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Player Features and Ideas Discussion

 
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Increase Warp Acceleration [Condensed]

Author
Chicken Pizza
One-man Armada
#21 - 2012-04-12 16:47:01 UTC
+1 I've always wondered why all ships accelerate and decelerate at the exact same rate.
Callic Veratar
#22 - 2012-04-12 17:25:12 UTC
I've proposed similar ideas in the past.

I like the idea of ships having NO acceleration time. Once they've aligned they disappear like Star Trek warp or Star Wars light speed. The ship is just gone with engine trails fading off on the launch vector.

The trade off would need to be a significant reduction in max warp speed (an average 1AU/s would make a 20AU jump about the same duration).

My other idea was to change the warp drive spool up from velocity measure to a separate timer. A ship could spool the warp drive without needing to move around. For example a hulk could sit in a belt with it's warp drive read to escape gankers without needing a second support ship webbing it to keep it in range of the asteroids while aligned to a celestial.

An advantage of the second point is that velocity (in the direction towards the celestial) could be conserved through a warp.
Admiral Lysander
Deep Core Mining Inc.
Caldari State
#23 - 2012-04-12 17:45:53 UTC
mxzf wrote:
I believe agility mods affect both the sub-warp and warp-speed acceleration. Maybe try fitting some nanos or such and see if that makes a difference.


lol told u

so who doesnt know the difference ?
Tippia
Sunshine and Lollipops
#24 - 2012-04-12 17:59:09 UTC
They have been wanting to do this for quite some time, but it's one of those “the guy who coded the warp mechanics is the only one who understands it” issues. As in, it was done in 2001 and has never seen the light of day since… P

Fixing this would require them ripping apart the entire physics simulation, figuring out what does what, changing stuff, putting it back together, and praying that it worked. It will probably happen some day, but it's such an invasive fix in a critical (and yet largely unknown) part, that it would either have to be a very high priority, or something that a single dev decided to do on his own without any direction or support from above.

Yes, it would be nice if warp acceleration — hell, warp speed to begin with, for short-to-mid range jumps — mattered more. It's just, apparently, a really messy issue to fix. Cry
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#25 - 2012-04-13 04:07:34 UTC
Tippia wrote:
They have been wanting to do this for quite some time, but it's one of those “the guy who coded the warp mechanics is the only one who understands it” issues. As in, it was done in 2001 and has never seen the light of day since… P

Fixing this would require them ripping apart the entire physics simulation, figuring out what does what, changing stuff, putting it back together, and praying that it worked. It will probably happen some day, but it's such an invasive fix in a critical (and yet largely unknown) part, that it would either have to be a very high priority, or something that a single dev decided to do on his own without any direction or support from above.

Yes, it would be nice if warp acceleration — hell, warp speed to begin with, for short-to-mid range jumps — mattered more. It's just, apparently, a really messy issue to fix. Cry

Oh that's probably the last thing I wanted to hear on the subject :/

It stands to reason though, CCP is notorious for uhhhh, 'losing track' of how certain things function :p

There should be a rather awesome pic here

Astroniomix
School of Applied Knowledge
Caldari State
#26 - 2012-04-13 04:18:15 UTC
Copine Callmeknau wrote:
Tippia wrote:
They have been wanting to do this for quite some time, but it's one of those “the guy who coded the warp mechanics is the only one who understands it” issues. As in, it was done in 2001 and has never seen the light of day since… P

Fixing this would require them ripping apart the entire physics simulation, figuring out what does what, changing stuff, putting it back together, and praying that it worked. It will probably happen some day, but it's such an invasive fix in a critical (and yet largely unknown) part, that it would either have to be a very high priority, or something that a single dev decided to do on his own without any direction or support from above.

Yes, it would be nice if warp acceleration — hell, warp speed to begin with, for short-to-mid range jumps — mattered more. It's just, apparently, a really messy issue to fix. Cry

Oh that's probably the last thing I wanted to hear on the subject :/

It stands to reason though, CCP is notorious for uhhhh, 'losing track' of how certain things function :p

Codding things like this SUCKS. Any program as massive as EVE inevitably has sections of code tied to everything else that would break everything if someone tried to "fix" it.
Zarere
The Scope
Gallente Federation
#27 - 2012-04-13 09:04:31 UTC
+1 for this, fast warping speeds are useless when we're talking short distances.
Maximus Aerelius
PROPHET OF ENIGMA
#28 - 2012-04-13 09:23:20 UTC
Callic Veratar wrote:
My other idea was to change the warp drive spool up from velocity measure to a separate timer. A ship could spool the warp drive without needing to move around. For example a hulk could sit in a belt with it's warp drive read to escape gankers without needing a second support ship webbing it to keep it in range of the asteroids while aligned to a celestial.


"Spool up the FTL...JUMP!"
Meditril
Hoplite Brigade
Ushra'Khan
#29 - 2012-04-13 11:21:05 UTC
Guys be careful with your whishes. As far as I know there is a reason why acceleration and especially deacceleration from warp is so slow and independent form your Warp Speed. When you come out from warp then the deacceleration speed defines how long it takes from entering the grid to being vulnerable. If the deacceleration time will be shortened too much than you will be at risk to land on grid and getting vulnerable while your overview is still not competely loaded... this is not funny especially if you get insta popped just because you are lagged.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#30 - 2012-04-13 12:51:59 UTC
Meditril wrote:
Guys be careful with your whishes. As far as I know there is a reason why acceleration and especially deacceleration from warp is so slow and independent form your Warp Speed. When you come out from warp then the deacceleration speed defines how long it takes from entering the grid to being vulnerable. If the deacceleration time will be shortened too much than you will be at risk to land on grid and getting vulnerable while your overview is still not competely loaded... this is not funny especially if you get insta popped just because you are lagged.

Not exactly true, when you have finished your warp, you continue to be untargettable for several seconds, or until you give your ship a command.

This should allow all but the most obselete computers to load all elements before becoming shootable, even if the decel time were greatly reduced.

There should be a rather awesome pic here

Buzzy Warstl
Quantum Flux Foundry
#31 - 2012-04-13 13:30:03 UTC
It would work well if Warp acceleration was changed from constant rate to constant time.

i.e. instead of accelerating 0.25AU/s^2 you accelerated to your top warp speed in 5 seconds.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

James Amril-Kesh
Viziam
Amarr Empire
#32 - 2012-04-13 19:16:54 UTC
Buzzy Warstl wrote:
It would work well if Warp acceleration was changed from constant rate to constant time.

i.e. instead of accelerating 0.25AU/s^2 you accelerated to your top warp speed in 5 seconds.

The acceleration isn't constant either. As the warp begins the acceleration increases until top speed is reached, and as you come out of warp the beginning of the deceleration phase is peak and deceleration slows after that.

Enjoying the rain today? ;)

Markus Reese
Deep Core Mining Inc.
Caldari State
#33 - 2012-04-13 19:35:33 UTC
Tarn Kugisa wrote:
I hate how warping feels more like a slingshot effect. It should be instant
+1


QFT: More zoomzoomzoom, less, lethargic acceleration

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#34 - 2012-04-13 19:41:33 UTC
I agree with the OP, not because warping faster is better, but because the difference in warp speeds between ships of different types should be more meaningful.
Kahega Amielden
Rifterlings
#35 - 2012-04-13 19:49:10 UTC
Rather than universally doubling it, just change the acceleration rate based on max speed. The current warp velocity should even out at ships which warp at 3 AU/s. Ships with 6 AU/S (e.g. frigates) should accelerate notably faster.
Doctor Mabuse
Republic University
Minmatar Republic
#36 - 2012-04-14 18:53:23 UTC
A few years back one of the Devs (I can't remember which one) sat down and answered multiple pages of questions and this was one of the issues that came up. He though that speeding up the acceleration to max warp speed was an excellent idea and promised to find out if it was possible. I guess Tippia's post above reveals why it is not.

A shame really as it would make a nice difference, especially for interceptors and interdictors chasing down an evasive gang.
Tobiaz
Spacerats
#37 - 2012-04-14 19:36:28 UTC
One big downside of this, is the fact that it would make travel even faster then it already is.

Why not simply slash all warp-speeds so the top-speed is achieved more often, making a difference that way? Too fast travel is the main culprit behind blobbing and superhubs.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

James Amril-Kesh
Viziam
Amarr Empire
#38 - 2012-04-14 19:41:01 UTC
Tobiaz wrote:
One big downside of this, is the fact that it would make travel even faster then it already is.

Why not simply slash all warp-speeds so the top-speed is achieved more often, making a difference that way? Too fast travel is the main culprit behind blobbing and superhubs.

That doesn't make any sense. Blobbing is going to happen no matter how fast your ships move, and so will superhubs (I don't even see how that's a problem anyhow).
Do you think people are going to enjoy spending five minutes warping across a system?

Enjoying the rain today? ;)

Tobiaz
Spacerats
#39 - 2012-04-14 20:06:38 UTC  |  Edited by: Tobiaz
James Amril-Kesh wrote:
Tobiaz wrote:
One big downside of this, is the fact that it would make travel even faster then it already is.

Why not simply slash all warp-speeds so the top-speed is achieved more often, making a difference that way? Too fast travel is the main culprit behind blobbing and superhubs.

That doesn't make any sense. Blobbing is going to happen no matter how fast your ships move, and so will superhubs (I don't even see how that's a problem anyhow)
Do you think people are going to enjoy spending five minutes warping across a system?


You are wrong.

[edit] And it's hilarious how you yourself give the argument why you are wrong Lol

Before warp-to-0 and the highway gates there was much less blobbing, even taking in account the lower population numbers. Manufactory hubs like Nonni, Algogille and even later Niyabainen never grew into actual superhubs like Yulai and now Jita where people mass together simply because that's where people mass together.

Yes people will hate it if they flying through a system takes longer so they can't go and shop in Jita within 20-30 minutes no matter where they are. But that's exactly the reason why they shouldn't.

Instead of flying 4 regions over, they'll pay a bit more for someone producing the items closer-by. And this will then stimulate manufacturers not to move all their stuff to Jita all the time where they have to -0.01 their sell orders every 5 minutes, because they will have more actual customers in their own region and won't have to compete over them with half the producers in empire.

And instead of flying completely across the map to find enemies you'll more likely to stay closer to home and pick a fight with your direct neighbours (who then also can't simply vanish to the other side of the map on a whim). Just look at the fight now happening in Venal and Tenal. There is simply NO WAY alliances like TEST and AAA that live on the other side of the map would be so eager to add big numbers to the blob fighting all the way in the North, if they were still travelling with no jump/titan bridges, and only could warp-to-0 on instas. Ergo: easy travel = bigger blobs

Saying that people will blob no matter what, is ludicrous. Yes people will always try to gather numbers as much as possible, but it IS capped, and very effectively, by traveltime.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#40 - 2012-04-15 06:56:39 UTC
Tobiaz wrote:
James Amril-Kesh wrote:
Tobiaz wrote:
One big downside of this, is the fact that it would make travel even faster then it already is.

Why not simply slash all warp-speeds so the top-speed is achieved more often, making a difference that way? Too fast travel is the main culprit behind blobbing and superhubs.

That doesn't make any sense. Blobbing is going to happen no matter how fast your ships move, and so will superhubs (I don't even see how that's a problem anyhow)
Do you think people are going to enjoy spending five minutes warping across a system?


You are wrong.

[edit] And it's hilarious how you yourself give the argument why you are wrong Lol

Before warp-to-0 and the highway gates there was much less blobbing, even taking in account the lower population numbers. Manufactory hubs like Nonni, Algogille and even later Niyabainen never grew into actual superhubs like Yulai and now Jita where people mass together simply because that's where people mass together.

Yes people will hate it if they flying through a system takes longer so they can't go and shop in Jita within 20-30 minutes no matter where they are. But that's exactly the reason why they shouldn't.

Instead of flying 4 regions over, they'll pay a bit more for someone producing the items closer-by. And this will then stimulate manufacturers not to move all their stuff to Jita all the time where they have to -0.01 their sell orders every 5 minutes, because they will have more actual customers in their own region and won't have to compete over them with half the producers in empire.

And instead of flying completely across the map to find enemies you'll more likely to stay closer to home and pick a fight with your direct neighbours (who then also can't simply vanish to the other side of the map on a whim). Just look at the fight now happening in Venal and Tenal. There is simply NO WAY alliances like TEST and AAA that live on the other side of the map would be so eager to add big numbers to the blob fighting all the way in the North, if they were still travelling with no jump/titan bridges, and only could warp-to-0 on instas. Ergo: easy travel = bigger blobs

Saying that people will blob no matter what, is ludicrous. Yes people will always try to gather numbers as much as possible, but it IS capped, and very effectively, by traveltime.

The man talks sense

Significantly reducing top warp speed on all vessels resolves the warp speed difference issue, without needing to turn EVE's code inside out. Plus there are these other benefits outlined above

Of course there are bound to be some downsides, one of which is the huge amount of time incoming ships will be on dscan for

There should be a rather awesome pic here