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Buzzy Warstl
The Strontium Asylum
104
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Posted - 2012.04.13 13:30:00 -
[31] - Quote
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. |
James Amril-Kesh
JAK Corporation
172
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Posted - 2012.04.13 19:16:00 -
[32] - Quote
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. Support showing T2 and faction frequency crystal damage in the info window. |
Markus Reese
Debitum Naturae ROMANIAN-LEGION
115
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Posted - 2012.04.13 19:35:00 -
[33] - Quote
Tarn Kugisa wrote:I hate how warping feels more like a slingshot effect. It should be instant +1
QFT: More zoomzoomzoom, less, lethargic acceleration |
Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
450
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Posted - 2012.04.13 19:41:00 -
[34] - Quote
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
189
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Posted - 2012.04.13 19:49:00 -
[35] - Quote
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
10
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Posted - 2012.04.14 18:53:00 -
[36] - Quote
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
184
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Posted - 2012.04.14 19:36:00 -
[37] - Quote
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. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
James Amril-Kesh
JAK Corporation
172
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Posted - 2012.04.14 19:41:00 -
[38] - Quote
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? Support showing T2 and faction frequency crystal damage in the info window. |
Tobiaz
Spacerats
185
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Posted - 2012.04.14 20:06:00 -
[39] - Quote
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.
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 their numbers to the blob fighting all the way in the North, if they were still travelling with no jump/titan bridges, and warp-to-0 travel times. Don't even try to deny it.
Saying that people will blob no matter what, is a short-sighted remark. Yes people will always try to gather numbers as much as possible, but it IS capped, and very effectively, by traveltime. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
79
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Posted - 2012.04.15 06:56:00 -
[40] - Quote
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 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 |
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Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
79
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Posted - 2012.04.20 16:45:00 -
[41] - Quote
up and at them! |
Zora
Vector Industries
0
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Posted - 2012.04.22 16:44:00 -
[42] - Quote
+1
I've been annoyed by the lack of immersion due to the long in-warp acceleration/decceleration for the last 9 years. It just feels wrong to get from one gate to the next in an instant, only to wait 10 seconds until the breaks kick in. I'd rather spend a longer time in warp, so that the relative warp speed of the ship actually makes a difference. Another thing would be to make modules/skills that increase in-warp acceleration. But to be honest it would be better to just remove it completely and compensate by reducing overall warp speed across the board, but keeping the relations intact. |
Ilyashen
Deep Axion The G0dfathers
0
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Posted - 2012.04.22 20:47:00 -
[43] - Quote
+1
I agree that you should accelerate much faster in warp.
I liked the skilllbook idea.
Even if it means that all in-warp speeds will be a little slower, I support this. |
Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
95
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Posted - 2012.04.25 15:54:00 -
[44] - Quote
sup There should be a rather awesome pic here |
Kais Klip
Eagle's Warrior's Eyrie Alliance
0
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Posted - 2012.04.25 16:42:00 -
[45] - Quote
Copine Callmeknau wrote:
If you for instance, take a covops and perform a short warp (20AU or so), hover over the speed gauge as you do this. You'll see that you'll only be at full warp speed for a fraction of a second, and that the vast majority of the warp is taken up by the ship accelerating and then decelerating.
Made me grin as I remembered Mass Effect's "why-is-the-ship-flying-a#%e-first-half-way-through-the-trip?"
Maybe CCP is trying to hold on to atleast some final strand of realism?
I agree with your intent, and the fact that we've already abandoned so much realism means a green light should be given whenever it is tactical depth vs realism, to a sensible degree.
For a solution: change the AU velocity to acceleration (without a velocity cap, you'll get some peeps trying to find the longest warp possible in order to break a speedrecord), then we'll see a more significant difference between AU speed classes. |
Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
96
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Posted - 2012.04.25 17:09:00 -
[46] - Quote
Kais Klip wrote:Copine Callmeknau wrote:
If you for instance, take a covops and perform a short warp (20AU or so), hover over the speed gauge as you do this. You'll see that you'll only be at full warp speed for a fraction of a second, and that the vast majority of the warp is taken up by the ship accelerating and then decelerating.
Made me grin as I remembered Mass Effect's "why-is-the-ship-flying-a#%e-first-half-way-through-the-trip?" Maybe CCP is trying to hold on to atleast some final strand of realism? I agree with your intent, and the fact that we've already abandoned so much realism means a green light should be given whenever it is tactical depth vs realism, to a sensible degree. For a solution: change the AU velocity to acceleration (without a velocity cap, you'll get some peeps trying to find the longest warp possible in order to break a speedrecord), then we'll see a more significant difference between AU speed classes. Yeh I do like this, I'm guessing you mean ships accelerate until they reach the halfway mark, then start decelerating at the same rate? Would be a great solution, and actually more realistic (science-wise) than any other method proposed
And yeh, I don't really care too much for how accurate the physics in game are, I think it's all rather moot when you consider the earth's atmosphere is thinner than the goop EVE space is filled with There should be a rather awesome pic here |
Leysritt
The Last Remnant
5
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Posted - 2012.04.25 23:16:00 -
[47] - Quote
I agree the warp speed difference between a frigate and a cruiser makes nearly no difference unless its a ridiculous large travel distance where the frigate beats the cruiser by a couple of seconds.
Acceleration to warp speed needs to be faster for smaller ships to be better and allows for more tactical usage. |
Vertisce Soritenshi
Varion Galactic Tragedy.
1600
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Posted - 2012.04.30 13:31:00 -
[48] - Quote
Warping in EVE has always looked and felt different than any other Sci-Fi series or show I have ever seen. Most of the time when going into warp the ship shoots off like a bullet and just dissapears in about a second. When coming out of warp it appears and in less than a second is at normal speed.
EVE should adopt this.Instead of seeing a ship slowly gaining speed as it goes into warp it should just kind of "punch" into warp and within a second be at full warp speed. The exact reverse should occur for coming out of warp. This would make the warp speed of all ships much more relevant. Right now I don't even care what the warp speed of a ship is...it never makes a difference in fleet.
OP's idea is supported by me. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |
Andreus Ixiris
Mixed Metaphor Federal Consensus Outreach
811
|
Posted - 2012.04.30 15:22:00 -
[49] - Quote
I don't understand why so many people were having trouble understanding this idea. The difference between acceleration and velocity is a very simple concept to grasp.
+1 Andreus Anthony LeHane Ixiris CEO, Mixed Metaphor
Animated Corporate Logos |
Esan Vartesa
Samarkand Financial
224
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Posted - 2012.04.30 18:22:00 -
[50] - Quote
Not saying that this is a reason NOT to implement the changes discussed here, but do note that current functionality allows for ships with different max warp speeds to warp as a fleet, where for short distances all the ships appear to be in the same warp tunnel together.
You would lose that. |
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Copine Callmeknau
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
114
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Posted - 2012.04.30 20:35:00 -
[51] - Quote
Esan Vartesa wrote:Not saying that this is a reason NOT to implement the changes discussed here, but do note that current functionality allows for ships with different max warp speeds to warp as a fleet, where for short distances all the ships appear to be in the same warp tunnel together.
You would lose that. Actually, afaik when you perform a squad/wing/fleet warp, all ships in warp are limited to the warp speed of the slowest warping ship in fleet to keep them in a 'nice' formation.
This system could continue to be applied in some of the proposed alternatives here There should be a rather awesome pic here |
Carton Mantory
Occassus Republica Trade Wind Commodities
10
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Posted - 2012.04.30 20:55:00 -
[52] - Quote
I say remove the warp effect all together. There should be no difference in mass to warp effect. If you hit warp you should instantly appear at destination after calibration
The change is the moment you are visible to ships you have a calibration to warp. (uncloaking or after jump or exit station)
EVE should not be a 3 minute slide show for a freighter. There should be no gate show. There should be no visual on JB or cyno/titan jump.
Lets lesson travel massively and make the end point the issue.
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Kitt JT
League of Non-Aligned Worlds Nulli Secunda
40
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Posted - 2012.04.30 22:37:00 -
[53] - Quote
This is a logical suggestion, but as someone mentioned, this is one of those things i think that is burried deep within the code that would take a long time to change.
Think of it like this: what would you rather the devs spend time on? Fixing the tracking formula? Balancing out ships? Creating and balancing new and existing roles? Or having frigs accelerate faster.
In principle the suggestion makes sense, and would do the game some good in general. In practice, there are simply other things the devs could spend their time on that would have a greater effect on our gameplay. |
James Amril-Kesh
4S Corporation RAZOR Alliance
194
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Posted - 2012.05.01 01:29:00 -
[54] - Quote
Maybe I'm missing something, but I don't really understand how the code for warp could be that complicated, since the mechanic itself is rather simple. Support showing T2 and faction frequency crystal damage in the info window. |
Nemesis Factor
Clann Fian
46
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Posted - 2012.05.01 08:11:00 -
[55] - Quote
I think it would be pretty cool if ships left and entered grids really rapidly. An example we're all familiar with.
It would make combat a little more spontaneous for both parties and would be fun to suddenly land on grid with little time to take in your surroundings. |
Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
278
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Posted - 2012.05.01 11:54:00 -
[56] - Quote
I made a thread about this too a while back, it had a lot of support, just like this thread... It seems most people agree that warp acceleration and deceleration should be tweaked...
Effects like the star trek warping was mentioned... that ships being slinged into warp almost hit full speed instantly after reaching align and warping speed... leaving behind a tracer light so you would be able to see the direction the ship went for a few sec. (engine trails basicly)
I personly didn't care for that idea... one thing is for certain... faster warping ships should be accelerating faster in warp also... this could be done by either making it a "specific time to reach max warp speed", thus the faster the ship is able to warp, the more acceleration it has, instead of "same acceleration for all ships"... which correct me if im wrong, but thats how it works now...
Alternatively, the mass and "agility" could make the ships acceleration in warp, the same way it does outside warp... the less mass and better agility... the faster the acceleration and deceleration... |
Taurich Vorsel
11
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Posted - 2012.07.10 04:23:00 -
[57] - Quote
bump Copine Callmeknau disappeared one day now we are left with Taurich Vorsel AKA BIZARRO COPE! |
Corina Jarr
Spazzoid Enterprises Purpose Built
1003
|
Posted - 2012.07.10 05:49:00 -
[58] - Quote
In most other sci fi that involves FTL travel, acceleration is ridiculously fast. EVE ships accelerate like snails in comparison.
I personally thing it should take exactly two seconds from warp start (not clicking but after the 75% and warp activates) to max speed, then 2 seconds from max speed to out of warp. Nice and quick.
If it would cause issues during decel (loading grid and such) decel could be a bit slower. |
Kadeyoo
BS And UNICORNS Inc Black Pearl Alliance
7
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Posted - 2012.07.10 10:23:00 -
[59] - Quote
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.
Immersion preserved, balance served. |
Hannott Thanos
Notorious Legion
83
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Posted - 2012.07.10 11:20:00 -
[60] - Quote
PS I have not read the entire thread.
What I imagine would look insanely cool: When you align to warp, the second you go into warp, you hear the BOOM sound, and instantly go max speed, and get the "need for speed" blurry effect. Holy **** that totally makes it look like you are going fast! I don't get the feel of speed in warp like we warp now. I'd ******* grab my monitor to hang on with such an effect :D |
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