Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Commander Freir
The Red Island Foundation Shadow Cartel
5
|
Posted - 2016.01.30 22:16:53 -
[1] - Quote
When pulsing overheated modules, whether it be guns, AARs, ASBs, jams, etc. it is a complete hassle to re-overheat after every pulse. See a fight such as this one to see why it can be such a hassle. There are many additional clicks that are required to keep a module overheated and pulsing. This suggestion would reduce actions required by the player while still performing the same task in a less stressful way.
My suggestion would be to alter the deactivation of modules so that the module stays "pre-heated" by default when an overheated module is deactivated, rather than automatically returning to an unheated state. For those who are not perma-running heated modules, this will not impact gameplay, and would serve as a quality of life improvement for those managing their modules precisely.
While I can't imagine it would be too difficult for CCP to implement, you never know with spaghetti code.
Let me know what you think about the idea! |
Xe'Cara'eos
A Big Enough Lever
400
|
Posted - 2016.01.31 00:39:10 -
[2] - Quote
As long as you're in the same system, I think this is a reasonable QoL request
on Jumping..... I've got a feeling legacy code, as active modules turn off on jumping too......
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
|
Zappity
Black Aces I N F A M O U S
2654
|
Posted - 2016.01.31 01:59:08 -
[3] - Quote
Supported.
Zappity's Adventures for a taste of lowsec.
|
Nevyn Auscent
Broke Sauce
2945
|
Posted - 2016.01.31 02:21:43 -
[4] - Quote
Heat in general needs a look at for UI, the current UI for it is not friendly. |
Mag's
Rabble Inc. Rabble Alliance
21066
|
Posted - 2016.01.31 02:42:46 -
[5] - Quote
Nevyn Auscent wrote:Heat in general needs a look at for UI, the current UI for it is not friendly. QFT. I've always found the UI in this regard to be extremely lacking.
Destination SkillQueue:-
It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.
|
Bienator II
madmen of the skies
3488
|
Posted - 2016.01.31 06:22:42 -
[6] - Quote
fully supported. (suggested it myself a while back)
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
|
Erika Tsurpalen
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
17
|
Posted - 2016.01.31 11:38:58 -
[7] - Quote
Allow overheats to be set while cloaked. Fixes the gate issue and just general QOL. |
Alundil
Isogen 5
1084
|
Posted - 2016.01.31 15:56:32 -
[8] - Quote
Shouldn't biab handle (or help with) this? I was under the impression that biab loaded and cached attributes and statistics (player and ship) so the server wouldn't have to calculate them each time a system was jumped. If it's capable of doing that, then it might also be capable of caching module heat on/off state in the same manner.
I'm right behind you
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |