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Anubis Xian
Reavers
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Posted - 2010.11.28 04:51:00 -
[31]
Tentative support.
When a warp drive is being charged, the ship should not be allowed to change vector.
~I only speak OOC~
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
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Kabaal S'sylistha
Technomage Trilogy Comrades-Of-Two
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Posted - 2010.11.28 05:09:00 -
[32]
I don't exactly understand why people prefer the acceleration mechanic to one that is effectively the same for initiating the warp, but better in other areas.
With the instant effect of dewarp you can remove the delays on targeting after warp for both sides. Disconnecting warp from acceleration does take away the whole stasis web trick to launch ships off faster, but there's nothing wrong with that in my book. It could also potentially lead to further ship stat differentiation with non-warp acceleration and warp drive charge time.
Supported -More Pewpew, Less QQ- |
Private Martin
Caldari
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Posted - 2010.11.28 06:29:00 -
[33]
I support the graphical changes, however I do not support the changes in mechanics.
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Sigras
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Posted - 2010.11.28 08:55:00 -
[34]
+1 i fully support.
Additionally, I would increase the acceleration time to get to maximum warp giving the ships with >3 AU/s warp speed a real advantage, not only one in >40 AU systems
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Arklan1
Dunedain Rangers
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Posted - 2010.11.28 10:29:00 -
[35]
oh baby hells yes.
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Zelot Blueice
XTC Cartel
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Posted - 2010.11.28 10:35:00 -
[36]
OH YES! This is actually the most logical and realistic warp feature I could think of. It makes sense the rapid deceleration and accelerleration. ____________________________________________ POS Management Proposal |
Master Flakattack
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Posted - 2010.11.28 14:27:00 -
[37]
Originally by: Moleculor Edited by: Moleculor on 28/11/2010 04:40:42 I'm going to support this, but not so much the mechanics changes. Honestly, just decreasing acceleration/deceleration times when you're aligned and at 75% speed would probably be enough.
Pretty much this. Keep the method for achieving warp the same (the game has been balanced for the current method) but have the ship just punch off/suddenly come out of warp. It would shorten warp time by only a few seconds and the effect would be so worth it.
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Mibad
Sickle Moon
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Posted - 2010.11.28 17:47:00 -
[38]
Edited by: Mibad on 28/11/2010 17:47:40 +1 for warp drive punchyness.
Mechanics mmmmm let ccp figure that out. Would be nice feel more awesome when you click warp :)
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Alexander Third
Crystal Industries
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Posted - 2010.11.28 18:09:00 -
[39]
Agree with both graphics and mechanics changes.
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Wu Jiaqiu
Dreddit Test Alliance Please Ignore
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Posted - 2010.11.28 21:32:00 -
[40]
Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
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galphi
Wrecking Shots -Mostly Harmless-
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Posted - 2010.11.28 23:40:00 -
[41]
Yeah I'd love to see the acceleration/deceleration process sped up a lot. Not sure I agree with everything in the OP but anything would be an improvement over the current system.
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Thyme Waster
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Posted - 2010.11.29 01:06:00 -
[42]
Originally by: Wu Jiaqiu Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
Because bumping matters, that's why. This would pretty much eliminate bumping, as written, and that is a bad thing.
And it would also allow people to pre-align and then not move, e.g., miners in a belt could "charge-up" their warp drives, and continue to mine / stay in range of their rocks, then bolt as soon as someone shows up.
Basically it removes any downside to pre-aligning.
Also, OP doesn't very clearly state that if you pre-align to something, then click to warp to something in the same linear path that your "charge-up" will still work.
Visual effects are nice, make the game shiny. But leave the warp mechanic alone.
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LF9000
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Posted - 2010.11.29 04:11:00 -
[43]
Originally by: Thyme Waster
Originally by: Wu Jiaqiu Edited by: Wu Jiaqiu on 28/11/2010 21:32:21
Originally by: LtCommander Tarkin Fully agree. The change in mechanics isn't any different from how they are now. Instead of align time we have charge up length.
Our ships "tumble" out of warp anyway. I don't see why aligning matters.
Because bumping matters, that's why. This would pretty much eliminate bumping, as written, and that is a bad thing.
And it would also allow people to pre-align and then not move, e.g., miners in a belt could "charge-up" their warp drives, and continue to mine / stay in range of their rocks, then bolt as soon as someone shows up.
Basically it removes any downside to pre-aligning.
Also, OP doesn't very clearly state that if you pre-align to something, then click to warp to something in the same linear path that your "charge-up" will still work.
Visual effects are nice, make the game shiny. But leave the warp mechanic alone.
You only charge up when you click "warp"
Not when you align. Werd. |
DarkAegix
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Posted - 2010.11.29 05:03:00 -
[44]
I support cooler warping effects, but leave the mechanics alone.
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Sed Man
Deus Imperiosus Acies
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Posted - 2010.11.29 05:35:00 -
[45]
Originally by: DarkAegix I support cooler warping effects, but leave the mechanics alone.
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Spugg Galdon
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Posted - 2010.11.29 13:38:00 -
[46]
I would much prefer this kind of warping mechanic. You would have a real "shock" effect of ships landing. You may want to add "trails" to ships warping off so that their destination can still be tracked.
The biggest problem with punching straight up to maximum warp speed is the old session change timer. You will be stuck at many gates, unable to jump, simply because your session change timer is still active when you arrive at the gate. Will be even more frustrating than it is now but their may be a work around.
All in all I agree with the proposal as an idea for change
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Jai Di
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Posted - 2010.11.29 16:03:00 -
[47]
I would prefer this to how it is now. Especially if it goes from 100~ m/s to 3 au/s almost instantly, rather than the long build up.
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Anubis Xian
Reavers
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Posted - 2010.11.29 16:46:00 -
[48]
Originally by: Spugg Galdon I would much prefer this kind of warping mechanic. You would have a real "shock" effect of ships landing. You may want to add "trails" to ships warping off so that their destination can still be tracked.
The biggest problem with punching straight up to maximum warp speed is the old session change timer. You will be stuck at many gates, unable to jump, simply because your session change timer is still active when you arrive at the gate. Will be even more frustrating than it is now but their may be a work around.
All in all I agree with the proposal as an idea for change
You wouldn't instantly arrive at the other gate. You would still travel at warp speed to and from each celestial, you just enter and exit warp instantly(?).
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
Join Reavers |
Seamus Donohue
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Posted - 2010.11.29 23:05:00 -
[49]
I support the graphics change.
I am in favor of reducing or eliminating the exponential ramp-up and ramp-down at warp speed. Alternately, I support scaling the duration of the ramp-up and ramp-down periods with the warp speed (that is, ships that warp at 13.5 AU/s have two-ninths the exponential ramp times of ships with 3.0 AU/s warp speed).
I am undecided on the proposed aligning mechanics. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
GeeShizzle MacCloud
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Posted - 2010.11.30 03:05:00 -
[50]
this is a cool proposal and would add some really good dynamicism to some elements of the game.
i can see why some people dont like the mechanical change, but i think theres some confusion...
warp charge time would require total alignment and is a replacement to the slow ramp up in speed when a target is invunerable in warp. whether bumping could occur at that point is debatable.. as physically a warp bubble would be acting on the ship. any1 talking about bumping to prevent warp would have had the oppertunity to do so normally, u cant bump forever guys! the charge time should be indicated by an effect similar (but not related to) being webbed etc...
its the rapid deceleration that i think could be an issue cause the data collection and display of graphical elements elements would have to be almost instant client side. at the moment its ramped up and the clinet computer is allowed time to crunch numbers to display properly. how a sudden punch in to full graphics would work with many computers would be debatable. as well as the effects of someones ship idle in space for a second or two while their computer catches up, could result in some rage! in a perfect world id be 2 thumbs up.. 2 big toes up and another but its gonna need a lil more deep thought to see if it's gonna work well in biiiig fights when ur computer has to sweat profusely to crunch numbers rediculoously fast to stop u idling.
the only way i can see is if your computer starts the number crunching to display everything properly early before the server tells everyone else ur there. that can spiral a lil out of control with client computers crunching numbers for a scene thats not fully composed, due to other players clients not identifying themselves there.
all in all we would need a LOT more info on actually HOW the client and server communicates to see if the load would work without lag or excessive idle times, to see if theres room to squeeze this in! and that can ONLY be done by having a CSM raise it to the devs at CCP.
for that reason alone... +1 from me for sure!! CSM Prop 1 CSM Prop 2 |
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GeeShizzle MacCloud
Caldari
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Posted - 2010.11.30 20:41:00 -
[51]
just realised this warp change would also practically remove the appearance of 'no-clipping' through stations and ships etc when u go into warp! that always bugged me!
:) CSM Prop 1 CSM Prop 2 |
Red Raider
Evil Dead L.L.C. DEM0N HUNTERS
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Posted - 2010.12.01 00:13:00 -
[52]
Why mess with warp initiation at all? Why not just make it so that the existing mechanics in the game still function exactly as they do now but eliminate warp acceleration and deceleration with a corresponding change to warp speed. This way it will still take approximately the same time to get from point a to point b but a ship like a frigate will get there long before a battleship where as right now it may still win that race but its nothing close to what it would be considering the difference in warp speed of the two hulls.
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Halione
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Posted - 2010.12.01 02:36:00 -
[53]
agree with the acceleration speed up and graphic changes. mechanics can be introduced later... but i want the graphic change NOW!!!
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Spugg Galdon
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Posted - 2010.12.01 12:20:00 -
[54]
@ Anubis:
You would (almost) instantly be at maximum warp and land at your destination much sooner than in current mechanics. This would lead to you out running your session timer and getting stuck on gates when in transit. I can do it now in an interceptor. Either 1/2 the sesion change timer to reduce this problem or reduce maximum warp speeds (your transit time in warp will still be similar due to near zero accel/decel times) or maybe a bit of both
@ Gee****zle:
The client should know where it is going to land from entering warp. Why can't the client begin to query the server as to what is on grid at the destination and "buffer" the load up?
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Scout1111
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Posted - 2010.12.02 08:08:00 -
[55]
This would make surprise ganks a lot more scarier. Ship instantly falls out of warp right next to you with a resounding thud and oh dear there goes my shield.
Please do this CCP.
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Commander Kennedy
Caldari Systerata Ventures
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Posted - 2010.12.03 07:27:00 -
[56]
Originally by: Spugg Galdon
@ Gee****zle:
The client should know where it is going to land from entering warp. Why can't the client begin to query the server as to what is on grid at the destination and "buffer" the load up?
I like this idea. It's no fun coming out of warp and suddenly get hit with lag while the grid loads.
Perhaps you should make your own thread for this idea. I would support it. "Punching" Warp Effect |
LordElfa
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Posted - 2010.12.03 19:02:00 -
[57]
Fully supported, I'd love to see a "punch" into warp. Maybe offset the time gained by making the ship slow down longer when coming out.
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LtCommander Tarkin
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Posted - 2010.12.06 02:02:00 -
[58]
Friendly bump to garner more support.
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AtheistOfFail
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Posted - 2010.12.08 21:45:00 -
[59]
I really like this idea. It's a good one.
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Corina Jarr
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Posted - 2010.12.08 21:54:00 -
[60]
The only problem I see for this is it means near death for anyone caught missioning in low sec.
In your system, it doesn't matter if they are aligned and moving, they still take the same time to warp. So someone doing a mission in low sec who gets scanned down might as well self destruct.
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