Destroyer Shield Barrier should have "Ghost Mode" before erection of such

As a dev, I don’t see why it would lack accuracy.

Even in a very specific context, if what the OP suggest is possible then this is possible too.

After all you can have the ghost barrier always here, but visible only when missile button is pressed.

Ah he maybe mean two cases:

Client-server connection isn’t instant. This mean you can think it’s on position 1/53/23, but for the server it’s already on 2/54/27. This discrepancy could cause Q.Q

An additional click is required: This can cause Q.Q for those that think ‘Oh I click once and it’s there’. Or the change of position depending how fast you double click.

But then if the client and the server aren’t perfectly synchronised, it’s the same for what the author suggested.

Also, what I suggested need only 1 click as usual.

One click is Press the button, and Release the button.

What I suggested was that while you press but don’t release the button, it show the preview.

And when you release it, it create the barrier.

Which mean that you can still use it in a single fast click as usual, but now can also take your time.

Ah he maybe mean two cases:

Client-server connection isn’t instant. This mean you can think it’s on position 1/53/23, but for the server it’s already on 2/54/27. This discrepancy could cause Q.Q

An additional click is required: This can cause Q.Q for those that think ‘Oh I click once and it’s there’. Or the change of position depending how fast you double click.

 

 

But then if the client and the server aren’t perfectly synchronised, it’s the same for what the author suggested.

Also, what I suggested need only 1 click as usual.

One click is Press the button, and Release the button.

What I suggested was that while you press but don’t release the button, it show the preview.

And when you release it, it create the barrier.

Which mean that you can still use it in a single fast click as usual, but now can also take your time.

If you notice, the higher your ping, the longer it takes for any action to happen in your client. If you shoot, the shot will appear where you aimed a while ago. Its very often for me to notice that i cant see (unguided) missiles i shoot when orbiting targets due to this delay. Its extremately likely that things will happen as Lord_Xenon says, being more concrete: the static shield ghost will follow your mouse cursor with a delay proportional to your ping. In my case, it would really suck and i would find it the most useless tool, working only to distract the actual position of my mouse, where the barrier will be erected. In this case, this would only be helpfull with less than 50 ping or so.

I know that already.

The fact is that CinnamonFake never said “It will lack accuracy” to what Koromac suggested and it looks like they can make it.

What I tried to say is that since my approach is very similar to what Koromac suggested, either Koromac’s idea will suffer from the same problem or mine is possible too.

 

By the way, the barrier rotate and translate with the destroyer.

So even with 5 seconds of delay, the barrier’s position relative to the destroyer will be the same. 

Therefore a hight ping will only increase the delay before activation but not influence the barrier’s position.

By the way, the barrier rotate and translate with the destroyer.

So even with 5 seconds of delay, the barrier’s position relative to the destroyer will be the same. 

Therefore a hight ping will only increase the delay before activation but not influence the barrier’s position.

The barrier does rotate along with the destroyer after its been placed, but the position where its placed and the orientation depends solely on the camera (where you aim with normal DD control), and the server follows your camera with delay. I believe the ghost preview could be rendered in client (not awaiting server confirmation), like the way shaders do (try getting into a high ping server, equip any projectile weapon, fire once, then instantly move your cursor as fast as you can to another position: the shot will go in some direction, the lights produced from firing will be cast in the actual position of your cursor (which is different from where the projectile went out. In other words: shoot to the right side (lights should enlight the right side) and quickly move your mouse to the left side–>lights will enlight the left side instead of the right one). However this could posibly cause calculation errors, meaning the barrier wont spawn where the ghost was with full accuracy.

 

PD: its my guessing.

The barrier does rotate along with the destroyer after its been placed, but the position where its placed and the orientation depends solely on the camera (where you aim with normal DD control), and the server follows your camera with delay. I believe the ghost preview could be rendered in client (not awaiting server confirmation), like the way shaders do (try getting into a high ping server, equip any projectile weapon, fire once, then instantly move your cursor as fast as you can to another position: the shot will go in some direction, the lights produced from firing will be cast in the actual position of your cursor (which is different from where the projectile went out. In other words: shoot to the right side (lights should enlight the right side) and quickly move your mouse to the left side–>lights will enlight the left side instead of the right one). However this could posibly cause calculation errors, meaning the barrier wont spawn where the ghost was with full accuracy.

 

Thanks i understand now why it can’t be done. I was wondering, but now it’s clear.