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chicken dipper
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Posted - 2007.07.06 23:41:00 -
[1]
Do the drone control units you put on carriers to be able to use more drones use cap?
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Miriyana
Gallente Garoun Investment Bank
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Posted - 2007.07.06 23:44:00 -
[2]
cap use is 0, but they do have to be active - - - - - - Change just leads to more problems
i think we have to acceptant of spelling and grammer errors. - Huitzilopochtli Tlaloc |

chicken dipper
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Posted - 2007.07.06 23:53:00 -
[3]
Originally by: Miriyana cap use is 0, but they do have to be active
ty
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Ciphero
The Wild Hunt FATAL Alliance
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Posted - 2007.07.07 07:26:00 -
[4]
While we're at it, why are they active mods? Surely something that has a static effect and uses zero cap would normally be passive .. |

Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.07 07:37:00 -
[5]
Originally by: Ciphero While we're at it, why are they active mods? Surely something that has a static effect and uses zero cap would normally be passive ..
I think its somthing to do with limiting how many you can use at once. I think its written in such a way that the Advanced Drone Interfacing Skill adds to some sort of hidden 'resource' on your ship, and each active DCU subtracts from this resource untill it hits zero and you can't activate any more. Maybe making them passive wansn't an option without a lot of recoding?
Personally the couple of extra clicks doesn't bother me, and I arrange my mods on my Carrier in such a way that my Hardeners, Sensor Boosters and so on are well away from anything I might need to be clicking to avoid accidently turning stuff off. -----
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Nicholas Barker
MASS Ministry Of Amarrian Secret Service
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Posted - 2007.07.07 07:54:00 -
[6]
if you turn one off does the drone return, or sit in space masterless? ---
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Santa Anna
Caldari Blackguard Brigade
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Posted - 2007.07.07 08:01:00 -
[7]
Originally by: Nicholas Barker if you turn one off does the drone return, or sit in space masterless?
A rogue drone, perhaps? _____ Heat Warfare |

KnifeyMcShanker
New Age Solutions New Age Solutions Amalgamated
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Posted - 2007.07.07 08:02:00 -
[8]
You lose control of it and if you want to get it back you have to get within 1500m and scoop it. I've almost lost fighters this way.
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.07.07 08:08:00 -
[9]
Very poor coding, IMO. Surely there's a way that they could be installed and used without having to needlessly turn them on, with no adverse effect to the ship's capacitor.
It seems the devs just took the easy way out and rushed it into use. That's bad precedent.
I used to get It. Then It changed. Now I don't even know what It is.
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Santa Anna
Caldari Blackguard Brigade
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Posted - 2007.07.07 08:48:00 -
[10]
Originally by: F'nog Very poor coding, IMO. Surely there's a way that they could be installed and used without having to needlessly turn them on, with no adverse effect to the ship's capacitor.
It seems the devs just took the easy way out and rushed it into use. That's bad precedent.
A lot of active mods don't use cap or use trivial cap. Damage controls and cloaking devices, not to mention missile luanchers, projectile turrets, and cap injectors are active mods consuming little or no cap that have to be turned on to have effect. _____ Heat Warfare |

Lord Loom
Loom Service
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Posted - 2007.07.07 11:57:00 -
[11]
Originally by: Santa Anna
Originally by: F'nog Very poor coding, IMO. Surely there's a way that they could be installed and used without having to needlessly turn them on, with no adverse effect to the ship's capacitor.
It seems the devs just took the easy way out and rushed it into use. That's bad precedent.
A lot of active mods don't use cap or use trivial cap. Damage controls and cloaking devices, not to mention missile luanchers, projectile turrets, and cap injectors are active mods consuming little or no cap that have to be turned on to have effect.
projectiles, injectors and launchers being bad examples because they do use ammo 
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