If I recall, projectile weapons used to be implemented as a ‘cone’ type effect with damage depending on where in the cone the target was and how much overlap the cone had. I think this was dropped as the ‘cone’ was AoE and like torpedoes, CCP got allergic to AoE and removed a lot of it.
CCP wanted to mitigate server load spikes from AoE. There is an entire line of ships that only run two drones because it effectively '2/5’ths server lag.
Meanwhile people who dock in a citadel will hear the wooshing sound as their 5090 hits max TDP and that is somehow ok.
Pretty sure they were only deployable outside of High Security space. Ganking only takes place in high security space and is simply ‘combat’ everywhere else.
Any acceleration or ‘turn into another direction’ no matter how small the direction change will cause G-force on the crew.
The ship does not need to be near a large celestial for that G-force to apply. It’s because of the change in speed and/or direction that the crew experiences G-force, not just because of gravity.
After all, if the ship does not apply any force to the crew the crew would simply keep moving straight ahead.
It seems EVE devs in the past were more considerate of performance optimization than nowadays. Or perhaps they care about server optimization more than they care about clients and expect people to upgrade their PCs just to be able to render sites with clouds or station interiors well.
You sound a lot like a team mate of mine in CS2. They were going on about organ damage like this;
If I shoot you in the leg, you should limp and make it hard to move. If I shot you in the lung, then your beathing is labored, making your performance suffer. There was more but to the point…
We told him, yes it would be cool to have a game that detailed, but then you would need a whole dedicated server just for tracking wounds.
I was thinking just now, muzzle velocity is inferred by optimal range. Lower caliber weapons have a shorter range precisely because the shell travels slowly, whereas we can assume longer range weapons have a higher velocity. These guns all have access to the same basic computer and tracking systems, so velocity of the shell is the primary determinant of optimal range.
A good way to look at this is to conclude that each gun fires a shell at a velocity which reaches optimal range within 1 second. So the Railgun I has a base muzzle velocity of 9000m/s, whereas the massive Compact Dual 1000mm Railgun fires a 40" shell at an astonishing rate of 120000m/s. Meanwhile, the 125mm Autocannon fires at a more modest 800m/s.
Alright, I oversimplified. But I got a cool example for you. Ever boarded a train? If you stand up from your seat mid transit and take a step to your side, what happens? You’re perfectly fine, right? That’s because G-force is essentially the strength of your acceleration, not your current speed, and you can move around the train freely, without blowing up.
Same thing with the spacecraft. If you’re rocking 10.000 m/s and slightly shift to your left or right, the only thing that happens is that the G-force of that sideways acceleration is added to a miniscule degree to your existing G-Force (if you are still accelerating) and the direction of the force that presses you into the seat shifts slightly to the side. Your body and spacecraft will remain perfectly fine.
That is the boring, scientifically sound explanation. I have however discovered a way more fun and devestating argument, that owns you completely: the LORE itself!
Take it away, imaginators! Let’s start with the article about the Capsule! →
In summary, the speed you experience in EVE is REAL, the G-force that is applied to ships during intense acceleration or breaking is FULLY ACCOUNTED FOR AND RECOGNIZED in the lore, with multiple measures being described to counteract this, some of which I have listed above. THEREFORE, it is completely realistic that projectiles are completely subject to travel time and trajectory. Let’s see you explain away THAT!
that is an unconstructive comment that is not contributing to the current discussion and has no bearing on the legitimacy of implementing trajectory and traveltime for projectiles.
High explosive ammunition exists, but it doesn’t work by exploding near a target. The usual application is to shoot it at a heavily armored target, like a TANK for example. The projectile strikes the tank and burrows itself into the steel. Then it detonates, delivering the force to the inner parts of the armor layer. There is a cool graphic on the canadian tank museum website, that shows the various rounds in action:
I think the impact it would have is more far reaching than anyone here truly realizes. You having the ability to dodge projectiles by sheer skill in maneuvering will start a completely new era of PvP combat in EVE Online. The way how fleets fight each other will have to be COMPLETELY reinvented, all previous fleet compositions are practically thrown out of the window, previously unremarkable ships are now brimming with potential and waiting for players to draw it all out. It is by no means just a neat visual addition, but a groundbreaking change that will forever shape the combat in New Eden. So it’s kinda a big deal.
Also, a railgun fired from 100km would still need 10 seconds to hit a target, and that is manageable for virtually every fighter pilot out there. So that’s not a very convincing example.
While I think the concept is mega cool, I wouldn’t experiment with that just yet. I can foresee massive issues with counterplay and all those chaotic and fresh fleet compositions would be dumbed down to mass smartbombing ships, that protect the entire fleet from projectiles. In the current state of the game, I think that’s just too much. But point defense in general is very much unexplored in EVE Online, and I wouldn’t mind if we see it more expanded on in the game.
gravity has zero impact on gforce.. whether you’re underwater or in space… acceleration determines gforce… you spin a leviathan with people at either end of the ship and they are gonna go flying compared those near the axis..
It would be very inconsistent with any other vulnerable small fast moving things that already exist in the game like missiles, drones and bombs if these new objects were invulnerable.
I would like a small clarification on how literal this statement is meant to be.
Because hit scan is a very specific term in fps games and I don’t feel it applies to Eve one to one.
Completely literal. When you activate the turrets, the game runs a small calculation if the turret would hit the target at this precise moment. If yes → Instant damage. This happens regardless of distance. Sounds like an hitscan to me. Why, what’s bothering you about me using that term?
To me the name hitscan implies scanning the outline of the target and calculating if the aimed bullet hits within that target.
As EVE has no aiming mechanics but uses RNG rolls calling it ‘hitscan’ feels a bit off to me.
But I understand the distinction of ‘hitscan’ as non-projectile weapon to set it apart from projectile weapons which also exist in both FPS games and EVE.
The part where the game calculates if the turret hits based on variables (Eve Method) instead of drawing the projectile path from the muzzle and scanning collisions (FPS Method)
I thought that you meant an instant calculation, but just wanted to make sure.