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Thread Statistics | Show CCP posts - 9 post(s) |
w1ndstrike
White Talon Holdings
15
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Posted - 2015.01.27 06:35:49 -
[31] - Quote
A /module would be useful for dealing with faction module fits that are attainable on TQ but are not seeded or readily available on sisi. In many cases there are pilots who will use certain classes of faction mods on pvp ships regularly, and not having these seeded on sisi results in underperforming ships compared to live. (First thing that comes to mind is faction warp scrams on a lach)
A /ship command might be useful for some classes of ships, most notably supercapital ships. Titans might not be very useful to have hanging around the combat 1 beacon, but they do make testing sov/infrastructure easier by bridging freighters (JFs only hold so much). This would also be useful for alliance tournament teams to practice with limited ships not currently seeded on Sisi. Shenanigans in 6-CZ already happen and at worst would be a by-product of an otherwise useful addition.
These combined would also facilitate easier testing in wormhole space.
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Sarrian Calda
House of Nim-Lhach Skeleton Crew.
12
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Posted - 2015.01.27 06:53:34 -
[32] - Quote
Clears all drones and anything that is not being controlled by a player (i.e. all deployables, undocked drones, in-flight missiles and bombs, corpses, wrecks, abandoned ships, etc except active ships). Anything that was brought to the grid and left behind by the players should be removed, except for dev-implemented stuffs. Fully restores all on-grid ships' HP and repairs all modules and drones in the cargo/drone bay and all fitted modules. Does not restore expended charges. All target locks will be broken, and all ongoing player-induced effects will end.
In certain places... If this is executed in a complex, the entire thing is reset and player is moved back to the very first acceleration gate which is the entrance to the complex.
If this is executed in an anomaly, the entire thing is reset and player is moved back to the warp-in beacon. Cue initial spawn(s).
If this is used inside a mission space (are there missions in SiSi?), it will move player back to the warp-in point and reset the current mission.
If this is used in empty space, at gates, at celestial bodies or at station, the grid will be cleared as per normal. If there are POCOs, they should be restored to full HP.
In presence of other players... If this is used while there is only the executing player himself, he can execute this command any time every X minutes. His ship will be restored but will not be moved and will continue heading in the direction he was heading.
If this is used while there are 2 or more players including the executing player on the grid, the majority needs to issue this command so as to actualize the command. If there are only 2 players, both must issue the command. If there are 3 or more, you need >50% vote. Players' ships will remain where they are, heading in whichever direction they were heading. Then a cool-down will prevent the command from being used again for X minutes.
If some players have left the scene before the command is actualized, system should re-count the number of votes against the new total number of players and execute accordingly. Say, if there are 10 players on-grid and 5 have issued the command, if one: - Player that voted for the command warps out, the number becomes 4/9, and now they still need 1 more vote to get the command executed. - Player that did not vote for the command warps out, the number becomes 5/9, the command executes automatically.
Same goes if more player warps in.
Might want to issue a text message to all on-grid players to notify them that a vote to reset the grid has been called for and how many more votes are needed. Players may not need to know who has or has not voted (dev's discretion?). |
KaRa DaVuT
Cutting Edge Incorporated RAZOR Alliance
60
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Posted - 2015.01.27 07:42:56 -
[33] - Quote
GJ |
Lugh Crow-Slave
597
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Posted - 2015.01.27 07:49:41 -
[34] - Quote
Flextra Aurilen wrote:Vincent Athena wrote:/ship
Produces a list of ships you want to make available for testing.
Edit:
/module
Produces a list of modules you want to make available for testing. They announced a feature for the fitting window to test modules without even having them in your hangar. So, the commands might be obsolete.
fitting a ship and testing a ship are not the same thing. if i want to see a paper fit i will use pyfa if i want to see an applied fit i use SiSi
Fuel block colors
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Marcus Zukov
Project Pendragon
0
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Posted - 2015.01.27 07:56:59 -
[35] - Quote
w1ndstrike wrote:A /module would be useful for dealing with faction module fits that are attainable on TQ but are not seeded or readily available on sisi. In many cases there are pilots who will use certain classes of faction mods on pvp ships regularly, and not having these seeded on sisi results in underperforming ships compared to live. (First thing that comes to mind is faction warp scrams on a lach)
A /ship command might be useful for some classes of ships, most notably supercapital ships. Titans might not be very useful to have hanging around the combat 1 beacon, but they do make testing sov/infrastructure easier by bridging freighters (JFs only hold so much). This would also be useful for alliance tournament teams to practice with limited ships not currently seeded on Sisi. Shenanigans in 6-CZ already happen and at worst would be a by-product of an otherwise useful addition.
These combined would also facilitate easier testing in wormhole space.
I so Second that Doing WH Stuff on SiSi is always such a drag, let alone the fact your POS, and with that, all the Stuff in your WH is nuked with a Mirror, one usually dosn't have any chance to get anything going. For the /module command it might be interesting to implement it that way, that all stuff spawns in ones inventory, unless it's to big to fit in, then it should simply spawn in a conti near by, and POS stuff should simply spawn unanchored in space.
Damn, i would even pay solid Money for that feature.
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Koebmand
Silverflames
20
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Posted - 2015.01.27 08:06:59 -
[36] - Quote
/standing [entity] [amount] #Both positive and negative amounts. /train [skill] [level] /untrain [skill] [end level] |
Duo ZeroSeven
Angels and Devils DamnedNation
0
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Posted - 2015.01.27 12:01:15 -
[37] - Quote
I know because SiSi is "safe" for exploring of one's skills and ship fittings, I've been lost in wh's a few times. Or just wandered miles and miles into somewhere I don't have a station filled with junk to go to. I've then had to AP back to my home station and go off and do something else while I "reset" myself. So why not a command like:
/home
And it does just that, instantly jumps you to your station set as home, or the location your med clone is located. |
Drackarn
Caldari Colonial Defense Ministry Templis CALSF
60
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Posted - 2015.01.27 12:04:46 -
[38] - Quote
I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.
I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?
The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel?
http://sandciderandspaceships.blogspot.com/
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Alvatore DiMarco
Capricious Endeavours Ltd
3334
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Posted - 2015.01.27 12:20:12 -
[39] - Quote
Drackarn wrote:I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.
I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?
The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel?
I already have the Svipul at Lv4. What's your excuse? Besides, this would kill mass test participation. No, no, and hell no to removing anything that brings people - and thus entertainment - to mass tests. |
Drackarn
Caldari Colonial Defense Ministry Templis CALSF
60
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Posted - 2015.01.27 13:51:10 -
[40] - Quote
Alvatore DiMarco wrote:Drackarn wrote:I know skills are touchy as its the reward for attending mass tests, but the ability to skill up to 5 to test new things would be awesome.
I've got Drack training Minmatar Tactical Destroyer on SiSi ready to test the Syv... the Siv.... the Svi.... the new Matari T3 Dessy. Wouldn't it be best if we could test it at level 5 straight away?
The /moveme command gives you limited options. What if something like /skillup did the same? The options only included what was being tested for the new release? For example when we all got max super capital skills to test low-sec doomsdays and supercap gate travel? I already have the Svipul at Lv4. What's your excuse? Besides, this would kill mass test participation. No, no, and hell no to removing anything that brings people - and thus entertainment - to mass tests.
So I have, but this one is an easy train. How about a 8x skill or a 10x skill in the future? What if they mirror TQ next week, a day before they introduce the ship?
Hence I suggested they only do the skills for what they want testing. Its a balance. Mass tests versus proper testing of the new items.
http://sandciderandspaceships.blogspot.com/
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Baneken
Arctic Light Inc. Arctic Light
459
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Posted - 2015.01.27 15:19:04 -
[41] - Quote
CCP Habakuk wrote:Silvonus wrote:Great addition to singularity!
What i'd love to see is a slash command to alter corp/ faction standings. This sounds interesting in my opinion, let's see what the details would look like and how complicated the implementation would be. Do you think it is enough to just boost the standing to max (or as far to enable lvl5 agents) or would it be good to also set lower standings? For our dev testing it is for sure important to be able to set lower standings, but this is a quite different use-case.
/ship, /module, /spawn and similar: I am not sure yet, if anything like this would be possible - without making it too overpowered or complicated. If you have any good use-cases: Please reply.
For testing purposes it's important to be able to also lower your standings as well as well make them go up. However I'm not entirely sure what would happen if you're getting mauled by faction coppers and ramp up your standings at the same time. |
Marcus Zukov
Project Pendragon
0
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Posted - 2015.01.27 15:28:26 -
[42] - Quote
Drackarn wrote: So I have, but this one is an easy train. How about a 8x skill or a 10x skill in the future? What if they mirror TQ next week, a day before they introduce the ship?
Well.. Then the casual Sisi Tester will look back at what.. 10 mill free SP from mass tests he took part in?
I also say, skillpoints shouldn't be touched, exept for that notorious /resetfreeskillpoints command that was offered before hand, wich would actually help in testing some builds and things out.
On the other hand, i don't know if that came up before, but what speaks against account wide free SP for mass tests? Marcus here for example is a pure Industry/reseach character, and i usually don't bring him to any mass tests given we need pewpew and no Roqh who might be able to compress a few Minmatar ships..
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Ab'del Abu
Atlantis Ascendant
206
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Posted - 2015.01.27 16:36:54 -
[43] - Quote
a /moveme command for arbitrary wormhole systems would be awesome.
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ChemicalQueen
Perkone Caldari State
5
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Posted - 2015.01.27 17:21:42 -
[44] - Quote
One step closer to Tradewars 2002! This is a good thing. |
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CCP Habakuk
C C P C C P Alliance
1195
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Posted - 2015.01.27 17:43:14 -
[45] - Quote
Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion?
CCP Habakuk | EVE Quality Assurance | Team Gridlock
Bug reporting | Mass Testing
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Syrias Bizniz
Chaotic Tranquility Warp to Cyno.
396
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Posted - 2015.01.27 17:54:58 -
[46] - Quote
Is there a limitation to the command string?
Can you add attributes or what it's called?
like
/moveme [Systemname]
or
/standing [entity] [value]
or
/gibeLPpls [entity] [value] (<<< nice way to get 'standard' faction items and NOT seeding the whole markets with it)
/givelastship (<<< reimburses your last shiploss at 100%) |
Ab'del Abu
Atlantis Ascendant
206
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Posted - 2015.01.27 18:00:26 -
[47] - Quote
CCP Habakuk wrote:Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion?
That would be a great start indeed!
There is one issue, however: sites in those systems would be run and disappear, but not respawn (at least given my understanding of how stuff spawns in whspace). So at least for PvE related testing the usefulness might be limited.
Still +1 :> |
Chris Winter
Winters Are Coming
608
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Posted - 2015.01.27 18:08:40 -
[48] - Quote
If nothing else, a move me to Thera would be useful for finding wormholes you want, since it's so well connected. |
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CCP Habakuk
C C P C C P Alliance
1196
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Posted - 2015.01.27 18:08:45 -
[49] - Quote
Syrias Bizniz wrote: Is there a limitation to the command string? ...
Not in general (and our first prototype allowed the system name as argument), but it gets more complicated then - both for the user (we want to keep the usage as easy as possible) and for coding the commands (everything needs to be validated etc.).
Ab'del Abu wrote:CCP Habakuk wrote:Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion? That would be a great start indeed! There is one issue, however: sites in those systems would be run and disappear, but not respawn (at least given my understanding of how stuff spawns in whspace). So at least for PvE related testing the usefulness might be limited. Still +1 :> This is a totally valid argument, but as soon as you are in one wormhole you have at least an entry point to scan down a static to get further.
CCP Habakuk | EVE Quality Assurance | Team Gridlock
Bug reporting | Mass Testing
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tgl3
Wormhole Engineers Greater Realms
532
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Posted - 2015.01.27 18:16:48 -
[50] - Quote
CCP Habakuk wrote:Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion? Works for me!
Twitter - TG_3
Ex EVE Blogger - posts still available at Through Newb Eyes
Chat channels in-game; "RvB Spooning R US", "RvB Ganked", "Basket"
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w1ndstrike
White Talon Holdings
15
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Posted - 2015.01.27 19:18:55 -
[51] - Quote
CCP Habakuk wrote:Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion?
this would be a fantastic addition. |
Nejira
Blood Pearl Syndicate Easily Excited
14
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Posted - 2015.01.28 15:03:42 -
[52] - Quote
CCP Habakuk wrote:Ab'del Abu wrote:a /moveme command for arbitrary wormhole systems would be awesome.
Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion?
The problem is that if you list a specific wormhole, it will be pretty pointless to go there since the sites will be gone most likely. What it would do is get you into wormhole space, but even that doesnt fix all the problems. If a group of people are testing escalations in a high class wormhole and lose one of those caps, they probably have a better chance of self destructing their pods, looking for a new wormhole and doing the whole logistics thing again.
Its because a kspace to highclass wh(that allows caps) is really not easy to find and if you do find one, then you only got one chance to get in and not much can get in.
Thats why I suggest a /back command or /movetoplayer command. These would ultimately remove nearly any logistics involved for testing. Or do it like minecraft and let us /movetobookmark or something. You could try disabling these commands if player is in 6-C to avoid abuse in pvp there. Just throwing out ideas now, but we really need something like /back to get away from logistics. |
Matt Faithbringer
Brave Newbies Inc. Brave Collective
2
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Posted - 2015.01.29 12:16:52 -
[53] - Quote
/mirrorFittings |
Rain6637
GoonWaffe Goonswarm Federation
29620
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Posted - 2015.01.29 15:41:29 -
[54] - Quote
If I'm in 6CZ and 6CZ is on the list of moveme systems, can I get myself moved out of a bubble or combat?
what about while I'm in siege or triage or bastion? Is this an honor system type thing?
instead of trying to fix the code you might want to say combat is allowed everywhere, anytime, with /moveme enabled.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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CCP Habakuk
C C P C C P Alliance
1204
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Posted - 2015.01.29 16:12:11 -
[55] - Quote
Rain6637 wrote:If I'm in 6CZ and 6CZ is on the list of moveme systems, can I get myself moved out of a bubble or combat?
what about while I'm in siege or triage or bastion? Is this an honor system type thing?
instead of trying to fix the code you might want to say combat is allowed everywhere, anytime, with /moveme enabled.
If you are already in space in 6-CZ49 selecting 6-CZ49 will not do anything. You could escape combat by selecting Thera (same as with the old moveme bot, when we allowed Thera as 2nd location) and ask you to not abuse this. This is being discussed on what the best way is to deal with this.
CCP Habakuk | EVE Quality Assurance | Team Gridlock
Bug reporting | Mass Testing
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Freir9o785tu
Pator Tech School Minmatar Republic
1
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Posted - 2015.01.30 00:14:47 -
[56] - Quote
CCP Habakuk wrote:Rain6637 wrote:If I'm in 6CZ and 6CZ is on the list of moveme systems, can I get myself moved out of a bubble or combat?
what about while I'm in siege or triage or bastion? Is this an honor system type thing?
instead of trying to fix the code you might want to say combat is allowed everywhere, anytime, with /moveme enabled. If you are already in space in 6-CZ49 selecting 6-CZ49 will not do anything. You could escape combat by selecting Thera (same as with the old moveme bot, when we allowed Thera as 2nd location) and ask you to not abuse this. This is being discussed on what the best way is to deal with this.
Add a check for combat, GCC, or other modifiers that affect standard portability. Applies these to the move?
Material Efficiency in Excel =ROUNDUP((Base-((Base*ME)))*Quantity,0) Whereas Base is the material requirement without ME changes (Don't get base value while installed in a POS as that has an additional 2% modifier) ME is a percentage, IE: 10%=0.10.
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Alice Johansen
Atztech Inc. Ixtab.
15
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Posted - 2015.01.30 13:58:34 -
[57] - Quote
CCP Habakuk wrote:Arbitrary wormhole systems would be difficult with selecting the system from a window. Our current idea would be to add one system per WH-class (possible each with a different system effect). Would this be a good compromise in your opinion? That would help a lot. Once you are in w-space you can just scan down the chain and find an "untouched" system for testing, so depletion of sites in those systems shouldn't be that much of an issue.
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Rain6637
GoonWaffe Goonswarm Federation
29627
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Posted - 2015.01.30 14:01:00 -
[58] - Quote
Hello CCPees, I made use of the /moveme command and it was convenient, thank you.
I'm curious though, was it the click on the system name that initiated the move, or was it clicking "OK"? With so many clients to move, it would save me time to not have to babysit each client for five seconds to make sure the command took.
Small detail, though. 5/5 stars.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Atum
Eclipse Industrials Quantum Forge
120
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Posted - 2015.01.30 19:43:25 -
[59] - Quote
Emilia Zapata wrote:The day this feature is introduced on Tranquility by accident in a future expansion will be hilarious. If this Murphy fella was right, it's only a matter of time It would be just like chaos nights on the MUDs of old :)
One thing I'd love to be able to do (and I finished the L5 train for it years ago, though sadly the alliance fell apart before we got started on it) is test different outpost builds... it's one of those things that is locked away to a very small number of people, and being asked to join that group and now not even being able to see what the interface is like to learn the ins-and-outs, is somewhat saddening. Even if the outposts die every time Sisi is mirrored, at least I get some experience navigating the process should I ever find myself in the "cool kids" club again. |
Rain6637
GoonWaffe Goonswarm Federation
29642
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Posted - 2015.02.01 14:30:12 -
[60] - Quote
one day a year, known as the purge. don't be caught outside
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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