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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Ranshe
Blackwater Company
0
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Posted - 2011.11.15 12:09:00 -
[1] - Quote
- dscan range input should be in AU not in km, can even accept decimals to get 0.00001 AU if you really need it (no idea why would you ever need that)
- why is the default dscan range set to something ridiculously small (don't remember, but it was 1000km or something stupid)? everyone using dscan changes it anyway
- better "toggle overheating a module" button so you don't accidentaly turn the module off instead
- ability to cancel turning the module off while it's still on it's cycle (so you click the module, cycle starts, click it again, red circle appears and module will deactivate at end of cycle, click it once again and red circle disappears, next cycle will start as if nothing happened) - would also help with the above
- rebalance Worm, right now it's totally useless, give it a drone damage bonus maybe and fixed 25m of drone bay?
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Ranshe
Blackwater Company
0
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Posted - 2011.11.15 12:23:00 -
[2] - Quote
Solstice Project wrote: Cockpit camera would be awesome.
NOT asking for first-person-style-movement, because i know this is not possible, BUT a cockpit camera (without cockpit, too much work anyway) surely is.
We're sitting in closed eggs full of fluid inside the ship. What cockpits? |
Ranshe
Blackwater Company
1
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Posted - 2011.11.15 12:32:00 -
[3] - Quote
Solstice Project wrote: We're sitting in our pods and the surroundings are projected into our brain, so it would make sense to have a PodCam, where the Cam sits at the ships position but the ship isn't visible ... because it would block everything anyway.
It'd be more like a camera fixed onto the surface of a sphere.
Thx. :)
I'd rather see a camera fixed to the ship in some place (preferably different places for different ships), so you get the "almost first person" view, but you still can see parts of the ship if you look around. This wouldn't have any practical applications other than Looking Cool. :)
Oh, I remembered something else.
New visual effect (and sound, yes I know, "eve has sound?") for sensor boosters, warfare links and eccm's. Or at least turn the volume of the sound down, it's extremely annoying. |
Ranshe
Blackwater Company
1
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Posted - 2011.11.15 12:35:00 -
[4] - Quote
Solstice Project wrote:Ranshe wrote:I'd rather see a camera fixed to the ship in some place (preferably different places for different ships), so you get the "almost first person" view, but you still can see parts of the ship if you look around. This wouldn't have any practical applications other than Looking Cool. :) This idea sounds good to me too. :) That'll cost them a few more hours though, because they need to find a spot for that for every single ship.
That's true, but for the sake of Looking Cool I think it's worth it. :) |
Ranshe
Blackwater Company
2
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Posted - 2011.11.15 12:43:00 -
[5] - Quote
Kalvunia IV wrote:an easier way to tell if you are warp scrammed, jammed, damped or in a bubble etc(debuffed in general mmo terms) etc.
so an area of the UI that shows the module icon of the debuff applied to you and the number of times the same effect is applied indicated by a number on the icon.
Say for instance you jump in to a fleet and someone gets a point on you, the warp disruption module icon will pop up on your UI and as more of his/her friends gets points on you the number on the icon would increase.
It needs to show who exactly put those effects in you as well, so the simple debuff area wouldn't work well for Eve. For that the current implementation is okay, it's just the icons should be more visible. Maybe put them on the left/right (toggle in options) as they are, but *outside* the overview box? |
Ranshe
Blackwater Company
2
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Posted - 2011.11.15 12:53:00 -
[6] - Quote
Solstice Project wrote:Lachesis VII wrote:Directional scanner needs a slight UI overhaul.
Two things:
The distance box needs to be a slider, in 1AU increments. 1AU-15AU.
The angle slider should create a visible in-space ring so you can see where you're aiming. It's not that I don't already know (click on your own ship, zoom out, and use that to center yourself), but really, it's an unnecessary obstacle to learning how to use your directional scanner. dScan is really easy to learn, these increments are way too big and you can't zoom out that far anyway. This doesn't suggest making dscanning easier, but dumber.
Slider would be indeed dumb, just lose the kilometers from the input box and make it in AU, there's no real reason you would need kilometers there for anything that you couldn't input in AU as well - and it saves you converting units all the time.
Visible ring... We already know roughly where the scan angle ends anyway even without it, this wouldn't really change anything that much. |
Ranshe
Blackwater Company
4
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Posted - 2011.11.15 13:05:00 -
[7] - Quote
GeeShizzle MacCloud wrote: plus wtf is up with people scared and confused bout AU's to km's? yahh 1 AU is exactly 149 598 000km but jesus, if ur adding up multiple UA's then just use an approximation!
150 million km for example.. then all u have to do is add up 150's or even 15's. not exactly rocket science!
Of course it's not difficult, we do it daily and we learn that approximation very early when learning how to dscan :) For me it's just an annoyance to convert it, even though it's not hard or anything.
Ideally the input could understand both units somehow, then everyone would be happy. ;P |
Ranshe
Blackwater Company
5
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Posted - 2011.11.15 15:35:00 -
[8] - Quote
Mr Greblos wrote: 4. T2 rigs should be at least twice as good as T1 rigs. T2 Modules too...
>40km disruptors? 60km interdiction bubbles? And that's only the two most obvious things. Are you crazy or just didn't have enough sleep? |
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