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  • A suggestion to prevent ships crossing one another...

    10. 21. 2013 10:30

Recommend : 0

ebenezer

Hello everyone,

I have been playing NavyField for quite some time now and I have noticed several results from ships crossing one another:

 

1) The most obvious: One ship would fire its guns and sink or heavily damage a crossing allied ship. (Or the enemy would get a double hit if he manages to hit crossing ships.)

 

2) Some allied ships would do a full stop or be too preoccupied with station keeping such that their rate of fire on the enemy would be drastically reduced.

 

Now, in reality, ships do not cross each other (unless they are in an alternate reality...?)

It might be much easier for DDs, CLs, CAs and SSes to avoid crossing other ships as BBs and CVs may have to zoom out to see where their shells and planes are at, respectively.

 

Some players also do not care for their allied players' experience penalty and just do the crossing.

Therefore, may I suggest to have ships incur damage should they cross other ships?

Warnings of damage due to collision could also be done like the torpedo warnings.

 

This would hopefully discourage players from crossing other ships either deliberately or out of ignorance as the "life" of their own ships would now be affected.

 

Collision damage could also create a new kind of play: ramming when ships run out of ammo.

Of course, this should not apply to submerged submarines.

What do you think...?

 

  • Re : A suggestion to prevent ships crossing one another...

    10. 21. 2013 15:05


PictWarrior1

without comment on the concept itself, why couldn't you ram a submerged submarine?  If they want to avoid a collision, they should have to crit dive under it.  A submerged submarine in this game is assumed to be at periscope depth, that's how they can aim their torps.  A WWII diesel submarine at periscope depth is very shallow, within 20-30 feet of the surface, in some cases significantly less.  The average keel depth of a capital ship is approx 30-40 feet and smaller classes are around 20-30 feet.

  • Re : A suggestion to prevent ships crossing one another...

    10. 21. 2013 20:50


KingCong

ship collision has been suggested and shot down since this game started. Not possible.

  • Re : A suggestion to prevent ships crossing one another...

    10. 21. 2013 23:44


SylverXI

This feature was removed long ago for a reason. It will only bring chaos.

This is like autoshooting your teamate and yourself everytime you cross, thus worse. Not a solution to the crossing problem at all. This solution is more like trying to put out a fire with gasoline.

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 01:43


ebenezer

PictWarrior1,

Not a bad idea to be able to ram periscope-depth submarines. Never thought of that...

 

KingCong,

Perhaps it might be time to reconsider the collision concept as it is downright annoying to only have the one firing to have the experience penalty, while the other crosser gets away scott-free. Of course if the crosser is the one who fires, the penalty is justified. But if the one who collides does it without a care, then he should be penalized.

 

SylverXI,

It depends.

Crossing ships, whether deliberate or accidental, affects not only themselves but everyone.

Yes, there will definitely be a big consternation should it be implemented but the collision damage concept is to hopefully encourage players to be more alert of their own ships' movement and refrain from crossing other ships to prevent damage to their own ships.

For those who cross with impunity, this should hopefully deter them from doing so.

 

 

 

 

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 03:22


Benser33

When the suggestion of a ship crossing warning system was presented to SDE (a check for ships crossing and then a warning like the Torpedo Sighted! warning text at the top), they did infact investigate and test something for some time. However, they concluded that it would require too much extra data transfer to ask the game to constantly check multiple times each second for any crossing occuring and it would cause the game to lag.

 

Personally I would like a small window, maybe just above the minimap, that had a fixed camera view of my ship so I could see my ship at all times no matter where on the map I was actually looking.

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 04:21


Skunky1385

We are Humans FFS look with your eyes ppl and press g for bk and foward view of your ship and target C'mon ppl we are smarter then this ;) but nice Idea tho with the mini map showing the ship while your engaging with the Enemy could work if the map still shows the Enemy too :) I like

Regards,

Skunky :p 

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 05:47


normpearii

Originally Posted by Benser33

When the suggestion of a ship crossing warning system was presented to SDE (a check for ships crossing and then a warning like the Torpedo Sighted! warning text at the top), they did infact investigate and test something for some time. However, they concluded that it would require too much extra data transfer to ask the game to constantly check multiple times each second for any crossing occuring and it would cause the game to lag.

 

Personally I would like a small window, maybe just above the minimap, that had a fixed camera view of my ship so I could see my ship at all times no matter where on the map I was actually looking.



Someone is giving you some BS. A crossing warning is entirely doable client side with the positioning data already sent and recieved between the server and client. Would only cause an insignificant increase in CPU usage. (Less than 0.1%)


Using the older positioning grid, you can calculate to throw a warning if a ship is within so many X coordinates and Y coordinates from your ship with some simple filtering.

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 10:50


ebenezer

Hi Benser33,

Glad to know that "the suggestion of a ship crossing warning system was presented to SDE " was investigated, tested but found to be impractical...

Your idea of "a small window, maybe just above the minimap, that had a fixed camera view of my ship so I could see my ship at all times no matter where on the map I was actually looking." is a great idea that would require lesser resources in terms of implementation since it is a small video window of the game...?

Hi Skunky1385,

I like Benser33's idea too and hope it could be implemented in the future.

 

Hi normpearii,

I'm not sure of the technical limitations but I guess it must be such that they decided against implementing it.

 

Let's hope something could be done to reduce ship crossings...

 

 

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 11:03


Benser33

Direct quote, but now that I searched for it I realise they are talking about checks for guidelines, not actual ships crossing.

Originally Posted by 

If we introduced this system, then server should be checking the guidelines if it crosses any friendly ship or not every second or so which is a massive data processing burden.

That said, guidelines probably would need to be checked, or just a warning if 2 friendly ships hitboxes crossed. Most likel Ship As guides lines and Ship Bs hitbox, and vice versa. I'm not really sure how demanding that would be on latency in any case.

  • Re : A suggestion to prevent ships crossing one another...

    10. 22. 2013 17:46


normpearii

Originally Posted by Benser33

Direct quote, but now that I searched for it I realise they are talking about checks for guidelines, not actual ships crossing.

Originally Posted by 

If we introduced this system, then server should be checking the guidelines if it crosses any friendly ship or not every second or so which is a massive data processing burden.

That said, guidelines probably would need to be checked, or just a warning if 2 friendly ships hitboxes crossed. Most likel Ship As guides lines and Ship Bs hitbox, and vice versa. I'm not really sure how demanding that would be on latency in any case.





Common problem with SDE. 


They try to something too difficult, when the easier solution is much easier and less likely to break. 

This is the same mindset that has managed to increase the number of bugs so rapidly instead of fixing them.


The easiest method to warn against crossing is simple use the ship positioning data, already avalible to the client, set up a warning range and using the basic distance formula to then use an if/else statement based on the distance being greater or less than the warning range. To initialize the guidelines from changing colors.

Completely client side, no extra data/bandwidth usage, no extra server resources needed.

And as long as it is not something that can directly affect the results of a match or massively resource intensive, those are the 3 guides a multiplayer game developer are suppose to follow.



The warning does not need to be perfect, hitbox over hitbox. It may be better to warn slightly earlier as some of the quicker players could literally see the guidelines change colors, hit "G", turn and avoid the crossing altogether in the first place, which could be a better tool than just direct hitbox over hitbox detection.




"The trick to solving problems is not finding the most complicated way to solve an issue, but the fastest and easiest solution with the least number of potential future problems."
That is how I helped to lead two Robotics Teams to qualify and compete in World Competitions against hundreds of other teams from all corners of the world. That is how you make progress.

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