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See outside the station while in it

Author
Leyla Constantine
Doomheim
#1 - 2011-10-28 15:48:14 UTC
The game is set in the future we should be able to see outside the station on our screen in captains quarters.
Solo Player
#2 - 2011-10-28 15:59:21 UTC
Leyla Constantine wrote:
The game is set in the future we should be able to see outside the station on our screen in captains quarters.


Oh yes.
Better even, while sitting in the cantina. But you heard Hilmar - they won't be investing much into WiS anytime soon, and I don't think what you suggest can be implemented quick and easy like using assets they have lying around... :(

Still +1
Jack Carrigan
Order of the Shadow
#3 - 2011-10-28 16:56:18 UTC
Rotating images of outside station, yes.

Live feed, **** no. Can you imagine how bad the lag with Jita 4-4 would be?

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Drake Draconis
Brutor Tribe
Minmatar Republic
#4 - 2011-10-28 17:09:04 UTC
Its been brought up before....at best perhaps an overview but looking out side? Likely won't happen until WIS comes out.

I'm neutral on this topic.

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Doomheim
#5 - 2011-10-28 17:16:38 UTC
Supported
engjin
Native Freshfood
Minmatar Republic
#6 - 2011-10-28 17:45:34 UTC
Supported only if points can keep you from docking
Koby Botick
Deep Core Mining Inc.
Caldari State
#7 - 2011-10-28 22:42:56 UTC
When you are in space, you are on Server A. When you are docked, you are on Server B. In both cases your chat works over Server C. Making you see outside the station technically means a dramatic increase in communication complexity between servers, especially fun for systems like Jita.

This is not some easy to implement thing, this has massive ramifications and requires a tremendous amount of work for a relatively minor feature (Yeah I get it, your ship got esploded when you undocked into a bubble, right?)
Solo Player
#8 - 2011-10-28 23:17:01 UTC
I disagree. A "window" on the outside of the station would only require an amount of information on par with that sent to a single game client to be sent from server A to server B. All docked players on server B would then have access to this very stream of information broadcast by server B, again no more than what a single client in space requires.
This would hardly impact on server A's workload, and given some smart programming shouldn't hurt the rather less challenged in-station server B.

Of course, there are no "server A" and "server B", but I believe there are nodes that work in a comparable way.
Adunh Slavy
#9 - 2011-10-29 00:22:53 UTC
+1.

We should be able to "board the station" just as if it were a ship. We can use our overview, look around etc. We can't do anything, can't fit any modules. Would seem the simplest thing to code.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Corina Jarr
en Welle Shipping Inc.
#10 - 2011-10-29 00:58:11 UTC
In order for you to see outside (in any useful manner, ie showing what you will undock to) would require the internal of the station to be on the same node as the external. That means that for every person docked, a CQ would be loaded onto the server along with the external station environment. So imagine the lag of a few hundred CQs running all at once.

Please, think of the hamsters.
Smiling Menace
The Scope
Gallente Federation
#11 - 2011-10-29 01:15:44 UTC
Corina Jarr wrote:
In order for you to see outside (in any useful manner, ie showing what you will undock to) would require the internal of the station to be on the same node as the external. That means that for every person docked, a CQ would be loaded onto the server along with the external station environment. So imagine the lag of a few hundred CQs running all at once.

Please, think of the hamsters.


Sorry, I hate hamsters.
Endovior
PFU Consortium
#12 - 2011-10-29 02:20:21 UTC
Solo Player wrote:
I disagree. A "window" on the outside of the station would only require an amount of information on par with that sent to a single game client to be sent from server A to server B. All docked players on server B would then have access to this very stream of information broadcast by server B, again no more than what a single client in space requires.
This would hardly impact on server A's workload, and given some smart programming shouldn't hurt the rather less challenged in-station server B.

Of course, there are no "server A" and "server B", but I believe there are nodes that work in a comparable way.


This. Supported, but reduce lag by making it an 'opt-in' option rather then an 'opt-out' one: if everyone in-station is looking out of the station while in it, that is more lag-worthy then if they had an option to 'virtually undock' as the station. That latter would basically be identical to undocking normally, in terms of server utilization; with the exception that the player would neither actually undock, nor have any ability to do anything outside the station.

That said... once a 'look outside' feature is implemented on the station, it's only a short hop to turn that into a 'man station defenses' option to let people shoot at pesky invaders. I extra support adding extra (destructible) defenses to nullsec outposts, which can be manned by people who are docked at the outpost.
Temba Ronin
#13 - 2011-10-29 05:10:57 UTC
Support of the idea .... the board the station option that engages the overview seems the best. Seems inconsistent that i can see a planet view and control my PI without creating massive lag while in Jita but seeing an overview from inside the station is not possible. This is a good functional feature for the CQ!

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Skyreth
Victoria Per Conquestum
#14 - 2011-10-29 11:36:47 UTC
The resources to see what is really outside the station would be far too much to make it worthwhile.

That being said, a "static" variant with things flying outside would be good.
IE. A fake view of outside. So what you see from inside is not what is really out there.
Endovior
PFU Consortium
#15 - 2011-10-29 18:43:58 UTC
Skyreth wrote:
The resources to see what is really outside the station would be far too much to make it worthwhile.

That being said, a "static" variant with things flying outside would be good.
IE. A fake view of outside. So what you see from inside is not what is really out there.


What's with this automatic assumption of lag?

Now, I can see there being automatic lag if there was, for instance, a window in the CQ that did nothing but give you a realtime image of what you could see outside the station from whatever vantage point... but if it was, instead, a function that worked like boarding the station, it would produce no more lag then having another ship in system... less, really, since you're not actually adding another ship to the system, you're just looking at the immediate area around the station as if you were a ship in-system. Since that would only apply when people choose to look around outside the station, the impact on server performance would be minimal... and would, in any event, be less then the lag caused by someone undocking in a shuttle or whatever to do nothing but peek around outside the station before redocking... which is currently the action that this functionality would replace.
Lykouleon
Noble Sentiments
Second Empire.
#16 - 2011-10-29 18:56:06 UTC
Endovior wrote:
What's with this automatic assumption of lag?

The effects of adding even a simple static view of the undock and transitioning the data to the docked station environment from the system environment AND THEN down the pipe to the client to be rendered would have astronomical effects on latency. And thats not even thinking about how client-side performance would be effected by having to render the station environment or CQ plus the exterior environment plus ship models and turret models (assuming drone models are disabled and effects are turned down to a bare minimum).

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Adunh Slavy
#17 - 2011-10-29 19:05:27 UTC
Lykouleon wrote:
Endovior wrote:
What's with this automatic assumption of lag?

The effects of adding even a simple static view of the undock and transitioning the data to the docked station environment from the system environment AND THEN down the pipe to the client to be rendered would have astronomical effects on latency. And thats not even thinking about how client-side performance would be effected by having to render the station environment or CQ plus the exterior environment plus ship models and turret models (assuming drone models are disabled and effects are turned down to a bare minimum).



This would be worst in Jita ... perhaps the station charges a fee, 10,000 ISK per minute.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Angry Onions
League of Angered Gentlemen
#18 - 2011-10-29 19:22:42 UTC
-1 For now
lets fix FiS first.

S H I T P O S T I N G

Bienator II
madmen of the skies
#19 - 2011-10-30 01:36:21 UTC  |  Edited by: Bienator II
like undocking just without a ship. (undock bay view)

station spinning redefined

however if some form of station view would be implemented the 30s undock godmode should be removed at the same time.


(i basically +1 any attempt to kill station games and bring fights to the open space)

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

Che Biko
Alexylva Paradox
#20 - 2011-10-30 02:58:08 UTC  |  Edited by: Che Biko
Adunh Slavy wrote:
+1.

We should be able to "board the station" just as if it were a ship. We can use our overview, look around etc. We can't do anything, can't fit any modules. Would seem the simplest thing to code.

+1
The idea of looking outside has been proposed before, but this take on it might actually be feasible.
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