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Thread Statistics | Show CCP posts - 1 post(s) |
Crabs Collector
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Posted - 2011.02.18 00:10:00 -
[1]
Currently if you fit an active resistance module, you see its effect on capacitor usage. It would make sense that you should see its affect on resistance too. Now you have to undock first to see what your resistance is, wich is abit inconvenient and not really logical.
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CCP Chronotis
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Posted - 2011.02.18 00:20:00 -
[2]
This is very much desired and the tech to allow it to happen is coming out of our incarna development as there is a huge amount of refactoring going on behind the scenes and the foundations being laid there will allow us to do things like proper DPS/tanking stats and allow you to create fits where you do not need the actual physical skills/ships or modules and can see yourself with different setups and run simulations for capacitor drain, damage analysis and module cycling to give some examples.
Not on 'near future' plans, but definitely on our want list as well :)
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ACESsiggy
Gallente
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Posted - 2011.02.18 02:18:00 -
[3]
Epic. |
SghnDubh
BattleClinic
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Posted - 2011.02.18 03:09:00 -
[4]
Think hard about your community of fan developers, CCP.
That early vision to get players involved, and the API to help us build, helps the fan community build really cool stuff.
Player-built tools are powerful "viral" marketing for EVE Online.
And they don't get lost deep in the interface.
Torfi, I'm making a bee-line for you at Fanfest!
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Timecodes: http://shop.BattleClinic.com
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Suprox
Epic.
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Posted - 2011.02.18 06:51:00 -
[5]
Originally by: CCP Chronotis This is very much desired and the tech to allow it to happen is coming out of our incarna development as there is a huge amount of refactoring going on behind the scenes and the foundations being laid there will allow us to do things like proper DPS/tanking stats and allow you to create fits where you do not need the actual physical skills/ships or modules and can see yourself with different setups and run simulations for capacitor drain, damage analysis and module cycling to give some examples.
Not on 'near future' plans, but definitely on our want list as well :)
Awesome, I hope it would make it to the feature list soon enough.
Originally by: ACESsiggy Epic.
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Eclorc
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Posted - 2011.02.19 12:36:00 -
[6]
Edited by: Eclorc on 19/02/2011 12:39:07 re: EFT-type fuctionality...
Originally by: CCP Chronotis This is very much desired and the tech to allow it to happen is coming out of our incarna development as there is a huge amount of refactoring going on behind the scenes and the foundations being laid there will allow us to do things like proper DPS/tanking stats and allow you to create fits where you do not need the actual physical skills/ships or modules and can see yourself with different setups and run simulations for capacitor drain, damage analysis and module cycling to give some examples.
Not on 'near future' plans, but definitely on our want list as well :)
JUST a thought, EFT exists already... Could it be possible and practical for EFT to request a drawing surface from EVE itself, and request input events from that surface too?
Why re-invent the wheel when it is there already, just allow EFT to slot into the "big screen" interface in the captains quarters and do it's thing as an in-game addon?
As long as the surface is limited in this way to specific places and environments, then the possibility for abuse by non-approved apps would be restricted.
Imagine EFT being able to hook into the CQ's big-screen ?
Even if this was done via an external-program-provided-bitmap blit function the possibility of mouse event via a tightly-secured shared-memory dll could allow basic "click-event" interaction to happen, the same DLL could host the bitmap-to-blit as well.
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Mara Rinn
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Posted - 2011.02.19 12:47:00 -
[7]
Or rewrite EFT as an HTML5 webapp and have third party applications accessible through the in-game browser embedded in consoles and screens?
-- [Aussie players: join ANZAC channel] |
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