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So you can modify client-side graphics enough for turrets to miss, but can't add missile hardpoi

Author
Goodgodyourface
Republic Military School
Minmatar Republic
#1 - 2011-11-11 04:59:55 UTC  |  Edited by: Goodgodyourface
Pretty straightforward observation here. One of the things I, and I'm sure many others, clamor for is glorious missile launcher graphics; when you fire 8 missiles at an opponent, you should see more than just a single blob of light race towards them. Or rather, you should have the OPTION to see more than just a single blob of light race towards them.

Missiles already possess a client-side graphic in that, when they hit, they do a little jinking-type manuever before smashing into the enemy ship. What I want to know is, what's stopping programmers from just adding in missiles that start from different points on the ship? Effectively, it's still calculated from the center of the ship -- just like turrets fired with half of your battleship outside optimal and half inside it all still are calculated as if they are right at optimal range, given the ship's center's location in space -- but the option to see missiles blast off towards targets would be awesome.

I'm not even asking for this to be mandatory -- just throw it in as an optional graphical tweak, like turret anims and, for that matter, projectile/laser/railgun graphic effects.

I was trying to find a cool picture of a Drake firing a volley of missiles, but go figure, no one has drawn that as fanart... yet. Still, that is my point -- CCP doesn't even need to necessarily add missile 'turrets', per se, but just add onto the textures missile points (see Crow, Caracal (look at the base of its "wings"), etc.) or use existing ones (Drake, of course). Again, all the math is still done assuming the center of the ship, the graphics just show (to the client, IE you) that the missiles are coming out of the hole where missiles are apparently supposed to come out of.

The only problem is with enemies behind you, or which you are orbiting, but it's not like missiles can't turn. I don't think people will complain that much that they get their hit logs slightly before the missile appears to hit, when they've been fine with turret hit logs appearing whenever they feel like it already...
Nova Fox
Novafox Shipyards
#2 - 2011-11-11 05:33:53 UTC
Missile Hardpoints have been explained before ill give you the summary.

1 there are ships that have missile launchers built into them most noticable rifter and drake, all launcher ships will have to be redesigend.

2 Missile creation is a bit akward leftover bit from the past and unfourtunately it seems its still there and they dont have a way around it as spawning a model (yes a model not a particle) at the edge of the sphere cuases weird things to happen like instanious bump to lightspeed and so far out of system it take a day to warp back.

3 the fact the missile is a model means it would require ai to make it do anything fancy thus increasing thier cpu.

4 missiles when shot are added to the systems inventory, tracked, used, then removed from system inventory.

5 there where launcher points on ships before but removed thus saving overal 2.5 cpu per ship per hardpoint removed, more left overs from the every module on ship project that was the bastard parent to my tech 2 ship looks alot different from my tech 1 version.

List goes on either way they are optimistic and would like to visit it when possible however the amount of resources required to accomplish this verses other things may dictate when they can get to it, Eve art teams are back logged to hell and back.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Goodgodyourface
Republic Military School
Minmatar Republic
#3 - 2011-11-11 05:43:55 UTC
Nova Fox wrote:
Missile Hardpoints have been explained before ill give you the summary.

1 there are ships that have missile launchers built into them most noticable rifter and drake, all launcher ships will have to be redesigend.

2 Missile creation is a bit akward leftover bit from the past and unfourtunately it seems its still there and they dont have a way around it as spawning a model (yes a model not a particle) at the edge of the sphere cuases weird things to happen like instanious bump to lightspeed and so far out of system it take a day to warp back.

3 the fact the missile is a model means it would require ai to make it do anything fancy thus increasing thier cpu.

4 missiles when shot are added to the systems inventory, tracked, used, then removed from system inventory.

5 there where launcher points on ships before but removed thus saving overal 2.5 cpu per ship per hardpoint removed, more left overs from the every module on ship project that was the bastard parent to my tech 2 ship looks alot different from my tech 1 version.

List goes on either way they are optimistic and would like to visit it when possible however the amount of resources required to accomplish this verses other things may dictate when they can get to it, Eve art teams are back logged to hell and back.


1.) Again, just take advantage of 'flat spaces' on any given missiles ships. Peg in some circles like with the Caracal, where you don't need actual "launchers" like the Drake has (although these can likely be added readily to some designs, see Crow compared to Condor). I admit, this is probably the hardest part of the design.

2.) Then just keep the points of light, just have them come from different parts. I'm not too concerned about seeing the missiles, I just want to see them launched.

3.) Unsure what you mean here, are you talking about CCP's servers requiring more calculations or something? Again, this can be client side, just like turret effects; and now, with misses being added in for turrets, you can't make the claim that weapons' animations must be precalculated, and always hit the same spot, because they won't anymore. If you're talking about in-game CPU, why would this affect anything? It's just a graphic. That's like saying the fact that turrets can pop in and out means that they have more CPU use in-game, since they do more than just shoot now.

4.) Then keep it as it is, where each missile is, FOR THE CLIENT, an individual object/point of light, but so far as the server is concerned, that volley is one moving object. Same as turrets volley-firing, and again, now that they can be programmed to miss for the clients' graphics, you can't argue that this is because they're 'easier' to depict.

5.) Again, are you talking about in-game? I'm not asking CCP to add missiles to every ship, nor do I want them to; similarly, I'm not asking for any sort of rebalance or mechanic change at all, just a visual one.
Nova Fox
Novafox Shipyards
#4 - 2011-11-11 06:06:38 UTC
Knowing the CCP art director he wouldnt stand for just plating over the old launchers.

Also there is a reason why the missile is a model, It has Health points. Which is why 2 has to continue to work the way it does. Having a model spawn at the locations where the launchers are may wind up perfectly spawning on the edge of the sphere causing the omg Plaid Drive to activate. The missile cluster itself is a singular model with the combined hp. The missile models are the source of the exhaust trails of the missiles.

The old launcher points where unused and had the phsyics engine not given them such greifing where all removed.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.