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Increase Warp Acceleration [Condensed]

Author
Taurich Vorsel
#61 - 2012-07-10 13:01:50 UTC
Kadeyoo wrote:
Totally +1


This makes sense from a balance point of view:

Interceptor or any fast warping ships (hull, rigs) should be able to get ahead of people with it's superior warp speed. At the moment "warp speed" is just a fancy number on your ships details, which has no meaningful impact on the game. But consideration of sub-warp statistics like Agility makes no sense here, since your warp drive takes over and breaks all Eve-Physics laws. Also it would present more of a tradeoff between subwarp and warp capabilities, so that Nanofiber Internal structures don't give you everything you could possibly want in a box.


--

The idea of instantly going into warp once "warp speed has been initiated" - the point at which the warp bubble is formed - is good. The graphics idea of leaving Star Trek-like trails is nice, but might be problematic due to copyrights.

However, the real big problem I see - and this is neither a technical or balance problem - is that instant warp will remove an immersion factor. If you look at celestials while warping, it gives you that feeling that you are really moving in a single system. There is no loading (not anything visible anyway) for the grid involved, there is no instant "Cyno feeling". It feels somewhat real. The user gets immersed.

This may not sound very important to the hardcore Eve player, but would be to CCP, due to their effort to immerse new players into the game more fully. All the recent graphics updates for weapons, richer and more dynamic backgrounds, the beginning of WiS - alll of that is proof that CCP definitely holds a vast interest in this. By giving instant warp speed, the relative movement of celestials would look bad, and feel unreal. Anyone who spends at least some minutes looking around the galaxy, missiles, turret animation every now and then for show - and admit it, even veterans still do this! - would to some degree prefer to keep the graphics cool the way they are.

A second big problem with instant warps would be short range warps, especially on grid warps. Right now due to acceleration and deceleration it is not instant, and takes a few seconds before you either become lockable or gain control of your ship. This is fine and it should stay that way.

As to my proposed solution:

Make the time it takes to reach optimal warp speed fixed, and tweak it as needed.

For the sake of the argument, let's just use a number of around 3 seconds, and let's compare the following unrigged hulls, and their rough respective warp times with my proposed change:

Formula used: (AU / Warp Speed) + (2 * 3s)
Freighter: 0.75AU/s
Battleship: 3AU/s
T1 frigate: 6AU/s
T2 interceptor: 13.5AU/s (I'm assuming Malediction/Raptor/Ares/Stiletto)

10AU:
Freighter: ~19s
Battleship: ~9s
T1 frigate: ~7s (little more)
T2 interceptor: ~7s (little less)

30AU:
Freighter: ~45s
Battleship: ~16s
T1 frigate: ~11s
T2 interceptor: ~8s

60AU:
Freighter: ~90s
Battleship: ~30s
T1 frigate: ~20s
T2 interceptor: ~10s

100AU:
Freighter: ~143s
Battleship: ~36s
T1 frigate: ~23s
T2 interceptor: ~13s

On-grid warps: 6s - no change to this!

This is just a random number to give you a taste, don't argue or discuss about the balance or imbalance in these numbers.

Immersion preserved, balance served - and opening more options. Making small ships in gangs more mobile and large gangs less mobile. And suddenly interceptor can actually intercept ships, by not just being fast and super squishy - but by being able to warp ahead of targets. It would make life in low/null/WH space a little bit (only a bit) dangerous and interesting, since interceptors actually gain more usage, being able to catch up to people and tackle them.

This is the best solution imo, acceleration simply being a fixed amount of time.
Probably easiest to implement (apart form removing acceleration altogether, which presents it's own can of worms)

Copine Callmeknau disappeared one day now we are left with Taurich Vorsel AKA BIZARRO COPE!

Elzon1
School of Applied Knowledge
Caldari State
#62 - 2012-07-10 16:51:44 UTC
+1 to this seeing as it needs some love from the devs.

Faster warp is a better warp.
a newbie
Kenbishi Heavy Industries Inc.
#63 - 2012-07-11 15:16:28 UTC  |  Edited by: a newbie
Kadeyoo wrote:
Totally +1


This makes sense from a balance point of view:

Interceptor or any fast warping ships (hull, rigs) should be able to get ahead of people with it's superior warp speed. At the moment "warp speed" is just a fancy number on your ships details, which has no meaningful impact on the game. But consideration of sub-warp statistics like Agility makes no sense here, since your warp drive takes over and breaks all Eve-Physics laws. Also it would present more of a tradeoff between subwarp and warp capabilities, so that Nanofiber Internal structures don't give you everything you could possibly want in a box.

The idea of instantly going into warp once "warp speed has been initiated" - the point at which the warp bubble is formed - is good. The graphics idea of leaving Star Trek-like trails is nice, but might be problematic due to copyrights.

However, the real big problem I see - and this is neither a technical or balance problem - is that instant warp will remove an immersion factor. If you look at celestials while warping, it gives you that feeling that you are really moving in a single system. There is no loading (not anything visible anyway) for the grid involved, there is no instant "Cyno feeling". It feels somewhat real. The user gets immersed.

This may not sound very important to the hardcore Eve player, but would be to CCP, due to their effort to immerse new players into the game more fully. All the recent graphics updates for weapons, richer and more dynamic backgrounds, the beginning of WiS - alll of that is proof that CCP definitely holds a vast interest in this. By giving instant warp speed, the relative movement of celestials would look bad, and feel unreal. Anyone who spends at least some minutes looking around the galaxy, missiles, turret animation every now and then for show - and admit it, even veterans still do this! - would to some degree prefer to keep the graphics cool the way they are.

A second big problem with instant warps would be short range warps, especially on grid warps. Right now due to acceleration and deceleration it is not instant, and takes a few seconds before you either become lockable or gain control of your ship. This is fine and it should stay that way.


--


As to my proposed solution:

Make the time it takes to reach optimal warp speed fixed, and tweak it as needed.

For the sake of the argument, let's just use a number of around 3 seconds, and let's compare the following unrigged hulls, and their rough respective warp times with my proposed change:

Formula used: (AU / Warp Speed) + (2 * 3s)
Freighter: 0.75AU/s
Battleship: 3AU/s
T1 frigate: 6AU/s
T2 interceptor: 13.5AU/s (I'm assuming Malediction/Raptor/Ares/Stiletto)

10AU:
Freighter: ~19s
Battleship: ~9s
T1 frigate: ~7s (little more)
T2 interceptor: ~7s (little less)

30AU:
Freighter: ~45s
Battleship: ~16s
T1 frigate: ~11s
T2 interceptor: ~8s

60AU:
Freighter: ~90s
Battleship: ~30s
T1 frigate: ~20s
T2 interceptor: ~10s

100AU:
Freighter: ~143s
Battleship: ~36s
T1 frigate: ~23s
T2 interceptor: ~13s

On-grid warps: 6s - no change to this!

This is just a random number to give you a taste, don't argue or discuss about the balance or imbalance in these numbers.

Immersion preserved, balance served - and opening more options. Making small ships in gangs more mobile and large gangs less mobile. And suddenly interceptor can actually intercept ships, by not just being fast and super squishy - but by being able to warp ahead of targets. It would make life in low/null/WH space a little bit (only a bit) dangerous and interesting, since interceptors actually gain more usage, being able to catch up to people and tackle them.




As I said in another thread I would give this poster a chance to read his material. I think going cannon with graphics is a bad idea. We are not trying to attract Star Trek or Star Wars players. EVE is making its own image. The other problem is while yes, no one knows what it WOULD actually look like, from a physics standpoint, we may be moving faster than light in this game, if you wanted to get technical, if we were moving faster than light we wouldnt see more then a pink floyd effect on our screen as IF you could move faster than light, your flying through it would almost resemble rain on the windshield. Imagine moving a camera through a laser beam. When your directly in it, you cannot see past it.

As far as the warp effect being instant, I guess it would depend on the physics. Are we accelerating or are we wormholing. Wormholes already exist in game and are not controllable by players. So I think the answer is that we are accelerating rather that instantly being at speed. If you REALLY wanted to get technical, if we warp faster than the speed of light, instead of making a graphical change, what we should be SEEING from across the solar system is visual information from minutes to hours ago. Though we don't have the ability to look at planets at that range other than with an Icon.

Please dont take this as a hostile post against the one I quoted, but please understand.. The people at CCP? They have some REAL space geeks. Im talking people with a LOT of experience. Trust in their input. Just because something is cannon like star trek and star wars warps, doesnt mean its logically sound.

Who knows, maybe they like the idea, but please take the above as a intellectual standpoint. There is too much Michael bay going on these days.

...um.. fire?

Drakarin
The Scope
Gallente Federation
#64 - 2012-07-12 01:52:21 UTC
Kadeyoo wrote:
Totally +1


This makes sense from a balance point of view:

Interceptor or any fast warping ships (hull, rigs) should be able to get ahead of people with it's superior warp speed. At the moment "warp speed" is just a fancy number on your ships details, which has no meaningful impact on the game. But consideration of sub-warp statistics like Agility makes no sense here, since your warp drive takes over and breaks all Eve-Physics laws. Also it would present more of a tradeoff between subwarp and warp capabilities, so that Nanofiber Internal structures don't give you everything you could possibly want in a box.


--

The idea of instantly going into warp once "warp speed has been initiated" - the point at which the warp bubble is formed - is good. The graphics idea of leaving Star Trek-like trails is nice, but might be problematic due to copyrights.

However, the real big problem I see - and this is neither a technical or balance problem - is that instant warp will remove an immersion factor. If you look at celestials while warping, it gives you that feeling that you are really moving in a single system. There is no loading (not anything visible anyway) for the grid involved, there is no instant "Cyno feeling". It feels somewhat real. The user gets immersed.

This may not sound very important to the hardcore Eve player, but would be to CCP, due to their effort to immerse new players into the game more fully. All the recent graphics updates for weapons, richer and more dynamic backgrounds, the beginning of WiS - alll of that is proof that CCP definitely holds a vast interest in this. By giving instant warp speed, the relative movement of celestials would look bad, and feel unreal. Anyone who spends at least some minutes looking around the galaxy, missiles, turret animation every now and then for show - and admit it, even veterans still do this! - would to some degree prefer to keep the graphics cool the way they are.

A second big problem with instant warps would be short range warps, especially on grid warps. Right now due to acceleration and deceleration it is not instant, and takes a few seconds before you either become lockable or gain control of your ship. This is fine and it should stay that way.

As to my proposed solution:

Make the time it takes to reach optimal warp speed fixed, and tweak it as needed.

For the sake of the argument, let's just use a number of around 3 seconds, and let's compare the following unrigged hulls, and their rough respective warp times with my proposed change:

Formula used: (AU / Warp Speed) + (2 * 3s)
Freighter: 0.75AU/s
Battleship: 3AU/s
T1 frigate: 6AU/s
T2 interceptor: 13.5AU/s (I'm assuming Malediction/Raptor/Ares/Stiletto)

10AU:
Freighter: ~19s
Battleship: ~9s
T1 frigate: ~7s (little more)
T2 interceptor: ~7s (little less)

30AU:
Freighter: ~45s
Battleship: ~16s
T1 frigate: ~11s
T2 interceptor: ~8s

60AU:
Freighter: ~90s
Battleship: ~30s
T1 frigate: ~20s
T2 interceptor: ~10s

100AU:
Freighter: ~143s
Battleship: ~36s
T1 frigate: ~23s
T2 interceptor: ~13s

On-grid warps: 6s - no change to this!

This is just a random number to give you a taste, don't argue or discuss about the balance or imbalance in these numbers.

Immersion preserved, balance served - and opening more options. Making small ships in gangs more mobile and large gangs less mobile. And suddenly interceptor can actually intercept ships, by not just being fast and super squishy - but by being able to warp ahead of targets. It would make life in low/null/WH space a little bit (only a bit) dangerous and interesting, since interceptors actually gain more usage, being able to catch up to people and tackle them.


No one is suggesting we remove celestial bodies from view while warping. Merely that you reach your top warp speed much much faster. You'll still see planets and stations, but only for less time. I think it's a small price to pay to have a more traditional form of warping. I'm not a fan of the slow pace. Everything in eve is terribly slow. I'm not suggesting switching out any game mechanics that really matter. This would just make warp speeds useful and fun.
Kadeyoo
Viziam
Amarr Empire
#65 - 2012-07-12 05:44:38 UTC
The concept of instantly going into warp has been discussed many times, in this thread and other threads. My analysis served both to address that problem, and be a general overhaul.

Next time read a posting, the context and the thread before going on a random unjustified rant.
Taurich Vorsel
#66 - 2012-07-19 15:22:50 UTC
a newbie wrote:
Kadeyoo wrote:
Totally +1


This makes sense from a balance point of view:

Interceptor or any fast warping ships (hull, rigs) should be able to get ahead of people with it's superior warp speed. At the moment "warp speed" is just a fancy number on your ships details, which has no meaningful impact on the game. But consideration of sub-warp statistics like Agility makes no sense here, since your warp drive takes over and breaks all Eve-Physics laws. Also it would present more of a tradeoff between subwarp and warp capabilities, so that Nanofiber Internal structures don't give you everything you could possibly want in a box.

The idea of instantly going into warp once "warp speed has been initiated" - the point at which the warp bubble is formed - is good. The graphics idea of leaving Star Trek-like trails is nice, but might be problematic due to copyrights.

However, the real big problem I see - and this is neither a technical or balance problem - is that instant warp will remove an immersion factor. If you look at celestials while warping, it gives you that feeling that you are really moving in a single system. There is no loading (not anything visible anyway) for the grid involved, there is no instant "Cyno feeling". It feels somewhat real. The user gets immersed.

This may not sound very important to the hardcore Eve player, but would be to CCP, due to their effort to immerse new players into the game more fully. All the recent graphics updates for weapons, richer and more dynamic backgrounds, the beginning of WiS - alll of that is proof that CCP definitely holds a vast interest in this. By giving instant warp speed, the relative movement of celestials would look bad, and feel unreal. Anyone who spends at least some minutes looking around the galaxy, missiles, turret animation every now and then for show - and admit it, even veterans still do this! - would to some degree prefer to keep the graphics cool the way they are.

A second big problem with instant warps would be short range warps, especially on grid warps. Right now due to acceleration and deceleration it is not instant, and takes a few seconds before you either become lockable or gain control of your ship. This is fine and it should stay that way.


--


As to my proposed solution:

Make the time it takes to reach optimal warp speed fixed, and tweak it as needed.

For the sake of the argument, let's just use a number of around 3 seconds, and let's compare the following unrigged hulls, and their rough respective warp times with my proposed change:

Formula used: (AU / Warp Speed) + (2 * 3s)
Freighter: 0.75AU/s
Battleship: 3AU/s
T1 frigate: 6AU/s
T2 interceptor: 13.5AU/s (I'm assuming Malediction/Raptor/Ares/Stiletto)

10AU:
Freighter: ~19s
Battleship: ~9s
T1 frigate: ~7s (little more)
T2 interceptor: ~7s (little less)

30AU:
Freighter: ~45s
Battleship: ~16s
T1 frigate: ~11s
T2 interceptor: ~8s

60AU:
Freighter: ~90s
Battleship: ~30s
T1 frigate: ~20s
T2 interceptor: ~10s

100AU:
Freighter: ~143s
Battleship: ~36s
T1 frigate: ~23s
T2 interceptor: ~13s

On-grid warps: 6s - no change to this!

This is just a random number to give you a taste, don't argue or discuss about the balance or imbalance in these numbers.

Immersion preserved, balance served - and opening more options. Making small ships in gangs more mobile and large gangs less mobile. And suddenly interceptor can actually intercept ships, by not just being fast and super squishy - but by being able to warp ahead of targets. It would make life in low/null/WH space a little bit (only a bit) dangerous and interesting, since interceptors actually gain more usage, being able to catch up to people and tackle them.




As I said in another thread I would give this poster a chance to read his material. I think going cannon with graphics is a bad idea. We are not trying to attract Star Trek or Star Wars players. EVE is making its own image. The other problem is while yes, no one knows what it WOULD actually look like, from a physics standpoint, we may be moving faster than light in this game, if you wanted to get technical, if we were moving faster than light we wouldnt see more then a pink floyd effect on our screen as IF you could move faster than light, your flying through it would almost resemble rain on the windshield. Imagine moving a camera through a laser beam. When your directly in it, you cannot see past it.

As far as the warp effect being instant, I guess it would depend on the physics. Are we accelerating or are we wormholing. Wormholes already exist in game and are not controllable by players. So I think the answer is that we are accelerating rather that instantly being at speed. If you REALLY wanted to get technical, if we warp faster than the speed of light, instead of making a graphical change, what we should be SEEING from across the solar system is visual information from minutes to hours ago. Though we don't have the ability to look at planets at that range other than with an Icon.

Please dont take this as a hostile post against the one I quoted, but please understand.. The people at CCP? They have some REAL space geeks. Im talking people with a LOT of experience. Trust in their input. Just because something is cannon like star trek and star wars warps, doesnt mean its logically sound.

Who knows, maybe they like the idea, but please take the above as a intellectual standpoint. There is too much Michael bay going on these days.

You know if you read his post you'll see he's not talking about startrekwars effects OR instant warp

Copine Callmeknau disappeared one day now we are left with Taurich Vorsel AKA BIZARRO COPE!

Bubanni
Center for Advanced Studies
Gallente Federation
#67 - 2012-07-19 21:23:07 UTC
What we really want is to reach max warp speed faster... so it matters... unlike now... how much faster I don't really care.. as long as there is a noticeable difference on small warps with intercepter vs battlecruiser

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Nemesis Factor
Deep Core Mining Inc.
Caldari State
#68 - 2012-07-20 00:29:42 UTC
I think the bigger issue isn't the warp speed near the middle of the trip, rather the initial acceleration/deceleration. I think there is too much time between being seen and being effective. If we could just leave and enter the grid in under a second after getting up to speed I would be happy.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#69 - 2012-08-04 00:15:31 UTC
up

There should be a rather awesome pic here

Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#70 - 2012-08-04 15:31:35 UTC
nep

There should be a rather awesome pic here