech, or worse be able to buy tech otherwise unavailable in legitimate gameplay. Because the WiS (or lack thereof) came out at the same time, the two got conflated into one big s---tstorm.

I agree with Nikk: it would have been much smarter to have "dock directly to CQ" vs. "show old station UI" in settings, then gradually phase out the old Mafia Wars station environment. There would have been rageposts and tears, but there always is when you change something big in-game. If it's the right thing to do, you ride out the storm, and soon no-one can remember why they were so mad about the UI changes.

Maximus: I hear you w/r/t "it's not a walking game" and I agree completely. However, when you are in station, you are—wait for it—leaving your ship. To overhaul it, repair it, see an agent, talk to your militia office, access the market terminal, etc. etc. It seems to me if done well it could add a lot to the game, immersion-wise.

Banish plump Jack, and banish all the world.

Alduin666 Shikkoken
Doomheim
#70 - 2013-08-30 17:47:22 UTC
I live out in null and when I'm not ratting, exploring, pew pew'ing, or mining . . . I'm boosting.

Problem is that our station exit points the direct opposite of our POS that has corp access. Rorquals turn like a brick but seem to be accelerate the direction of the destination and not where its front end is pointing too. This leads to the problem where my rorqual is accelerating towards the POS (right into the station) but is still pointing somewhere else, making it where by the time my rorqual is at 75% velocity AND points within 5% of its destination it is already hung up on the station.

Dear CCP,
At least make a forward and backward (or up and down for those amarr things) station exit. You don't even have to remodel the stations to make me happy.

Honor is a fools prize. [I]Glory is of no use to the dead.[/I]

Be a man! Post with your main! ~Vas'Avi Community Manager

Benar Ellecon
Card games on MOTORCYCLES
#71 - 2013-09-11 14:19:43 UTC
I am totally for this.
Great idea.
+1

Fly with your hair on FIRE!

FlinchingNinja Kishunuba
Crunchy Crunchy
#72 - 2013-10-02 16:15:25 UTC
Like this, few ideas to add.

Standings with station owner unlock capabilities.

Default is random undock point from selection of undocks on station.

First unlock being able to get access to station radar to view ships outside on station grid.

Second unlock being able to select undock point.

Third unlock radar adds relative to undock point on measurements.
Kerodan Alduin
Sebiestor Tribe
Minmatar Republic
#73 - 2013-10-08 18:54:22 UTC
+1 from a gameplay/immersion perspective.

You guys need to sort out how to "preserve" the PvP functionality, though.
Dowlphin
V for Vision
#74 - 2013-10-21 08:34:41 UTC  |  Edited by: Dowlphin
Slightly related to the immersion argument:

Some exit port designs combined with some ridiculously large station hitboxes ruin any bit of immersion that's left. That one time I was literally stuck in empty space next to a station. There was nothing, but an invisible hitbox.

And when you exit a station that has structure below your ship and your warp gate in down below, you better fly an extra mile into emptiness, or you will bump into nothing and have to cancel warp, change course, afterburner, and then retry warp.

And this also reminds me of the question why there has to be a virtual horizontal plane that ships align to. It would be much cooler if stopped ships didn't realign to that plane.

Also, while I don't know much about nullsec station games, isn't it a bit too convenient and thus unrealistic to just camp at a hangar exit where all the ships come out? Shouldn't someone at least be given a chance of escaping? I mean, it's not a range problem with multiple exit ports, is it?
Somewhat related to that, I'm not really excited about cloaked transports, because what's the point of cloaked warping when you are a sitting duck when exiting or approaching a station or a gate? Is it of any more use than just some convenience at entering warp after a gate jump that you could also achieve with an afterburner/MWD maneuver instead?
Malcolm Malicious
A Blessed Bean
Pandemic Horde
#75 - 2013-10-21 09:50:01 UTC
I like this idea for immersion and more tactical options.
Shivanthar
#76 - 2013-10-21 12:16:08 UTC
Jade III wrote:
You know what would be cool, if there was an animation showing your ship actually exiting the station!


I always wanted to get my ship into the traffic at the end of that corridor :P
A tempest, a mega, a myrmidon, *join there*, continue until exit, turn right, engage :P

_Half _the lies they tell about me **aren't **true.

Psychoactive Stimulant
#77 - 2013-10-21 13:19:10 UTC
game needs less station games, not more.
Maximus Aerelius
PROPHET OF ENIGMA
#78 - 2013-10-21 13:32:14 UTC
Psychoactive Stimulant wrote:
game needs less station games, not more.


Care to expand on that comment?
Reaver Glitterstim
The Scope
Gallente Federation
#79 - 2013-10-21 14:26:41 UTC
Currently, I think it's too easy to camp a station in one way, and not easy enough in another. I'd like to see maybe 2-3 undocking ports per station--and they don't need to be near each other--but also they should be obvious looking at just the station artwork. Sometimes I see ships coming out of a bare wall in the station or it's otherwise just not very obvious. Most undocking ports are pretty clear though.

I'd also like to see ships not coming out at exactly the same point, but rather randomized a bit within a small area, so that they aren't all superimposed on each other.

I think 2-4 docking ports would be alright because it would increase the number of people it takes to actually blockade a station, while still allowing fairly small fleets to do it. Also, I'm thinking perhaps everyone undocks from the same port unless they choose to undock from a different port, so you have to realize there is a need for it and it helps further to have a friend outside looking to tell you which ports are actually safe. If there were cardinal direction ports, for instance, it would be easy for the outside friend to tell which port is clear.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Marexlovox
Center for Advanced Studies
Gallente Federation
#80 - 2013-10-21 20:36:01 UTC
I agree that stations/outposts need a makeover. (Models for them) As for multiple exits I say no.