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Fester Addams
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Posted - 2003.08.15 02:41:00 -
[1]
I dont mind all modules apart from shield boosters and shield hardeners being turned off when warping but could they please be turned off after the ship has aligned against the warp target.
As is when you tell the ship to warp to X all modules turn off and then you start turning.
I guess its a minor oversight, but a mildly anoying one.
Thanx in advance
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DeusXi
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Posted - 2003.08.15 07:42:00 -
[2]
I think it has more to do with MWD and AB's dropping you out of warp at max speed. This was bad for those gate camping pirates. I'm sure they're happy now :) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Am I evil? No I'm not =P |
lickspittle
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Posted - 2003.08.15 08:13:00 -
[3]
I've been thinking the same thing. I'm going to look into moving the module deactivation and restriction on activating more to a later stage in the start of the warp. Its a lot easier to do now that the modules are deactivated instantly rather than over a period of time. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Saladin
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Posted - 2003.08.15 09:34:00 -
[4]
If the dev team could address this it would be awesome. One of the greatest uses of MWD's and afterburners was getting your ship to enter warp in a decent time frame. Just making it turn off the modules after you begin to accelerate to warp speed would be sweet --------------------------- (c) Copyright Saladin, 2005. Any editing of this post by a third party will be in violation United States Internet Copyright law 46525 of 2003. |
Ruffles
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Posted - 2003.08.15 10:16:00 -
[5]
Edited by: Ruffles on 15/08/2003 10:16:30 Hi lickspittle, (Typo-in name :( )
Whilst you are looking at that one, a lot of other people brought up the similar concern in combat.
Instant someone selects warp, all target locks etc, dropped. Can't that happen just as the person warps, not during the massive lead-up to alignement?
Puts a little more risk into wanting to warp away sure. :)
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Dyvim Slorm
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Posted - 2003.08.15 10:37:00 -
[6]
Could you also look at ht eproblem of being stuck next to stn's/roids. If you get trapped, once you start to warp you can't use your afterburners to move away. Net result is that you're stuck (sometimes permanently) until you relog to break the warp.
We either need to be able to keep the ab's going in warp until clear of obstacles, or a control to manually drop warp.
It would also be nice if we could have a master switch to turn on all the ab's at the same time instead of endless clicking.
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Fester Addams
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Posted - 2003.08.15 11:21:00 -
[7]
Thanx Lickspittle (Richard).
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Jubeli
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Posted - 2003.08.15 12:06:00 -
[8]
Hull and Armour Repairers should be classed in the same way as SBs so that we can use them in warp.
Please?
BTW Good going on the MWD/AB not being able to turn them on, but I think it was useful. more pirates will go back to gate camping now instead of hunting.. |
Jerrod Syn
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Posted - 2003.08.15 14:00:00 -
[9]
Quote: Could you also look at the problem of being stuck next to stn's/roids. If you get trapped, once you start to warp you can't use your afterburners to move away. Net result is that you're stuck (sometimes permanently) until you relog to break the warp.
Or if we are in a area that we will be stuck, get a "you cannot enter warp so close to a Station/Asteroid"
Quote: We either need to be able to keep the ab's going in warp until clear of obstacles, or a control to manually drop warp.
One of the things I think has been lacking in the ship control is the lack of ability to enter and leave warp manually. I would really like to be able to point my ship in a direction and enter warp...to cap drain. If I want to drop out of warp earlier, let me do that.
This would be great for Corps that finally start building their own station, and don't want it easily locatable.
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ToKE
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Posted - 2003.08.15 14:20:00 -
[10]
Edited by: ToKE on 15/08/2003 14:22:04 a simple solution here would be that your warp drive doesn't actually kick in until you reach a certain speed, that would fix all our probems with getting stuck, items deactivating etc.
say if you set it to 500m/s so until it gathered enough pace to get up to that you could still cancel/move/use modules. after all the warp drive interference wouldn't be a factor until your warp drives are running and you are actually at warp _______________________________________________ Ahaahhhh you didn't count on my loyal army of Prostitutes did you? |
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Johnson McCrae
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Posted - 2003.08.15 15:21:00 -
[11]
Edited by: Johnson McCrae on 15/08/2003 15:22:12
Quote: I've been thinking the same thing. I'm going to look into moving the module deactivation and restriction on activating more to a later stage in the start of the warp. Its a lot easier to do now that the modules are deactivated instantly rather than over a period of time.
A good trigger for turning them off is the throttle. When your aligned, your throttle 0's as the warp engines actually kick in then throttles up to full. If that (the 0'ing of the throttle) was the trigger, mods could still work to blast you out of LCO's. You would be able to use ab's and mwd's to turn faster too before alignment.
It would need to be coded so that the PLAYER 0'ing the throttle wouldn't cause the trigger during the alignment period too. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Melchar
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Posted - 2003.08.15 16:55:00 -
[12]
Quote: Hull and Armour Repairers should be classed in the same way as SBs so that we can use them in warp.
Please? ..
I second this, I'm not overly bothered about MWD coming out of warp, but PLEASE can we use Hull and Armour repairers whilst warping, otherwise, you end up sitting around in space wasting time while you get fixed up.
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Drutort
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Posted - 2003.08.15 21:53:00 -
[13]
ya i like this idea... that would also some what help to get unstuck i would assume, as you could still use other modules etc... before you are facing the thing you are starting to warp. support Idea: QuickInfo an alternative to ShowInfo
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