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Messoroz
AQUILA INC Verge of Collapse
407
|
Posted - 2013.07.07 19:22:00 -
[1] - Quote
You have the ability to select your speed on your HUD when using a MWD & AB rather than just go max speed all the time.
Why not scale cap usage of the module proportionally to current speed and max speed? i.e. max speed = max cap usage in the module stats |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS strain SELKURK
22
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Posted - 2013.07.07 19:31:00 -
[2] - Quote
This adds an interesting new dynamic to what otherwise is a static situation, so....
+1 |

Arya Regnar
Pator Tech School Minmatar Republic
38
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Posted - 2013.07.07 19:45:00 -
[3] - Quote
Nano suddenly makes modules use more cap?
Am I reading this wrong?
Or is it meant to be a percentage of max speed.
Anyways... No I don't think this is a good idea, or would disrupts use less cap depending on how far away the target it? And so on...
EvE-Mail me if you need anything.
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Messoroz
AQUILA INC Verge of Collapse
407
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Posted - 2013.07.07 19:48:00 -
[4] - Quote
Arya Regnar wrote:Nano suddenly makes modules use more cap?
Am I reading this wrong?
Or is it meant to be a percentage of max speed.
Anyways... No I don't think this is a good idea, or would disrupts use less cap depending on how far away the target it? And so on...
No. Nano would use less cap if you control your speed. i.e. max speed while nanoing uses capacitor as normal.
But you use less capacitor if you limit your speed on the HUD.
Disruptors barely use cap and you aren't able to set your max range on those. You can set your max speed :P |

Arya Regnar
Pator Tech School Minmatar Republic
38
|
Posted - 2013.07.07 19:59:00 -
[5] - Quote
Disruptors on frigs represent 70% of cap use. There are good reasons why modules have a fixed level of cap use.
It makes cap management and speed management more player skill intense.
Also the overall cap use of MWDs and ABs would have to be increased by about 10% since orbiting trajectories don't allow for full speeds.
This won't happen.
EvE-Mail me if you need anything.
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Destination SkillQueue
Are We There Yet
5421
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Posted - 2013.07.07 20:12:00 -
[6] - Quote
A reason for not to scale things is the nature of the module itself. It doesn't use energy like a car uses gas. It takes up energy, which allows it to function for the next X seconds at 100% performance. This means your request in the current system amounts to reduced cap usage for propulsion modules without performance drops and have that cap cost reduction be based on the proportional speed at the start of the module cycle. I'd like to hear why you think propulsion modules should have their cap usage reduced in this manner.
The idea would make sense, if the cost would be counted every second when the module is active. Problem being that modules are intentionally designed to not do that, since that implementation creates a lot more stress on the servers. I doubt you'll have much success convincing CCP it's worth it, since you don't exactly provide any real gameplay reasons why your idea would be good. Yes it adds a new dynamic way to influence cap consumption of a module, but it's not exactly a positive game changer. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS strain SELKURK
22
|
Posted - 2013.07.07 20:55:00 -
[7] - Quote
Destination SkillQueue wrote:A reason for not to scale things is the nature of the module itself. It doesn't use energy like a car uses gas. It takes up energy, which allows it to function for the next X seconds at 100% performance. This means your request in the current system amounts to reduced cap usage for propulsion modules without performance drops and have that cap cost reduction be based on the proportional speed at the start of the module cycle. I'd like to hear why you think propulsion modules should have their cap usage reduced in this manner.
The idea would make sense, if the cost would be counted every second when the module is active. Problem being that modules are intentionally designed to not do that, since that implementation creates a lot more stress on the servers. I doubt you'll have much success convincing CCP it's worth it, since you don't exactly provide any real gameplay reasons why your idea would be good. Yes it adds a new dynamic way to influence cap consumption of a module, but it's not exactly a positive game changer.
I was unaware of the intricacies of how the server counts the cost of AB and MWD usage as an indivisible unit, given this new information I must withdraw my support for the OPs suggestion.
However, without putting words into the OPs mouth, I will say that it seems to me that the OP made a clear case for why he wanted a change in how AB and MWD used capacitance based on current proportional speed and by my extension of that logic to make AB and MWD game play more dynamic by including cap management to a pilots expertise at flying a ship to at its maximum potential, again this was my extension of the OPs concept and in no way supposes that the OP supports my extension of his statement.
As to my own extension of the OPs logic that cap management would add "positive game change", to use your summation,to AB and MWD usage, it is not unlike thermodynamics adding pilot expertise to management of modules during combat, again this recognizes both that I have withdrawn my support for the OPs suggestion based on your insight into how the server counts AB amd MWD costs, as well as stating clearly that my extension of the OPs logic is not an argument he should feel inclined to defend. |

Messoroz
AQUILA INC Verge of Collapse
407
|
Posted - 2013.07.07 21:27:00 -
[8] - Quote
Destination SkillQueue wrote:A reason for not to scale things is the nature of the module itself. It doesn't use energy like a car uses gas. It takes up energy, which allows it to function for the next X seconds at 100% performance. This means your request in the current system amounts to reduced cap usage for propulsion modules without performance drops and have that cap cost reduction be based on the proportional speed at the start of the module cycle. I'd like to hear why you think propulsion modules should have their cap usage reduced in this manner.
The idea would make sense, if the cost would be counted every second when the module is active. Problem being that modules are intentionally designed to not do that, since that implementation creates a lot more stress on the servers. I doubt you'll have much success convincing CCP it's worth it, since you don't exactly provide any real gameplay reasons why your idea would be good. Yes it adds a new dynamic way to influence cap consumption of a module, but it's not exactly a positive game changer.
The server already knows the speed with and without the AB/MWD modules active.
Just take the delta, then the fraction and then multiply to get final cap result. Math is relatively light.
The whole point is to make MWD/ABs more "fun" by giving a upside for managing your speed manually. Otherwise, cap usage would be the same. |
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