A few weeks ago, the EVE Online
community went nuts for EVR, CCP's exciting new virtual reality dogfighter
developed for the upcoming Oculus Rift gaming headset. The game demo was produced by a team of just a handful of developers in just seven weeks using nothing but their spare time, but attendees and press at EVE Fanfest 2013
were nevertheless blown away during test sessions. Though EVR isn't going to be integrated with the EVE
universe, Senior Producer Andie Nordgren
stated in her Keynote address that CCP will be looking into more immersive flight and combat mechanics for some the game's ships. This comment has sparked a lot of discussion over the possibility of finally getting some direct flight controls in EVE
The lack of direct twitch-based controls
is often cited by gamers as a big part of the reason they can't get into the game. There's no active dodging of missiles, manual ship targeting, or really complex tactical maneuvers in EVE
, but that's kind of the point. Most ships in EVE
are colossal lumbering hulks more akin to today's seafaring battleships than fighter planes, and combat with them is more a game of strategy and teamwork than a battle of reaction speeds. But that isn't exactly true of all ships; interceptors and fast microwarpdrive frigates move at several kilometres per second and are so agile that pilots can already pull off some interesting tactical maneuvers. So isn't it about time we made the combat for those ships a bit more visceral and immersive?
In this week's EVE Evolved
, I look at the fast-paced world of interceptors and explore how twitch controls and weapon aiming could possibly be implemented without killing the server.