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Eject Animation Instead Of Rotating After-Death Camera.


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Poll: Eject Animation Instead Of Rotating After-Death Camera. (176 member(s) have cast votes)

Do you like this?

  1. YES! (166 votes [94.32%])

    Percentage of vote: 94.32%

  2. No. (10 votes [5.68%])

    Percentage of vote: 5.68%

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#21 Gray 46rus

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Posted 21 October 2013 - 11:42 PM

View Postespritjaeger, on 18 October 2013 - 05:36 PM, said:

The only question left, is... do we get bonus c-bills if we're able to shoot the pilot in the middle of his eject escape?
Why not :)

#22 Soda Popinsky

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Posted 22 October 2013 - 10:12 AM

No need for a manual ejection option. Since the mechs just fall over, and don't tend to explode, why not have an automatic ejection when the engine is taken out? In modern jets, the ejection system doesn't require the engines to be functioning, as they're simply explosive bolts and chemical rockets.

One of the prohibitive problems with having full 1st person ejection animation is, the cockpit is a cheat. It's not the proper size, has no bulkheads behind the player, and doesn't actually fit in the mech cockpit area. If you went with the full animation, PGI would have to somehow fit this cockpit into the mech, AND render the entire player's mech to be seen upon ejection.

I'd be happy to simply see big red letters in 1st person saying "Ejecting" then switching to the current external view, and showing the ejection. This would require very little new art / animations, and still get the point across.

#23 Gray 46rus

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Posted 22 October 2013 - 10:29 PM

View PostSoda Popinsky, on 22 October 2013 - 10:12 AM, said:

No need for a manual ejection option.

I wonder if anybody read this?

View PostGray 46rus, on 09 October 2013 - 03:29 PM, said:

the suggestion is just about death animation, not the functional ejection with some kind of benefits from it.


View PostSoda Popinsky, on 22 October 2013 - 10:12 AM, said:

One of the prohibitive problems with having full 1st person ejection animation is, the cockpit is a cheat. It's not the proper size, has no bulkheads behind the player, and doesn't actually fit in the mech cockpit area. If you went with the full animation, PGI would have to somehow fit this cockpit into the mech, AND render the entire player's mech to be seen upon ejection.
Wrong. Just wrong, I'm tired to explain why. See it on the 1st page.

#24 Captain Stiffy

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Posted 23 October 2013 - 09:42 AM

He wants this



they never made it that way on purpose

#25 Gray 46rus

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Posted 01 November 2013 - 06:12 AM

View PostCaptain Stiffy, on 23 October 2013 - 09:42 AM, said:

He wants this



they never made it that way on purpose
I wish the whole MWO looks like this movie.

#26 Christof Romulus

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Posted 01 November 2013 - 02:05 PM

I have an addendum - If the mech is destroyed via headshot, the cockpit be visibly and horrifically mangled - that way it would explain the lack of the ejection, but otherwise this idea is top notch!

#27 Captain Stiffy

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Posted 04 November 2013 - 12:54 AM

I'd rather have 1000 other things than this.

Who gives a **** about what happens after you have already lost?

#28 Gray 46rus

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Posted 15 November 2013 - 05:57 AM

View PostCaptain Stiffy, on 04 November 2013 - 12:54 AM, said:

I'd rather have 1000 other things than this.

Who gives a **** about what happens after you have already lost?
I guess, the "immersion" is is unfamiliar word to you? The more I guess, you are the one who disconnect before death in case to save stats.

Edited by Gray 46rus, 15 November 2013 - 05:59 AM.


#29 mouser42

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Posted 16 November 2013 - 03:55 PM

View PostMoPo, on 10 October 2013 - 07:01 AM, said:

What would happen if you were under cover?
(tunnel in Forest Colony or Frozen City, under a bridge in River City or the big hangar in Crimson Strait)


Splat! upside down pancake any one?

#30 9erRed

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Posted 06 July 2014 - 10:33 AM

Greetings all,

The 'eject' mechanism should only be available if the Mech's sensors indicate that the route out of the Mech is clear.

- If this route is blocked by terrain or overhead cover, then the cockpit top, or normal ejection door is still blown off.
- But the Pilot must now manually exit the Mech.
[This manual exit does not have to be shown, but the Pilot should still hear and see the eject door being blown off.]


Should this be an automated sequence?

- If the Mech is critically damaged it should be an option to the Pilot.
~ Press eject twice and leave this Mech, but there should be consequences for this early 'disembarking'.

- If the Mech is about to be destroyed, it should be automatic.
~ this method should not have any consequences for leaving the Battle zone.

Both these methods will need to tie into the future 'respawn' mechanism that PGI is looking at for the Mode Attack/Defend. It's only being discussed at this time so may not actually be something that makes it into the game. But if they (PGI) are discussing it, there must be a requirement for something along this line to be needed.
- There was the Dev.'s description of having up to 4 Mech's sitting in your Drop Ship and being able to 'go back and get the next Mech' after your initial Mech was destroyed or disabled.
(although this might be somewhat difficult with only a 20min match time, and 24 players having numerous Mech's to 'bring back in'.)

9erRed

#31 Leidulfr

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Posted 06 July 2014 - 03:25 PM

View PostGray 46rus, on 09 October 2013 - 03:29 PM, said:

The suggestion is to replace primitive rotating camera with real ejecting animation.
This come in two POVs:
1. Yourself.
When your reactor is destroyed, you see your cocpit blast-opening and you are rising into the sky on the jet stream. This lasts for 5-7 seconds, after that you automatically switch to spectration.
2. Your teammates and foes.
All around can see your jet rising higher and higher. It looks completely different then component destruction, nobody will mix it up.

I repeat, the suggestion is just about death animation, not the functional ejection with some kind of benefits from it.

UPD.


I would like to see an actual eject key and a point system built around it: eject before you die, and if your mech is destroyed within 10 seconds of that eject, you are rewarded with some extra c-bills or something; if you just die, then you get the normal points you would.

#32 Iaas

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Posted 06 July 2014 - 05:25 PM

I would rater they work on new maps and game modes, then filler

#33 Nova Latios Storm

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Posted 06 July 2014 - 11:55 PM

When you are at critical damage you should have the OPTION to eject like a real mech pilot like emm F10 or something. An eject animation shows and the mech just falls to the ground.

Death by: Pilot Eject

But it will not count as a kill or assist if you eject before you get killed.

#34 Myke Pantera

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Posted 07 July 2014 - 04:54 AM

Hmmmm, in theory yes. I like the idea. A neat head explosion with the pilot shooting in the air followed by some smoke, will 1) look cool and 2) help distinguish component explosions from actually destroyed mechs. Happens to me every now and than, that i thought the enemy is dead, because there was some X killed Y message, but the enemy i was looking for has just lost a component.

There is however a non trivial technical problem to be solved, where i don't know if the work they have to put into this is warranted. The problem i'm speaking of is that the maps aren't built for such high perspectives, and unless the FOV is very very narrow, you will see the 'End of the World' and possible skydome/skybox/skywhatever issues. Which makes the whole animation look very clumsy and unrealistic. Further many textures look awful when viewed from far away. There is a reason why most maps look like arenas. Being that outside the arena walls there is void.

If the FOV is narrow enough and your view is a little blurry from the beginning and totally blurred when the animation is done, it might still work without too much effort on their side. Will cause performance issues for some players, but at that time that doesn't matter too much.

View PostNova Latios Storm, on 06 July 2014 - 11:55 PM, said:

When you are at critical damage you should have the OPTION to eject like a real mech pilot like emm F10 or something. An eject animation shows and the mech just falls to the ground.

Death by: Pilot Eject

But it will not count as a kill or assist if you eject before you get killed.

I'd rather see everyone fight till the end, instead of trying to obtain their silly KDR. Eject animation should only happen when you are not headshot. Headshot ppl will see their head explode with regular

Edited by Myke Pantera, 07 July 2014 - 04:59 AM.


#35 Armament

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Posted 07 July 2014 - 07:03 AM

View PostChristof Romulus, on 01 November 2013 - 02:05 PM, said:

I have an addendum - If the mech is destroyed via headshot, the cockpit be visibly and horrifically mangled - that way it would explain the lack of the ejection, but otherwise this idea is top notch!

I wonder what a pilot would look like after dual gauss? :unsure:

Edited by Armament, 07 July 2014 - 07:04 AM.


#36 xeromynd

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Posted 08 July 2014 - 10:01 AM

FYI there is an "eject.wav" file in the sound assets for the game in the current build. Methinks it's coming, but how soon is anyone's guess.

Personally, I don't like the idea of an enemy pilot ALWAYS ejecting unless I headshot him/her. Makes me feel like I'm not actually even eliminating enemy pilots. I think it should only be when you are cored in either of the three torsos. Getting fully legged and actually staying in the mech while it's falling over would be awesome. See the cockpit glass crack and everything go dark or something.

Edited by xeromynd, 08 July 2014 - 10:05 AM.


#37 Therrinian

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Posted 11 July 2014 - 12:49 AM

View PostGray 46rus, on 10 October 2013 - 08:45 AM, said:

As a (another game) gamedev crew member, I can say, that your fears are exaggerated. This feature do not require "significant time and effort". It's just one camera route script, one visual effect and one sound. And some hours of testing to ensure it works properly.
No doubt, mech startup sequence animation required way more effort, but it is implemented and ejection is not.
Wrong. If implemented, you can see fireworks every time you destroy enemy's CT. Isn't it exciting?


Gray you couldnt be more wrong, they have stated that an ejection sequence is currently not in the game because it would reveal a lot of the "smoke and mirrors" they used to make things look good while keeping performance high.
So your simple camera route script does not apply, and it would indeed take significant effort to make the high altitude views of the maps look as good as from the mech-eye level or somewhat above it.

#38 Therrinian

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Posted 11 July 2014 - 12:56 AM

I would love to see ejection making it into the game once the high altitude smoke and mirros problem is solved.

I would even go so far as to make it have an out of game effect; one could distinguish between losing a mech and dying in the stats. If you eject before you die manually you get normal resource gain, if you do not manage to pull it off or decide to battle it out for that last alpha you get a penalty.
This would insentivize trying to stay alive as a real pilot would.

Furthermore I would like to see this effecting the limited respawn, dropship mode.
If you fail to eject and get killed you do Not get to take another mech and are eliminated from the battle. (possibly locking the 4 mechs you selected for the drop?)

The eject system would be smart enough to launch with reduced thrust to put your pod on the group if you are in a tunnel instead of embedding you into the ceiling. lol.

#39 Magna Canus

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Posted 11 July 2014 - 01:27 AM

An eject animation just to have one is pretty low priority on my list even if it is a nice idea. If some meaningful game mechanics were added it would be more attractive/functional/meaningful.

I simply hate the idea of respawn and anything associated with it. If you like the ejection animation idea because of realism/immersion, then you should also consider the fact that it would take your pilot significant amounts of time to get back to the drop ship, climb into a new mech, and be ready to go providing your pilot did not suffer any broken bones, etc. in the previous fight. It makes respawn a silly idea at best.

Respawn is for arcade games and MWO should not be moving in that direction.

Eject animation, ok, but I would love to see a ton of other things first.

#40 Therrinian

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Posted 11 July 2014 - 07:45 AM

View PostMagnakanus, on 11 July 2014 - 01:27 AM, said:

An eject animation just to have one is pretty low priority on my list even if it is a nice idea. If some meaningful game mechanics were added it would be more attractive/functional/meaningful.

I simply hate the idea of respawn and anything associated with it. If you like the ejection animation idea because of realism/immersion, then you should also consider the fact that it would take your pilot significant amounts of time to get back to the drop ship, climb into a new mech, and be ready to go providing your pilot did not suffer any broken bones, etc. in the previous fight. It makes respawn a silly idea at best.

Respawn is for arcade games and MWO should not be moving in that direction.

Eject animation, ok, but I would love to see a ton of other things first.


there are plenty of game modes so bringing down their long term goal, which many people like is not productive.
Also being one of those guys who just complains about order of things that need fixing, shouldnt be posting on this suggested feature thread.

We just want this cool thing to make it in 'at some point'





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