Suggestion - Rats warp in rather than spawn

As the title implies, when running missions you kill pirates and they “call for reinforcements” as we know as waves. Why not have them warp in with some sort of audible noise to make it more realistic, can hear when they come in encase your camera is not zoomed out, and just an over all better ascetic to the game? :blush:

They do warp in. Ever notice that when they first arrive they’re really way far out and closing in fast? That’s them warping on grid. They also produce the same sound and animation when they do, but just like player ships it’s naturally pretty quiet if they’re not right on top of you.

Granted, some of them don’t do this, like rock Havens. But if you look at the LCOs you’ll usually find some sort of hab, gate, or station for them to have come from in most of those.

no, most don’t warp. Most mission rats just appear out of nowhere.

A reason for that, is most ships in the lore can’t fit a warp engine to start with. So they were hidden, or taking a coffee break, until they were told to suicide engage us.

This however contradicts the idea that the speed limit, only correct for a linear friction/speed model, is due to the presence of said warp engine.

Then you’re not paying attention enough. I see rats on overview at hundreds of thousands of kilometers and high speed velocities that rapidly drop like a player ship coming out of warp, and just assumed they were warping in.

Whatever, you know everything. I’m not arguing something I can clearly see with my own eyes, and I already told you where the ones that don’t do that come from.

Yet we fly these same hulls with warp drives. We even buy blueprints from the same place now. :thinking:

Link the lore article where it says this.

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you are wrong. We are talking about missions, not anomalies.

Whether or not I know everything, you are wrong. Period. If anything, this makes your post a personal attack.
I just did several missions with reinforcement, none of them had rats warp in. They spawned.

What about this sentence did you find difficult to understand?

Almost all missions are in deadspace pockets, and have some sort of structure for the rats to come through. It’s not that difficult to look at your overview every now and then and see what objects are in your area.

So, anyway.

Like I was saying before the troll interrupted, what you want is already in the game, or there’s a reason they don’t do that. For missions that would be the deadspace pockets preventing anyone from warping in by any way other than the acceleration gate.

It wouldn’t make sense for them to come in through the accel gate you just cleared, so there’s almost always something in the room for them to “undock” from.

I’m not so sure about that, I always see them just appear out of no where; but that wasn’t my point. I was saying if they warped in like a normal player it would much more visually appealing and accurate then instant apparition or super-warp speeds

Which is not even possible since any warp from off grid takes at least 6 s to decelerate (from a 8000 km grid, for a 6+AU/s ws ship)
More precisely, 8s to decelerate from 8000km to a stop, but 2s to decelerate from 100 to a stop (for a ship with base speed 200+) so 6s to decelerate from 8000 km to warp exit @100m/s

So how does them not behaving like every other ship has to behave somehow better?

In missions/sites where it makes sense for them to warp in, they already do. They even have the same sounds and warp flash as player ships, again, if you’re close enough.

Have you tried warping into a mission pocket without using the acceleration gate? You can’t do it, so how could the NPCs do it? The only way would be to come in behind you, which doesn’t make any more sense than them magically being able to ignore deadspace zones.

That’s just plain wrong.
Several missions are not deadspace. Reinforcements still spawn instantaneously.

several posts removed for the below reasons. Y’all need to agree to disagree, or let it go if frustrated with other users opinions.

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Also, unless you’re zoomed in where they come out of warp, all you’re ever going to see of a ship warping in is the ship appear in the overview at range and high velocity, then those numbers get smaller as the ship drops out of warp. You get the same experience as player ships give unless your camera is right on top of them, such as a fleet coming out of warp behind you. So how do you know they don’t already do what you want?

Instead of popping into existence on your screen, moving in from warp from a random direction and slowing to normal m/s speeds would look better is all I am saying. I didn’t mean to over-complicate it.

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Right.

And what I’m telling you is that they do this, where it’s appropriate for them to do so.

In most missions, the gates keep them from being able to warp in, so the mission’s story has them undock from a habitat and they just appear around the object they undocked from. In some ungated missions, like Damsel in Distress, the reinforcements aren’t warping in because the mission’s story has them undocking from the habitat, and they appear around the object they undocked from. In a few missions, you can watch the red triangles move across the screen as they warp in, if your camera is zoomed out for a tactical view, and maybe catch the tiny flash as they come in.

They don’t just pop into existence randomly, CCP actually has implemented your idea. Give yourself another overview tab and make sure you have Large Collideable Objects displayed on it, this category contains all the habitats, starbases, and gates that the NPCs launch from in missions. Then watch where the rats actually spawn in relation to the story being offered to you in the mission. :grinning:

Remember, you’re doing a mission that has a story that goes along with it, so that story will determine a lot about how the NPCs behave. There’s a handful of anoms where their story has the ships come through gates or undock, like rock Havens and ring Sanctums, but if they don’t have a story reason to spawn in another way, all NPCs warp in upon spawn.

You didn’t over complicate it, just didn’t realize it was actually a complicated topic. It’s one of the few places where there’s so much variation in how the story the game presents impacts the way the game behaves. For example, a Forsaken Hub is a rock Haven without the final big spawn, the two anoms behave exactly the same outside the size of the last wave and absence of possible dread spawn in the Haven.

And you keep repeating this, but this is wrong.
They just don’t do it.

Saying “they do it when it’s appropriate, and it’s never appropriate” is the same as saying “they don’t do it”.
Separating the two to pretend they do it, while they don’t, is wrong.

Your point was clear, but the issue is : it would just be annoying.
CCP did that for event sites, but having to wait 6s from rats appearing on your overview, to rats being targetable, was just annoying. They even increased deceleration speed but it’s still only a bother.

9 posts have been removed for the below posted reasons

1. Specifically restricted conduct.

The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to courteous when disagreeing with others.

In order to maintain an environment where everyone is welcome and discussion flows freely, certain types of conduct are prohibited on the EVE Online forums. These are:

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I only need to quote myself to disprove this:

Now, show me where I said it’s never appropriate.

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