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cynomakinggirl
Just Another Minmatar FW Corp
5
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Posted - 2014.02.12 16:50:00 -
[31] - Quote
Kenrailae wrote:Deadonstick Puppyseeker wrote:Well yes, not taking scripts is a choice, but not an important one. But in the case of scripts, there are really only three choices, the ammo is not needed for game balance such as with cap boosters (where being able to only take a limited amount and needing to pay for them is crucial).
Now I don't really see anyway this is a bad idea. Not using scripts is still a choice, only not taking them isn't because they are part of the module. This doesn't break gameplay, it doesn't break anything, it simply makes more sense and is less fiddly.
In this case it's not really a matter of experimentation, the results are quite easy to rationalize. No one will be worse off, I don't think riots will emerge because people miss this inconvenience.
Again, you're assuming. Every person in Eve has the chance to be better off with the status quo. Your opponent may simply forget to bring scripts, which can have a HUGE impact on a fight. Making it so they always have their scripts no matter what is not a good solution. Now if you wanted to advocate expanding the script choices, sure. I'd like to see some ideas on that, could be fun. But what you're suggesting is that anyone fitting an Ewar-type mod that requires a script will never forget his ammo. How many fights, I wonder, have been decided solely on who brought what ammo? I'd wager quite a few. This is part of fitting in Eve. You can save scripts to fits so they will automatically go to your cargo when you fit. There isn't a reason to make this change. The simple choice of bringing a script or not is a game balance decision. It's like warp scramblers and warp disruptors. One will shut your MWD down, but has a really short range. The other has twice the range, but won't do anything but keep you on field. It's choices.
So far this is the best answer to the failed attempt at changing a working game mechanic. All the proposals were thoroughly and exhaustively debunked, while the OP failed to mention even one single good reason. We can now move this thread to the graveyard and focus our energies on more important matter. "The internet is a reliable source of information." - Abraham Lincoln |
Leoric Firesword
Dark Fusion Industries Limitless Inc.
8
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Posted - 2014.02.12 18:04:00 -
[32] - Quote
so wait, you want CCP to take dev time to change scripts with take up an amazing 1 m3 of cargo space on your COMBAT ship, the end outcome of which is that you'll save how much cargo space on your COMBAT ship?
really?
you'll still have to right click and change what you're using. so yeah. |
DSpite Culhach
278
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Posted - 2014.02.18 03:42:00 -
[33] - Quote
I am aware that loading up a ship fitting from the "saved" list now also equips ammo into cargo. Do scripts get loaded as well?
I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |
Kenrailae
Mind Games. Suddenly Spaceships.
231
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Posted - 2014.02.18 04:29:00 -
[34] - Quote
DSpite Culhach wrote:I am aware that loading up a ship fitting from the "saved" list now also equips ammo into cargo. Do scripts get loaded as well?
If they are saved to the fit, yes they should.
The Law is a point of View |
Dav Varan
Spiritus Draconis Sicarius Draconis
151
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Posted - 2014.02.18 11:11:00 -
[35] - Quote
Scripts are badly named. The name script suggests a software component that should logically be part of the system and applied through digital means rathers than physically humping from the cargo bay to the module.
It is rather immersion breaking.
A better choice of name is all that is needed, one that suggest a hardware component not a software one.
Script x
Adaptor ? Enhancer ? Motherboard ? DaughterBoard ? Dongle ? Doohicky ? Core ? Co-Processor ? PPU ( Parallel processing unit ) ?
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Ronny Hugo
Dark Fusion Industries Limitless Inc.
57
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Posted - 2014.02.18 11:25:00 -
[36] - Quote
Have you ever written a script that improves the effective range that you can fire your lasers from your spaceship at other spaceships? How do you know how little space they require? For all you know they require a dozen motorcycle sized hot-swap harddrives with a special quantum computer in them that allows for the complex calculations to be done simultaneously for all turrets. Add some text on their info pages to make clear how complex they are, and then we don't have to change anything. Nice and cheap. Spend my subscription money making actual new content. |
Infinity Ziona
Cloakers
1709
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Posted - 2014.02.18 11:55:00 -
[37] - Quote
Kenrailae wrote:*Headdesk*
Scripts are fine. You can choose to be really good at 1 or the other, or okay at both. Choice. Cornerstone of Eve. Come on man.
@ Cynogirl: It's like an AM/FM radio. It can listen to two different types of radio by flipping a switch. So instead of receiving and coordinating turret tracking by giving my target additional read outs on what direction and what velocity a ship is moving with my tracking link, I'm providing additional data to improve it's optimal range with very similar data, applied in a slightly different fashion on a needs based basis. If my friendly is at 8k and his optimal is 7 and he's having no problems with tracking, my data is helping push his optimal up a bit by giving him better targeting information. Now if the target is going a bit faster or more sporadically than his single point of reference can adequately account for with turret tracking, my additional data helps him lead his targets better. It's a very similar role, applied in different fashions, which is why scripts exist. LMAO.
"X is fine" - is a standard response to anyone criticizing or suggesting an improvement to EVE. This week I've heard Sov is fine, timers are fine, battleships are fine, suicide ganking is fine, suicide bombers are fine... wait ... maybe not the last one. Now this idea, which is fine :) , gets the scripts are fine argument even though OP is 100% correct, more streamlined and less micromanaging of scripts would be ... fine. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |
Kenrailae
Mind Games. Suddenly Spaceships.
234
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Posted - 2014.02.18 12:06:00 -
[38] - Quote
Infinity Ziona wrote:Kenrailae wrote:*Headdesk*
Scripts are fine. You can choose to be really good at 1 or the other, or okay at both. Choice. Cornerstone of Eve. Come on man.
@ Cynogirl: It's like an AM/FM radio. It can listen to two different types of radio by flipping a switch. So instead of receiving and coordinating turret tracking by giving my target additional read outs on what direction and what velocity a ship is moving with my tracking link, I'm providing additional data to improve it's optimal range with very similar data, applied in a slightly different fashion on a needs based basis. If my friendly is at 8k and his optimal is 7 and he's having no problems with tracking, my data is helping push his optimal up a bit by giving him better targeting information. Now if the target is going a bit faster or more sporadically than his single point of reference can adequately account for with turret tracking, my additional data helps him lead his targets better. It's a very similar role, applied in different fashions, which is why scripts exist. LMAO. "X is fine" - is a standard response to anyone criticizing or suggesting an improvement to EVE. This week I've heard Sov is fine, timers are fine, battleships are fine, suicide ganking is fine, suicide bombers are fine... wait ... maybe not the last one. Now this idea, which is fine :) , gets the scripts are fine argument even though OP is 100% correct, more streamlined and less micromanaging of scripts would be ... fine.
I apologize that you forgot your scripts. Unlike Sov and timers which are silly broken, there is nothing wrong with scripts. They do not need to be 'automatically part of modules' as the OP suggests. They need to, like ammo, be something you have to bring, to have the option to choose.
The Law is a point of View |
Infinity Ziona
Cloakers
1709
|
Posted - 2014.02.18 12:07:00 -
[39] - Quote
Kenrailae wrote:Infinity Ziona wrote:Kenrailae wrote:*Headdesk*
Scripts are fine. You can choose to be really good at 1 or the other, or okay at both. Choice. Cornerstone of Eve. Come on man.
@ Cynogirl: It's like an AM/FM radio. It can listen to two different types of radio by flipping a switch. So instead of receiving and coordinating turret tracking by giving my target additional read outs on what direction and what velocity a ship is moving with my tracking link, I'm providing additional data to improve it's optimal range with very similar data, applied in a slightly different fashion on a needs based basis. If my friendly is at 8k and his optimal is 7 and he's having no problems with tracking, my data is helping push his optimal up a bit by giving him better targeting information. Now if the target is going a bit faster or more sporadically than his single point of reference can adequately account for with turret tracking, my additional data helps him lead his targets better. It's a very similar role, applied in different fashions, which is why scripts exist. LMAO. "X is fine" - is a standard response to anyone criticizing or suggesting an improvement to EVE. This week I've heard Sov is fine, timers are fine, battleships are fine, suicide ganking is fine, suicide bombers are fine... wait ... maybe not the last one. Now this idea, which is fine :) , gets the scripts are fine argument even though OP is 100% correct, more streamlined and less micromanaging of scripts would be ... fine. I apologize that you forgot your scripts. Unlike Sov and timers which are silly broken, there is nothing wrong with scripts. They do not need to be 'automatically part of modules' as the OP suggests. They need to, like ammo, be something you have to bring, to have the option to choose. Because they're 'fine' right? Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |
Johnny Aideron
Order of Rouvenor
49
|
Posted - 2014.02.18 12:39:00 -
[40] - Quote
Since scripts are so cheap, and not consumable, I agree with the OP. There's no reason why you would never choose to bring the scripts so there's no interesting choices to make. |
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SIrera Artrald
Titans Rising
20
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Posted - 2014.02.18 14:28:00 -
[41] - Quote
If scrips are such complicated hardware that couldn't possibly be built in to the system already, then why do they take no time to switch between or load? as they are now was probably only implemented in this way because the code for ammo was already in place and was the simplest way to add them.
I agree with the OP this is and outdated function and I see no "real" reason to not implement this simple change. It would probably be a simple thing for CCP to change this to a mode function pre-built in to the modules. |
Ashlar Vellum
24th Imperial Crusade Amarr Empire
102
|
Posted - 2014.02.18 16:44:00 -
[42] - Quote
Apart from forgetting scripts, what if CCP decide to add a bunch of new scripts to already existing modules? |
Daniel Plain
Science and Trade Institute Caldari State
1840
|
Posted - 2014.02.18 16:49:00 -
[43] - Quote
are we really arguing over realism in a space game where PLANETS DON'T MOVE?
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
SIrera Artrald
Titans Rising
20
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Posted - 2014.02.18 17:18:00 -
[44] - Quote
Ashlar Vellum wrote:Apart from forgetting scripts, what if CCP decide to add a bunch of new scripts to already existing modules?
I think the idea of scrips for almost every module would add a lot of variety to the game and to fitting options |
seth Hendar
I love you miners
462
|
Posted - 2014.02.18 17:20:00 -
[45] - Quote
cynomakinggirl wrote:I don't see how can you put different scripts into a module that can only take 1. Stupid idea. Targeting systems require sensors, power (and associated power distribution), antennas and their steering mechanisms, computers and a lot of wiring. You can't simply change a piece of software and have immediately a huge difference. easy, a sebo would sports 3 modes, equivalent to todays no script / scan / targeting only one used at a time, require the module to be off to switch mode, effects remain the same, in fact, you just get rid of the physical scripts...... |
Ashlar Vellum
24th Imperial Crusade Amarr Empire
102
|
Posted - 2014.02.18 18:33:00 -
[46] - Quote
SIrera Artrald wrote:Ashlar Vellum wrote:Apart from forgetting scripts, what if CCP decide to add a bunch of new scripts to already existing modules? I think the idea of scrips for almost every module would add a lot of variety to the game and to fitting options Ok, then imagine that there is as much script types for one module as there is ammo types for a gun and all of those scripts are "simply within the module itsself at all times" like OP suggested.
Question is what problem are you trying to solve?
- Is it just UI based problem (as I don't want to see one more item when I open my cargo hold)?
- Or are you trying to fix a human factor (forgot your scripts or took the wrong script etc.)?
Fixing first one is nice, but imho would be better if CCP just added 2-3 load slots to script using modules.
Fixing second is not needed in my opinion, 'cause making choices for players even if their choices were bad in the first place are never a good idea. |
Kenrailae
Mind Games. Suddenly Spaceships.
237
|
Posted - 2014.02.18 20:31:00 -
[47] - Quote
Ashlar Vellum wrote:
Fixing second is not needed in my opinion, 'cause making choices for players even if their choices were bad in the first place are never a good idea.
This.
This, this, this. The Law is a point of View |
SIrera Artrald
Titans Rising
20
|
Posted - 2014.02.18 21:12:00 -
[48] - Quote
It's about simplifying a mechanic that doesn't need to be complicated it would be simple and it would streamline fitting ships and remove some useless junk from the game |
Xindi Kraid
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
738
|
Posted - 2014.02.19 17:12:00 -
[49] - Quote
cynomakinggirl wrote:I don't see how can you put different scripts into a module that can only take 1. Stupid idea. Targeting systems require sensors, power (and associated power distribution), antennas and their steering mechanisms, computers and a lot of wiring. You can't simply change a piece of software and have immediately a huge difference. That's not true. FIrst of all antennas haven't necessarily required steering mechanisms in years. Phased arrays are steerable just through changing the electrical signal alone, and there exists an example of software defined capabilities already: Fifth generation fighter aircraft are generally heavily dependent on software for their sensor capabilities, supposedly the radar in the F-35 will be done mostly in software. Some physical components like the sensing apparatus are still required, but many of the other components are replaced with digital to analog converters and analog to digital converters so software can control stuff like frequency modulation. |
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