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Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
2
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Posted - 2014.07.31 01:15:00 -
[1] - Quote
If you can consume drugs while cloaked why can't you pre-heat modules? It would be great for getting out of giant gate camps when there are 10 sebo'ed interceptors, and it would force people to be a lot more on the ball with their gate camps. |
Ray Kyonhe
Ray's Relentless Research
112
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Posted - 2014.07.31 08:40:00 -
[2] - Quote
Makes sense +1 Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
Ix Method
Brutor Tribe Minmatar Republic
144
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Posted - 2014.07.31 09:16:00 -
[3] - Quote
Yes please. Travelling at the speed of love. |
Thorr VonAsgard
Never Surrender.
42
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Posted - 2014.07.31 09:17:00 -
[4] - Quote
+1 make sens |
Tabyll Altol
CTRL-Q Iron Oxide.
6
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Posted - 2014.07.31 12:16:00 -
[5] - Quote
+1 |
Arya Regnar
Darwins Right Hand
491
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Posted - 2014.07.31 12:19:00 -
[6] - Quote
+1 To begin with this is only an issue because of server delay, make room for game mechanics to deal away with that problem.
You can make it so that after you start heating you will get decloaked in 2 seconds. Like the part where you can still heat and use your mods 2 sec after cloaking except the other way around.
EvE-Mail me if you need anything.
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Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
4
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Posted - 2014.07.31 14:08:00 -
[7] - Quote
Arya Regnar wrote:+1 To begin with this is only an issue because of server delay, make room for game mechanics to deal away with that problem.
You can make it so that after you start heating you will get decloaked in 2 seconds. Like the part where you can still heat and use your mods 2 sec after cloaking except the other way around.
As for implementation I am not sure how much of a server delay it will cause b/c I was under the impression overheating was client side (you can toggle it on and off, but until you actually use the overheat itself the server won't know too much). This is just speculation of course, and I don't know how client and server exchange works with EvE too well. I guess a way to test that would be to toggle the overheat on and off w/o actually using the module in large fleet fights with massive TiDi, and if the toggle is delayed you could assume overheat was more server side than I presented.
This isn't anything game breaking that would require completely new graphics or months of planning; probably just a quick fix to some code. I am glad to hear many people think this would be nice. |
Alundil
Isogen 5
613
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Posted - 2014.07.31 15:36:00 -
[8] - Quote
+1
I'm right behind you |
Fer'isam K'ahn
None Of One
261
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Posted - 2014.07.31 15:53:00 -
[9] - Quote
+1 you little idea thief.
But no shortcut ,) Are you sure your issues aren't elsewhere ?! |
Netan MalDoran
xXTheWarhammerXx
56
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Posted - 2014.07.31 16:21:00 -
[10] - Quote
+1, Although I did get out of an Inty camp in my MWD rifter while burning to the gate w/o this function. "Your security status has been lowered." - Hell yeah it was! |
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Riot Girl
You'll Cowards Don't Even Smoke Crack
3432
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Posted - 2014.07.31 16:57:00 -
[11] - Quote
Maverick Capasso wrote: It would be great for getting out of giant gate camps when there are 10 sebo'ed interceptors, and it would force people to be a lot more on the ball with their gate camps. A lot more on the ball? How much more on the ball can you get than 10 sebo'd interceptors? Sorry but I don't like this idea. Oh god. |
SFM Hobb3s
Wrecking Shots Black Legion.
95
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Posted - 2014.07.31 17:00:00 -
[12] - Quote
+1 And I bet this would be a simple client side modification with little or no impact on the node. I bet every time a module cycles in eve the server has to determine whether the state is in overheat or not anyways, so it would probably be an easy change. |
Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
8
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Posted - 2014.07.31 18:11:00 -
[13] - Quote
I honestly did not know someone suggested it, but I don't really care if I get credit or not I just want the feature. xD I apologize if this was the wrong place to post such an idea, but hopefully it will get some more publicity (and in change implementation faster).
Quote:A lot more on the ball? How much more on the ball can you get than 10 sebo'd interceptors? Sorry but I don't like this idea.
Granted; my example was an extreme and you are more than welcome to nit-pick it as such. There have been times where I wish I could overheat my hardeners prior to uncloaking because of things like insta-lock nados and insta-lock sentry balls; having all those extra clicks (especially during TiDi) can really make a difference. I can't really tell if you disagree with the original idea of pre-overheating or you just dislike me saying 10sebo'ed interceptors is not on the ball, but I would assume it is the later. |
Riot Girl
You'll Cowards Don't Even Smoke Crack
3432
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Posted - 2014.07.31 18:48:00 -
[14] - Quote
That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form. Oh god. |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
60
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Posted - 2014.07.31 18:57:00 -
[15] - Quote
Was trying to think of why not just for debate, but this is something Ive wanted for a very long time. This would greatly come in handy in wh space where we rely on our cloaks. |
Alundil
Isogen 5
614
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Posted - 2014.07.31 19:10:00 -
[16] - Quote
Riot Girl wrote:That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form. In all fairness though, a target getting away from a gate camp with 10 R'sebo'd interceptors is extremely unlikely pre-overheat or not unless that camp is 'bad'.
His follow-up scenarios are far more likely/useful use cases.
I'm right behind you |
Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
9
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Posted - 2014.07.31 23:45:00 -
[17] - Quote
Riot Girl wrote:That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form.
I could see it being slightly more powerful, but the overheat feature is already in the game. The "powerful" part is already implemented but all this would do is make it easier to use the feature more fully as CCP intended. They have little icons already to the right of the capacitor HUD that overheat full racks, so it is apparent that they encourage pushing your ship more fully. As a player with high latency in tangent with poor fps I sometimes have to hope the server actually accounts for the overheat cycle I requested. Sometimes it just blinks with same ole flashy toggle animation but doesn't give me the strong green neon bar that shows it is active. Now the feature I am suggesting wouldn't fix my crappy internet or toaster for a computer, but it would allow me to use the duration of a cloak while the server catches up. This holds especially true when jumping a gate and then waiting for grid +brackets to load.
(Shield hardness don't apply resist bonus until a fresh new cycle for all those who may not follow) |
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
148
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Posted - 2014.08.01 00:30:00 -
[18] - Quote
This only makes sense if it is allowed to work for the gate cloak.
If this is allowed to work for Cloaking devices, then there is a problem. |
Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
9
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Posted - 2014.08.01 01:17:00 -
[19] - Quote
Petrified wrote:This only makes sense if it is allowed to work for the gate cloak.
If this is allowed to work for Cloaking devices, then there is a problem.
What is/are the problems you were thinking of for the second case you presented? It seems like most people are okay with the first, but I am curious about the second. |
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
148
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Posted - 2014.08.01 04:51:00 -
[20] - Quote
Maverick Capasso wrote:Petrified wrote:This only makes sense if it is allowed to work for the gate cloak.
If this is allowed to work for Cloaking devices, then there is a problem. What is/are the problems you were thinking of for the second case you presented? It seems like most people are okay with the first, but I am curious about the second.
The first idea: allowing overheating with gate cloak is acceptable to me as you are dealing with an added game mechanic to compensate for latency. With the second you are dealing with a game mechanic that requires all modules to be turned off for the cloaking to hold. Injecting combat boosters while cloaked is not the same as overheating a module. In one you are affecting yourself directly while the other affects the status of the ship.
Additionally, you have a large number of people who believe cloaking is somehow overpowered. Giving cloaked ships the ability to overheat while cloaked might push them to foaming at the mouth... and as entertaining as some may think it, it is quite sad to see. |
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Maverick Capasso
Narwhals Ate My Duck. Narwhals Ate My Duck
12
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Posted - 2014.08.01 14:43:00 -
[21] - Quote
Petrified wrote:Maverick Capasso wrote:Petrified wrote:This only makes sense if it is allowed to work for the gate cloak.
If this is allowed to work for Cloaking devices, then there is a problem. What is/are the problems you were thinking of for the second case you presented? It seems like most people are okay with the first, but I am curious about the second. The first idea: allowing overheating with gate cloak is acceptable to me as you are dealing with an added game mechanic to compensate for latency. With the second you are dealing with a game mechanic that requires all modules to be turned off for the cloaking to hold. Injecting combat boosters while cloaked is not the same as overheating a module. In one you are affecting yourself directly while the other affects the status of the ship. Additionally, you have a large number of people who believe cloaking is somehow overpowered. Giving cloaked ships the ability to overheat while cloaked might push them to foaming at the mouth... and as entertaining as some may think it, it is quite sad to see.
Thank you for the insight. Hopefully there is at least a common consensus on the gate+wh uncloak version. The idea I proposed is not a way to combat latency, but those who suffer from it will see a very nice improvement. I was just describing an additional benefit to the idea. Those people who have a problem with cloaks being overpowered and the second idea not being viable are more than welcome to post with specifics (not just "ohh I don't like it"). The second idea is NOT overheating while cloaked, it is preparing the module to cycle with the overheat bonus. Hardeners would still be off, but as soon as you uncloak you don't have to shift+click immediately.
I understand the distinction you made by combat boosters affecting the character stats while the overheat affects the ship stats, but EvE is not a game where character stats matter independent of your ship. You are in your ship for 99.99% of your game time (wether in a pod or not). So the difference between character vs ship difference is not as applicable because you never alternate between the two. There is not station combat or FPS aspect as of now in the computer version. Station trading and PI are two examples (there are probably more) where ship stats don't matter, but there aren't any drugs that directly affect the way either of those work. Drugs, while they do change character stats, are mean't to assist ships.
Again, thank you for your input because it helps foster a conversation.
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afkalt
Republic Military School Minmatar Republic
230
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Posted - 2014.08.01 14:51:00 -
[22] - Quote
+1. Would be excellent. |
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