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Kristos Jahlon
Gallente
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Posted - 2006.12.24 19:08:00 -
[1]
You know Scotty, that Dock guy that yells at you when you try to undock right away or change ships too soon....
Well what if you could store ship configs. Make a Mechanic Skill like Infomoph, that allows one additional config per level. Or make it a flat fee to set them up, and then an small useage charge to use them.
Pull your Domi in to the Dock, hit Autofit and then "Salvage Mode" and all yoru turrents come off and your tractor beams and salvagers go on. When you are done you can hit "Combat 1" and it sets your default for combat.
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Laboratus
Gallente BGG
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Posted - 2006.12.24 21:00:00 -
[2]
I just usually keep difrent ships for different configurations. 5 ships or so ain't so bad.
___ P.S. Post with your main. Mind control and tin hats |

Valandril
Caldari Resurrection R i s e
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Posted - 2006.12.24 22:56:00 -
[3]
/signed How much time i wasted refiting... My english bad, F1, F2, F3, F4...
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Creiger Rykov
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Posted - 2006.12.25 04:24:00 -
[4]
I'd really like it too. Wouldn't even need a skill; just make a new tab for People & Places or something. That way the configuration could get saved like a bookmark and you could just right-click it and hit "Make Active" and poof! You get put in the ship (provided it's in the station you're currently in) and outfitted with the equipment also tagged onto it (once again dependant on whether or not that equipment is there).
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FactorzGT
Quantum Industries
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Posted - 2006.12.25 06:03:00 -
[5]
do this with a sort of escrow where your configuration is a package bundle so as long as the setup is saved the modules are locked in a package that cannot be split up
the configuration can be deleted at any time and you get your modules back ... but to avoid mixing or error msgs of "you do not have the items in your hanger to complete that fitting"
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Elisa Day
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2006.12.25 23:16:00 -
[6]
1. Get can 2. Use "Strip fitting" button in fitting screen 3. Put all stripped mods in can 4. When you want to use it, pull everything out of the can into your hangar 5. Select all and right click, hit "fit to active ship" 6. Put appropriate ammo in cargo hold and undock :)
Takes 30 seconds tops to do this.
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Ithildin
Gallente The Corporation Cruel Intentions
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Posted - 2006.12.25 23:55:00 -
[7]
Originally by: Elisa Day 1. Get can 2. Use "Strip fitting" button in fitting screen 3. Put all stripped mods in can 4. When you want to use it, pull everything out of the can into your hangar 5. Select all and right click, hit "fit to active ship" 6. Put appropriate ammo in cargo hold and undock :)
Takes 30 seconds tops to do this.
What is asked for is something very similar to this. Essentially automating steps 1, 3, 4 and 5. Neat trick, though, thanks.
Naturally you can't have an escrow feature as requested above, since all modules in the configuration would be ID-tagged rather than type-tagged (I believe such coding would be easier and less bug-riddled). - EVE is sick. |

Piotr Anatolev
Gallente Aliastra
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Posted - 2006.12.26 07:29:00 -
[8]
Edited by: Piotr Anatolev on 26/12/2006 07:30:12 I ve been suggesting this since I started playing the game and surely ppl before me.
I assume theres a reason they havent put it in already, but I have never seen any dev input on the matter.
So, dont hold your breath on this one.
EDIT/ Speeling
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James Duar
Merch Industrial
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Posted - 2006.12.26 07:50:00 -
[9]
What we need is a way to fit ships without being in them, and a way to do it in bulk. A 0.0 corp might like to build 30 or 40 frigates and fit them all in one go as tacklers. My own corp recently needed to fit out a large number of battleships with Tech 2 gear, of which only a few people had the skills to do so despite the ships being for delivery to someone else.
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FactorzGT
Quantum Industries
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Posted - 2006.12.30 20:19:00 -
[10]
Edited by: FactorzGT on 30/12/2006 20:20:55
Originally by: Elisa Day 1. Get can 2. Use "Strip fitting" button in fitting screen 3. Put all stripped mods in can 4. When you want to use it, pull everything out of the can into your hangar 5. Select all and right click, hit "fit to active ship" 6. Put appropriate ammo in cargo hold and undock :)
Takes 30 seconds tops to do this.
this is not practical because no matter how you sort your hanger, a full spectrum of fittings is going to end up all over the place ... on average i have 200+ items in my hanger so to select all, fit all ... would require much scrolling ... too much
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Lienzo
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Posted - 2006.12.31 02:06:00 -
[11]
If refitting and repairs took much longer, and consumed resources, it would be good for the economy because more people would own more ships. The fitting and defitting of modules should also cause damage to them. Modules should only be repairable outside of the ship to boot.
I tend to think repairs should also take resources, so npc buyers should keep stocks, and repair things based on what's available. Outpost owners and conquerable station owners would need to manage the whole repair capacity.
Also, hull reppers need to use charges. Expensive charges.
It's also the seed for an entire POS industry. (Moon minerals is more entertaining than asteroid minerals tbh. Half and half is fair.)
The 5 second repair mechanic with pure isk (or no isk) is a waste of client and server data and HDD space.
---- "I have not been podded and run out of isk. I am merely camping my hangar." |
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