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Thread Statistics | Show CCP posts - 0 post(s) |
Elayer
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Posted - 2011.06.06 09:13:00 -
[121]
A graphical change to the warp start/stop would be awesome. Also a change to the in-warp graphics would be nice also
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Lidia Prince
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Posted - 2011.06.06 09:48:00 -
[122]
Agree, warp needs a little bit more epicness.
It it can't be changed to this, then such effect (ME or ST movie) can be used for cyno jumping I think. Will look GOOD.
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Cyberus
Red Federation RvB - RED Federation
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Posted - 2011.06.06 10:56:00 -
[123]
this! ===== * Your signature file is broken. Please use one that will display - Fallout |
Ranka Mei
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Posted - 2011.06.06 11:17:00 -
[124]
Sure, why not. :)
+1 --
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Xervish Krin
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Posted - 2011.06.06 21:31:00 -
[125]
Yes please. Maybe a flash of racial ship-colored energy to go with it?
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ColonelXCypher
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Posted - 2011.06.06 22:40:00 -
[126]
oh god.. yes yes yes... Always found warp SO underwhelming... Support for visual changes, don't care about mechanical changes as long as they are balanced. JUST YES PLEASE... SGU-destiny style warp would be cool =/ but as long as it looks and sounds awesome I couldn't care less.. I WANT THIS NOW! |
Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.08.09 01:58:00 -
[127]
Threadsaving bump! "Punching" Warp
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TheExtruder
Malicious Destruction War Against the Manifest
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Posted - 2011.08.09 16:28:00 -
[128]
+1
I support the idea of renewing warp effects. If CCP is trying to attract new people to the game, then having great warp effect that people want to keep seeing over and over, now thats much less time consuming than working on a big project like Incarna all the time.
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Jekyl Eraser
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Posted - 2011.08.09 17:24:00 -
[129]
IMO the acceleration to 75% of max speed untill warp is initiated should be changed. It causes some problems with speed altering modules. Time to initiate warp should be something like 15seconds/warp speed. So a cruiser would warp in less than 4sec, frigate 1,5sec. You should be able to calculate the warp as early as you like. Then just align with >0m/sec speed towards the location and warp.
Anyway i like this solution also. Both mechanic change instant full warp speed and the effect.
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Whezker
Next Stage Initiative Trans-Stellar Industries
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Posted - 2011.08.11 09:17:00 -
[130]
I support this. [i]-Safe the Carebears/i] |
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mellender
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Posted - 2011.08.15 14:56:00 -
[131]
i like the warp effects like they are but this topic is the closest i can come to warp fixes. i see that when i warp from some stations i can warp thru the station and some stations i have to get far from the station and warp around it. there needs to be a fix of warping thru the station upon warp or going out of range of station to warp. i would assume most would like to warp thru since it is faster to get to a fight or to a location.
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Vlad Chistian
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Posted - 2011.08.23 09:47:00 -
[132]
Edited by: Vlad Chistian on 23/08/2011 09:46:52 As far as I'm concerned, the only bone I have to pick with the warp mechanic is how we warp through planets and other celestials. My solution would be to alow curved warping. It's a stupid concept to explain, so here's some art
The red line is the current warp path from Station A to Station B. The purple line is the proposed warp path from Station A to Station B.
Now, for most of us, I'm sure warp travel is envisioned as a point to point straight line travel system. Unfortunately that kind of system would only allow for two solutions: 1. You need to warp from point to point to point to get around a celestial. 2. CCP would have to adjust ALL the celestials so you could warp to any of them without passing through another celestial. That would prove nigh on impossible.
Choose your poison, personally I'd rather sacrifice straight line warp to save time accelerating and decelerating by having curved wormhole-ish warping. |
jonny330
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Posted - 2011.08.26 00:21:00 -
[133]
This would definitely be an improvement to the warp effects.
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Marcus Gideon
Federal Defense Operations
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Posted - 2011.08.28 05:17:00 -
[134]
I could see a couple of changes to Warping.
Mostly graphics changes, not so much mechanics.
1) Arrival and Departure - need to be more abrupt and dramatic.
Going Into Warp
Coming Out Of Warp
Both examples -made by CCP- show ships warping into or out of combat zones. Not aligning and accelerating for 2min, or decelerating for 2min on the other end.
2) As others have noted, the ability to pass through objects really destroys immersion. Not only is it bizarre to warp through a planet, but it's annoying to accidentally warp cloaked through something, and be bumped visible before "dropping out of warp".
A very simple solution, rather than altering trajectory to make curved routes, is to make the warp tunnel far more opaque.
Warp Tunnel
Then your route can take you through whatever, but you don't have to see it. You just see the other ships in your fleet (if you did a gang warp).
On a side note for this, not having to process and render the entire trip could potentially make loading the destination quicker, thus having less lag upon arriving on grid. |
Commander Kennedy
Caldari Firebird Squadron Terra-Incognita
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Posted - 2011.09.07 03:10:00 -
[135]
Thread on new forum: https://forums.eveonline.com/default.aspx?g=posts&t=6902&find=unread "Punching" Warp
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Khan Mena
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Posted - 2011.09.07 07:11:00 -
[136]
Edited by: Khan Mena on 07/09/2011 07:11:07 +1 We seriously need this! Epic for Pirates too! |
Lelob
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Posted - 2011.09.07 11:02:00 -
[137]
Supporting graphical change. Not a mechanical one though.
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