# Line of Sight \[How close are we?\]

**URL:** <https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369>\
**Category:** Player Features & Ideas\
**Tags:** redesign, game-mechanics\
**Created:** [September 6, 2017, 5:27am UTC](https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369 "2017-09-06T05:27:25Z")\
**Posts on this page:** 4\
**Page:** 2

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**Author:** ![Cade\_Windstalker](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cade_windstalker/32/221037_2.png) [@Cade\_Windstalker](https://forums.eveonline.com/u/Cade_Windstalker)\
**Post date:** [September 8, 2017, 12:41pm UTC](https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369/21 "2017-09-08T12:41:05Z")

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No, they’re both expensive calculations. AOE is almost as bad as collision checking a ray, AoE in Eve is just relatively rare. For example the record for Titans on one grid is something like 120.

If every ship in a battle with 4000 people was generating AoE attacks the servers would shut down trying to process it all.

For example a single bombing run by Stealth Bombers can already create a visible lag spike in a medium to large fight.

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**Author:** ![Nevyn\_Auscent](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nevyn_auscent/32/255124_2.png) [@Nevyn\_Auscent](https://forums.eveonline.com/u/Nevyn_Auscent)\
**Post date:** [September 8, 2017, 11:47pm UTC](https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369/22 "2017-09-08T23:47:00Z")

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It’s still significantly cheaper to do AOE than collision checking though, as you can spin each ship off in a separate thread once you’ve checked that AOE should happen, since sequence of the ships isn’t as important. Obviously they all still have to report back before the primary thread can evaluate the next action, but it’s much cheaper than having to check them all in order some way.

But yes, the lag generated by a single bomb run is a very good example of what would happen every single shot with collision checking.

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<div class="post-metadata">

**Author:** ![Cade\_Windstalker](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cade_windstalker/32/221037_2.png) [@Cade\_Windstalker](https://forums.eveonline.com/u/Cade_Windstalker)\
**Post date:** [September 9, 2017, 5:35am UTC](https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369/23 "2017-09-09T05:35:39Z")

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There are actually some tricks you can do with oct-trees and ray tracing that get you a very similar effect with a collision check. The AOE generally ends up being more expensive because it affects more things and therefore has to check more of them.

Plus bombs have travel time and therefore the small added load before they go off of the moving object code.

On a per-object basis I think I’d call the AoE more expensive, but adding collision detection to all guns would be far worse yeah.

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**Author:** ![system](https://global.discourse-cdn.com/eveonline/original/3X/4/1/41ec4921cbaca7a6f9ea556e7cc20018461eae5e.png) [@system](https://forums.eveonline.com/u/system)\
**Post date:** [December 8, 2017, 5:36am UTC](https://forums.eveonline.com/t/line-of-sight-how-close-are-we/22369/24 "2017-12-08T05:36:04Z")

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