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Sharcy
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Posted - 2006.02.13 14:50:00 -
[1]
Would it be a good idea to introduce some kind of non-slot-occupying modules that would allow you to fit things that wouldn't otherwise fit? I'm thinking of:
- Turrets & Bays Interface
This would allow you to fit launchers in turret slots and vice versa, or fit a turret or launcher in a hi slot when you have no hardpoints left.
- Slot Type Interface
Sometimes you have a mid slot left that you have no use for but could do with an extra gun; this interface would allow you to switch the type a mod needs.
Of course, using one of these would require a specific skill and would need to tax your grid or CPU heavily (CPU would make the most sense); the level of the skill would decrease the requirements per level by 5% or so.
Thoughts?
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Helen Tiger
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Posted - 2006.02.13 15:13:00 -
[2]
That kind of reminds me of diablo II talismans : when they couldn't design more armors, weapons or accessories to boost the player, they created items that would give you a bonus as long as you had them in your inventory.
Anarchy online added bonuses to everything from dog-tags to shoulder-pads (Viral Triumvirate Eggs, anyone ?)
No thanks, I want my ship to perform ONLY as well as the parts I equip it with.
Helen
Originally by: Kittamaru Bravo Helen! (...) Never seen someone do their research before disproving another's point!
ingameboard.asp?a=topic&threadID=287902&page=1#12 |

Sharcy
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Posted - 2006.02.13 15:29:00 -
[3]
Originally by: Helen Tiger ***
I wonder if the person you quote in your sig was using sarcasm, because frankly, I have no clue what you're talking about or what it has to do with my post...
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Helen Tiger
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Posted - 2006.02.13 15:47:00 -
[4]
A bright one, aren't ya ? OK, let me dot the t's and bar the i's.
You want "non-slot-occupying modules"... so where do you put them ? In your cargo-hold, your drone bay, or as charges in a module (a la capacitor booster) ?
That's why I made the comment I made.
Helen
Originally by: Kittamaru Bravo Helen! (...) Never seen someone do their research before disproving another's point!
ingameboard.asp?a=topic&threadID=287902&page=1#12 |

Sharcy
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Posted - 2006.02.13 15:57:00 -
[5]
Originally by: Helen Tiger as charges in a module (a la capacitor booster)
There, see? It isn't so hard when you set your mind to it. That's more or less what I had in mind, yes. Heck, they could make the slot a pretty pink color to show that it has been "upgraded" or "interfaced" or what you want to call it, for all I care.
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Donna Darko
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Posted - 2006.02.13 21:47:00 -
[6]
Fly another ship.
Changing your ship's configuration with those modules would break the balance between ships. Imagine a destroyer with 8 light missile launchers and 5 jammers. Why do you think they were not made like that already?
I like the fact that I can count on my enemy's ship to always have up to X turrets and Y missile launchers (or whatever). ---------- Please fix the scan probes!!! (also included a guide to use them) |

Culmen
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Posted - 2006.02.13 22:14:00 -
[7]
Good idea, but still should take up a slot
plug it in, load the module up like ammo
but i think it would still require too much code
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Packtu'sa
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Posted - 2006.02.13 22:23:00 -
[8]
Code isn't an issue with something like this, the module mounting structure is flexible enough already.
I think that perhaps a better idea would be 'hardpoint' modules that you would, say, put in a midslot, and it would take a PERCENTAGE of your powergrid and CPU (more powergrid than CPU to go up a slot, more CPU than powergrid to go down a slot) and then you can drop a hislot module on top of the hardpoint module.
Though I think that's a better way to manage it than having something in your cargohold, I don't know how it could be balanced...
Packtu'sa Founder/CEO Nabaal Construction and Industrials Corp |

Yurameki Daishun
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Posted - 2006.02.13 23:12:00 -
[9]
it's a bad idea because it lets any ship fill any role, it doesn't make sense from an engineering standpoint, and would be a lot to code especially on graphics, because I don't know if you've noticed but CCP has setup each ship so that each Hardpoint is rigged to a particular part of the ship graphics-wise which is where the weapon or item originates from, it's kinda important.
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Helen Tiger
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Posted - 2006.02.14 10:38:00 -
[10]
Edited by: Helen Tiger on 14/02/2006 10:39:04
Originally by: Yurameki Daishun it's a bad idea because it lets any ship fill any role, it doesn't make sense from an engineering standpoint, and would be a lot to code especially on graphics, because I don't know if you've noticed but CCP has setup each ship so that each Hardpoint is rigged to a particular part of the ship graphics-wise which is where the weapon or item originates from, it's kinda important.
Exactly. Try to imagine a bantam with 8 turrets (16 guns) 
Originally by: Sharcy
Originally by: Helen Tiger as charges in a module (a la capacitor booster)
There, see? It isn't so hard when you set your mind to it.
Err... you don't actually think I was wasting brain cells trying to figure out how your idea could work ? Right ?
You can't call a module charge a "non-slot-occupying module", considering the charge needs to be placed in a ... module.
I think you're the kind of people they had in mind when they created the +7 intelligence implant and the advanced learning skills. 
Helen
Originally by: Kittamaru Bravo Helen! (...) Never seen someone do their research before disproving another's point!
ingameboard.asp?a=topic&threadID=287902&page=1#12 |
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