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Gaven Darklighter
Gallente The Athiest Syndicate Advocated Destruction
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Posted - 2010.02.01 23:14:00 -
[1]
As it stands, once you deactivate a module, it may not be reactivated until the cycle completes. This potentially poses a minor annoyance for every type of player. What my solution is would be simply allow the module to be activated if mistakenly deactivated or otherwise. A minor nuisance but I feel reasonable enough to request changing
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Xtover
Suicide Kings
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Posted - 2010.02.01 23:22:00 -
[2]
how would you tell?
if you have instant deactivation, it'd just be a way to get around a module's RoF.
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Ki Tarra
Ki Tech Industries
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Posted - 2010.02.01 23:28:00 -
[3]
Originally by: Xtover if you have instant deactivation, it'd just be a way to get around a module's RoF.
The OP is not asking that we have instant deactivation, rather that we can tell the client that we want to reactivate the module before it completes its cycle.
For example, if you deactivate a hardener, you could immeadiately click on it and have it continue running on the next cycle. If you deactivated a gun, you could select a new target for it, but it would not fire at the new target until the current cycle completed.
What would be nice to go along with this would be the ability to schedule ammo/script changes without waiting for the cycle to complete. If the ammo/script is changed mid-cycle, the client simply waits until the current cycle finishes then completes the requested change.
I support this idea, but I do not think it is a high priority.
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Gaven Darklighter
The Athiest Syndicate Advocated Destruction
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Posted - 2010.02.01 23:32:00 -
[4]
Supporting my topic, also edited it for clarity. Not a high priority fix, just something I'd know I'd use quite often
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PsyKzz
Antares Shipyards Phalanx Alliance
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Posted - 2010.02.02 02:27:00 -
[5]
I think that this would help clear things up.
Make the server only update the state of the module at each cycle. Allow a user to switch on and off as many times as they like, but if the model is off when it cycles it will be off till turned on, however if you turn it off and on again before the end of the cycle it will remain on.
This seems fair, I understand that CCP might not like this as it can spam data to the servers but a change in code to get the state and apply it each cycle might be better? aswell with the current groups feature.
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Herschel Yamamoto
Agent-Orange
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Posted - 2010.02.02 09:06:00 -
[6]
Supporting this. I know it's annoyed me a few times.
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Sphit Ker
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Posted - 2010.02.02 09:25:00 -
[7]
This is a small change that carry a great improvement.
Small changes are the best changes
The following statement is not my signature. The preceding statement is my signature. |
Aineko Macx
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Posted - 2010.02.02 09:29:00 -
[8]
Originally by: Herschel Yamamoto Supporting this. I know it's annoyed me a few times.
Same here.
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Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2010.02.02 12:36:00 -
[9]
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.StevieSG |
Ophelia Ursus
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Posted - 2010.02.02 13:24:00 -
[10]
Originally by: Herschel Yamamoto Supporting this. I know it's annoyed me a few times.
It's especially fun in a close fight where you mis-click when trying to overheat something.
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SupaKudoRio
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Posted - 2010.02.02 13:53:00 -
[11]
Originally by: Ophelia Ursus
Originally by: Herschel Yamamoto Supporting this. I know it's annoyed me a few times.
It's especially fun in a close fight where you mis-click when trying to overheat something.
Freaking supported. Hah...
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10/10: Where is your God now? |
Avan Sercedos
The Tuskers
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Posted - 2010.02.02 14:34:00 -
[12]
Hell yes, and I'll harass a certain CSM to raise this
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James Tritanius
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Posted - 2010.02.02 14:38:00 -
[13]
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Coffee Wired
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Posted - 2010.02.02 14:44:00 -
[14]
Support. Good idea.
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De'Veldrin
Special Projects Executive The Obsidian Legion
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Posted - 2010.02.02 15:09:00 -
[15]
--Vel
Forum Mom: Spanking the snot out of little brats. |
Fille Balle
Ballbreakers R us
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Posted - 2010.02.02 15:23:00 -
[16]
Yes, Earl Grey please, and I'll have the chocolate cake with custard if you don't mind.
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TeaDaze
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Posted - 2010.02.02 15:40:00 -
[17]
Allowing you to reactivate a mod while it is flashing red makes sense to me (maintaining cycle time of course).
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IcarusNardella
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Posted - 2010.02.02 15:53:00 -
[18]
I would like to see this.
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Tacolina
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Posted - 2010.02.02 16:45:00 -
[19]
supported
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Bel'shamharoth
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Posted - 2010.02.02 17:04:00 -
[20]
Great idea, I know I've wished it was implemented many a time when my Mac's keys got stickyed. -------------------------------------------------------------------------------------------------- I'm not a fig plucker or a fig plucker's son, but I'll pluck figs till the fig plucking's done. |
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Dek Kato
Hedion University Alumni Corporation Raikiri Assasins
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Posted - 2010.02.02 17:09:00 -
[21]
I'm kinda split on this. Its a minor annoyance at worst. But eh, I ran into this last night with my active hardeners so I'll support, assuming its a quick and easy fix.
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Hugo Lordmagnus
Vexillari
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Posted - 2010.02.02 17:38:00 -
[22]
Makes sense to me.
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Pajama Sam
The Tuskers
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Posted - 2010.02.02 22:43:00 -
[23]
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Proxyyyy
The Tuskers
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Posted - 2010.02.02 22:43:00 -
[24]
Yeah it can be screwed up at times...
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Yahrr
The Tuskers
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Posted - 2010.02.02 22:47:00 -
[25]
SUPPORTED!
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Greygal
Sephray Industries
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Posted - 2010.02.03 03:41:00 -
[26]
definetly supporting!
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.02.03 10:12:00 -
[27]
Edited by: Marlona Sky on 03/02/2010 10:11:44 You sir! Are a god damn genius!
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Pian Shu
Bene Gesserit ChapterHouse Tread Alliance
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Posted - 2010.02.03 19:05:00 -
[28]
Yes. Lag ensures that there is always a gap in activation -- this would ensure that isn't a problem.
Also, +1 for the guy who said we should also be able to insert an ammo change; I'll raise you the ability to activate your guns before they finish reloading (thereby causing them to fire as soon as they are reloaded, not before).
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Jonah Pod
Gallente
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Posted - 2010.02.03 19:42:00 -
[29]
Not supported.
I neither see any usse nor advantage of it. You're flying ships not batched requests and your ships as well as its modules want to be operated. Do so, please.
Accidentially deactivating a module is not that much of a problem since you can "reactivate" it without any loss right after its activation period ended (represented by the white circle vanishing with the module still blinking red). Use this second or two to click on it again and it'll be insta-activated as if it never had been deactivated. At least, that's the way I do.
Sounds very much to me like an empire carebears request for auto-lock-and-shoot modules ;)
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Bagehi
Association of Commonwealth Enterprises Gentlemen's Club
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Posted - 2010.02.03 20:31:00 -
[30]
Edited by: Bagehi on 03/02/2010 20:35:14
Originally by: Ophelia Ursus
Originally by: Herschel Yamamoto Supporting this. I know it's annoyed me a few times.
It's especially fun in a close fight where you mis-click when trying to overheat something.
This. I hate this.
Originally by: Jonah Pod I neither see any usse nor advantage of it. You're flying ships not batched requests and your ships as well as its modules want to be operated. Do so, please.
Accidentially deactivating a module is not that much of a problem since you can "reactivate" it without any loss right after its activation period ended (represented by the white circle vanishing with the module still blinking red). Use this second or two to click on it again and it'll be insta-activated as if it never had been deactivated. At least, that's the way I do.
Insert fleet lag and instead of overheating your dread's guns, you are left with the guns that will not stop cycling red unless you warp off. Unfortunately, you're in siege, so you have to wait up to 10 minutes before you can warp out to clear the guns so you can fire again.
Fix Local |
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