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Summary of complimentory additions to the manual control change (WSAD)

Author
Harry Saq
Republic University
Minmatar Republic
#1 - 2014-11-19 23:35:14 UTC
Summary of complimentary changes to make manual control that much more awesomer

Several of these were already mentioned by others in the devblog thread:

1- Add a camera reference that provides first person tracking of sorts (simply seeing in front of the ship without having to fiddle with the camera)
2- Some form of orientation reference when zoomed out, either on the tactical or a mini hud/zoom-in ship window, or both
3- Decouple an orientation for the ship so that there is no up or preferred orientation
4- Add two additional key-maps for roll (most joysticks allow you to twist for yaw control, while left and right determine roll)
5- Allow sliders or other inputs to determine speed (not sure if + - can be mapped to a joystick now or the mouse wheel)
6- Toggle mouse override hotkey option for fine mouse adjustments as needed
Harry Saq
Republic University
Minmatar Republic
#2 - 2014-11-19 23:35:56 UTC  |  Edited by: Harry Saq
reserved for additional feature recommendations....

Update Edit: 01-28-2015

For discussion reference see this video - http://youtu.be/4UieJcWI-YM (Frigate PvP in a Navy Slicer with analysis commentary)
Captain Davison
Malachi Keep Detachments
#3 - 2014-11-20 02:06:57 UTC
'Spinal' Guns in Light/Medium/Heavy variants for ships up to Battlecruiser size, with a fixed 45-90 degree cone of fire dead ahead. Implement a 'line up on target' command to the piloting AI, and allow pilots to manually fire in manual mode. These guns have higher alpha DPS, but more chance of missing the target the larger your ship is. Could give the players a chance to punch above their weight in certain situations, but requires them to have actual skills in piloting their ships to take advantage of these hard to use weapons.
FireFrenzy
Cynosural Samurai
#4 - 2014-11-20 09:52:23 UTC
The megathron and the naga could be designed specifically for a spine mounted railgun...
James Baboli
Warp to Pharmacy
#5 - 2014-11-20 09:54:50 UTC
FireFrenzy wrote:
The megathron and the naga could be designed specifically for a spine mounted railgun...

And if the rokh isn't just a big barrel shroud already, it would make a great one if we're making spinal the new meta.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#6 - 2014-11-20 09:58:34 UTC
The space sails on minmatar hulls turn out to be functional deflection field generators and shots which would have otherwise hit them along these vectors end up, well, deflected.

More seriously,
Add an option for locked targets to display a 1 tick cone of where they can be in the next second baring module activation/shutdown

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Ix Method
Doomheim
#7 - 2014-11-20 09:59:52 UTC
is allowing you to choose the direction of your orbit a thing? Test server too complicated, dunno. If not, it utterly should be.

Travelling at the speed of love.

James Baboli
Warp to Pharmacy
#8 - 2014-11-20 10:03:59 UTC
Ix Method wrote:
is allowing you to choose the direction of your orbit a thing? Test server too complicated, dunno. If not, it utterly should be.

not yet, except as the annoying work around of manually orbiting, which mostly doesn't respond quite well enough IMO.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Adrie Atticus
Caldari Provisions
Caldari State
#9 - 2014-11-20 11:51:34 UTC
So you want to make large arties/rails/beams track like small weapon systems?

Stop destroying the game with your fixation on turning eve into a twitch-based first person shooter.
TheExtruder
TheExtruder Corporation
#10 - 2014-11-20 13:06:33 UTC
For example if you click 'orbit 500m' on your enemy. There should be a camera you can switch to when you are manually controlling so that you can manually follow a preset/charted course. Which means there needs to be markers on the screen that you can follow. The question is what would be the advantage of taking manual control on a precharted course? There should be a bonus involved in taking manual control, some kind of advantage one can gain over the opponent for all that trouble and extra work. Im thinking an agility bonus or even an ability to make short bursts forward to make it easier for you to stay on course while also being able to accelerate from 0-1000m/s faster than you would on 'autopilot'
Jur Tissant
Garoun Investment Bank
Gallente Federation
#11 - 2014-11-20 13:40:14 UTC  |  Edited by: Jur Tissant
Let's remember what EVE is, it's not a first person flight sim, the WASD controls are fixing a fairly terrible manual movement system but shouldn't be taken to that much depth. That said, cockpit view might be a cool gimmick for pretty views...
Adrie Atticus
Caldari Provisions
Caldari State
#12 - 2014-11-20 14:39:10 UTC
Jur Tissant wrote:
Let's remember what EVE is, it's not a first person flight sim, the WASD controls are fixing a fairly terrible manual movement system but shouldn't be taken to that much depth. That said, cockpit view might be a cool gimmick for pretty views...


You're not in a cockpit when you fly, you're in a pod at the middle of the ship surrounded by loads of wires with a simulated space being fed into your brain.
Ix Method
Doomheim
#13 - 2014-11-20 15:07:44 UTC
TheExtruder wrote:
The question is what would be the advantage of taking manual control on a precharted course? There should be a bonus involved in taking manual control, some kind of advantage one can gain over the opponent for all that trouble and extra work. Im thinking an agility bonus or even an ability to make short bursts forward to make it easier for you to stay on course while also being able to accelerate from 0-1000m/s faster than you would on 'autopilot'

Colour me genuinely curious, why do you play Eve? All your suggestions seem to involve completely changing fundamental parts the game, guess I'm wondering why you don't play something else instead?

Travelling at the speed of love.

MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#14 - 2014-11-20 15:16:58 UTC
Harry Saq wrote:
Summary of complimentary changes to make manual control that much more awesomer

Several of these were already mentioned by others in the devblog thread:

1- Add a camera reference that provides first person tracking of sorts (simply seeing in front of the ship without having to fiddle with the camera)
2- Some form of orientation reference when zoomed out, either on the tactical or a mini hud/zoom-in ship window, or both
3- Decouple an orientation for the ship so that there is no up or preferred orientation
4- Add two additional key-maps for roll (most joysticks allow you to twist for yaw control, while left and right determine roll)
5- Allow sliders or other inputs to determine speed (not sure if + - can be mapped to a joystick now or the mouse wheel)
6- Toggle mouse override hotkey option for fine mouse adjustments as needed

While I support ideas like the OP, some of the replies on this one are getting a bit too outlandish.

Part of why some people are making a fuss over adding the keyboard directional controls is because they fear EVE will eventually evolve into some of what's being posted here with the idea of manual weapon aiming and "spinal railguns" and other such things.

EVE is a point-and-click game, yes, but I and many others believe it should stay that way. I like changes such as the ones proposed in the OP because they firmly establish manual operation as an alternative to clicking buttons, but still mean that someone who clicks buttons isn't left at a disadvantage.

The idea here - as it appears to be from what we've seen so far - is to provide players with more options for how to play EVE, not force a change in how EVE is played.

Rattati Senpai noticed us! See you in the next FPS!

Alts: Saray Wyvern, Mobius Wyvern (Dust 514)

TheExtruder
TheExtruder Corporation
#15 - 2014-11-20 16:31:46 UTC
Ix Method wrote:
TheExtruder wrote:
The question is what would be the advantage of taking manual control on a precharted course? There should be a bonus involved in taking manual control, some kind of advantage one can gain over the opponent for all that trouble and extra work. Im thinking an agility bonus or even an ability to make short bursts forward to make it easier for you to stay on course while also being able to accelerate from 0-1000m/s faster than you would on 'autopilot'

Colour me genuinely curious, why do you play Eve? All your suggestions seem to involve completely changing fundamental parts the game, guess I'm wondering why you don't play something else instead?


trolling other trolls on the forums how original. Quick gather my tears!
Ix Method
Doomheim
#16 - 2014-11-20 17:00:33 UTC
Have no idea who you are, just noticed you taking it to people advocating roaming in the Dojos thread, suggesting safe overheating and magic buffs for manual piloting.

You seem to be for a game with instanced, twitch-ie dogfighting and safeguards to stop you ******* up too much, just seems an odd fit. Hence the question Smile

Travelling at the speed of love.

Harry Saq
Republic University
Minmatar Republic
#17 - 2014-11-20 20:45:49 UTC  |  Edited by: Harry Saq
I agree that alot of the manual features eluded to here would add some spice, but in terms of baby steps, the changes I captured were trying to keep in spirit with what eve is now, and just make the joystick control more relevant, and actually easier. Having the ship want to rotate to a set position (when at rest and it settles back to the system orientation) actually makes minor navigation quite annoying. I spend most my time zoomed out, and never really have situational awareness of my direction at any given time (unless ofcourse I am aligning for the gtfo, or trying to kite of course).

The changes mentioned above have short term changes in mind, that will allow manual control making sense and getting us from a submarine captain mentality, to a space ship captain mentality.

However, all that being said, the add-in commentary regarding manual spine like weapons are not game breaking right now anyway, they are just different variations on what bombs are now. A bomb goes in a straight line vetor out the front of a ship and blows up at a range without ever locking or tracking. No reason not to have a variety of those types of weapons in the form of the weapons types we use now (projectiles hybrids, lasers, missiles). I welcome a low transversal ship approaching me as a nice juicy target for my drones or targeting (requires locking on) weapons ;). But at the same time would find it equally compelling to try and line up and fire manually at folks. It wouldn't be a first person shooter, just a different type of weapon and another element to game play like the stealth bomber is now.

....and finally, yes, we are in pods in the belly of the ship (even though frigs and other ships clearly have cockpits...derp) and are fed neural data to more effectively control our minimized crews. So all perspectives would follow that they are from the external camera or fixed cameras on the ship to provide reference for the pod pilot. There is no reason this can't be mega-awesome and add all kinds of variety to the game for future scope features, that allow for the point and click commander as well as the manual control pilots among us (Ryker did use the Enterprise as a crop duster for the love of God ;) ).
TheExtruder
TheExtruder Corporation
#18 - 2014-11-22 16:34:02 UTC  |  Edited by: TheExtruder
The nr1 issue with WASD manual control is for it to give the desired effect (third person control) you need to be zoomed in on your ship quite a lot, which means you will be at a big disadvantage in terms of situational awareness and having a birds view of the battlefield (which is like 90% of the time i spend zoomed out)

Idea: if we have the ability to assign destinations to each WASD button then that means we can quickly align ourselves or warp to a preassigned destination. For example if i assign button A to planet5 and then i click A once which means 'align to planet5'. If i tap A twice then it means 'warp to planet5'

While this idea removes complete manual control (if you decide to assign the buttons to specific destinations). I guess thats thw beauty of WASD that its instinctual and natural use for navigation, but who says it HAS to be 100% manual control, are there any reasons we shouldnt be able to assign specific destinations to those buttons? It would help the pvp vets to appreciate the manual control and i have no doubt it will eventually develop into a pretty cool and useful mechanic
Harry Saq
Republic University
Minmatar Republic
#19 - 2014-11-26 18:50:04 UTC
TheExtruder wrote:
The nr1 issue with WASD manual control is for it to give the desired effect (third person control) you need to be zoomed in on your ship quite a lot, which means you will be at a big disadvantage in terms of situational awareness and having a birds view of the battlefield (which is like 90% of the time i spend zoomed out)

I agree for the most part, however, that is the purpose of main point number 2 in the OP. Where someone is zoomed out scoping the battlefield (well, fighting grid to be accurate) you are more focused on macro-movements and will more likely orbit, align to, or even use manual but much less liberally to make adjustments to obits etc. In cases where you need to see the bigger picture, such as FC's or anchors you have an alt providing a cloaked perched set of eyeballs anyway.

Off-Topic Warning
That being said, it is nice that CCP acknowledged our use of multiple accounts and supported it, but I do think all mechanics that are negated and or done easier with multiple accounts are bad mechanics and should be moved away from. I personally have three accounts and feel to be any good at anything you absolutely need multiple accounts. In arguing for removing clone costs, one of the devs said mechanics that provide a choice that really isn't a choice (i.e. there is no benefit to not choosing one over the other, and you pretty much only ever want to pick a certain one) is a bad mechanic and should be removed or changed. I feel very similarly if not the exact same regarding multiple accounts. Most of what I do with alts can be achieved through other means (remote surveillance probes for cloaky eyes/scout, NPC hired help or remote control ships for moving stuff etc). All mechanics we use to be better while using multiple accounts (that aren't force multipliers) could be made irrelevant by new or modifications to mechanics.

The reason I think alot of people are resistant to the idea of a first person perspective is that EVE is more about space commandering, over fighter pilot jockey type fighting (in most cases, where fast tackle frigates and bombers would be examples of exceptions). I agree that for me, what makes EVE unique and always pulls me back, is that I am not just a space pilot, but a commander of an empire as big or small as I make it. My alts represents extensions of that empire. Any implementation of WSAD would need to keep this in mind, and I think the summary captured does this.

TheExtruder wrote:
Idea: if we have the ability to assign destinations to each WASD button then that means we can quickly align ourselves or warp to a preassigned destination. For example if i assign button A to planet5 and then i click A once which means 'align to planet5'. If i tap A twice then it means 'warp to planet5'


Keymapping can be pretty much done according to user preference anyway, and CCP would just be unlocking/creating the ability and setting default keys, so they don't have to be WSAD. I say that so it is clear they are mutually exclusive control mechanisms. I think this would be another feature entirely where essentially what you are really doing is creating hot keys for how we already navigate (i.e. right click - align, orbit, or keep at range etc). So perhaps adding a menu option to hotkey the action when right clicking might be a simple way to implement it, but I think that is an entirely different feature, and deserves its own topic. I like the idea by the way.
Harry Saq
Republic University
Minmatar Republic
#20 - 2014-11-28 23:07:23 UTC
Here is the feature demonstrated by JonnyPew...

https://www.youtube.com/watch?v=LlgTZQtwpQQ

I stand by the recommended features to make this better over time...
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