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Durania
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Posted - 2004.03.17 13:12:00 -
[61]
Quote:
Quote: I wanna know what happens when you DE activate the module. Your cap/shield levels should remain at current levels, with only a recharge boost, but I can see, given.... um history.. caps and shields popping up 25% with a toggle.
Yup, can I MWD up to a guy in my blaster megathron and suddenly go tank on his ass?
As it stands on chaos the reduction in cap/shields is there the moment the mwd is brought on line, taking the mwd off line produces a potential increase in shield/cap which you can then boost to with recharge/boosters. I really don't like thinking how many missions I've done over time, or how long they've taken on average. |

Boei
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Posted - 2004.03.17 13:31:00 -
[62]
If u guys want to reduce travel time, i got an idea for u. Make it possible 2 autopilot with the bookmarks u have in people&places. If u bookmarked your way, your traveltime is fastly reduced!!!
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Jazzatola
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Posted - 2004.03.17 13:32:00 -
[63]
Quote: The note doesn't mention toggling offline... Will that take energy too? For example: Equip MWD, fly up to target, toggle off. What happens then?
But why would you switch a module off if not to activate another? The only situation I can think of is to free up resources used by the module. This seems like a tactic more than anything. If you need more energy for your ship for some purpose you should be able to disable modules at will to achieve it. I think this is a fair exchange that shouldn't be penalised.
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Aitrus
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Posted - 2004.03.18 06:06:00 -
[64]
Quote:
Quote: The note doesn't mention toggling offline... Will that take energy too? For example: Equip MWD, fly up to target, toggle off. What happens then?
But why would you switch a module off if not to activate another? The only situation I can think of is to free up resources used by the module. This seems like a tactic more than anything. If you need more energy for your ship for some purpose you should be able to disable modules at will to achieve it. I think this is a fair exchange that shouldn't be penalised.
Simple. MWD's drop your max cap and max shields by 25%. SOOO.... You MWD up to your enemy, disable the MWD, and get an instant boost to your max shield and cap. Thats why someone would switch it off without activating another module.
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Scorpyn
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Posted - 2004.03.18 08:07:00 -
[65]
Quote: Simple. MWD's drop your max cap and max shields by 25%. SOOO.... You MWD up to your enemy, disable the MWD, and get an instant boost to your max shield and cap. Thats why someone would switch it off without activating another module.
I believe that they'd still have to go through the recharge time though...
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Drutort
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Posted - 2004.03.18 08:36:00 -
[66]
Quote:
Quote: Simple. MWD's drop your max cap and max shields by 25%. SOOO.... You MWD up to your enemy, disable the MWD, and get an instant boost to your max shield and cap. Thats why someone would switch it off without activating another module.
I believe that they'd still have to go through the recharge time though...
exactly why would you get instant cap/sheilds? it would give you a max but your cap/sheilds would be at the current out of yoru max so if mwd has 3k with mwd on and you turn off mwd and you get then like 4k max but you still have 3k out of 4k
and for the person who said they can use blasters i think it might work but the thing is you will have to recharge your sheilds cap and you will still be stuck at the same values that you turned off your mwd... sure you could boost more and more cap will recharge but you only free up max value... so the best thing would be to use cap bat cells or whatever, when you turn off mwd pump some E and turn on your sheild booster
but then again who is going to do this that much? since you could do it now and its not in the fab support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Christa Larne
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Posted - 2004.03.18 09:13:00 -
[67]
There seems to be a lot of opinion (on both sides) as to what this will do to the gameplay, but stop for a moment and consider the realism aspect. I'm not a BS level player as yet and when flying cruisers I often find that in one fit-out or another I end up with a slot free somewhere on the ship because I dont have all the CPU / Power required to fit something else of use. In 'realistic' terms I would do exactly what is proposed, I would fit an extra module that I could 'swap' with another one as and when needed.
I think the cap usage issues proposed should stop people taking serious advantage of this as a tactic - so long as when you toggle an MWD offline the shield & cap do not jump up to full at their new level - but as regards strategy who says it is unrealistic for me to take my MWD offline and re-route the power to shields and cap when I see an incoming threat. I would still need a shield & cap booster to take serious advantage.
Sure it will change gameplay a bit, but is that a bad thing?
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Hillbilly bobby
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Posted - 2004.03.18 10:57:00 -
[68]
anyone know if this patch is gonna go ahead today or not?
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Caeneus
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Posted - 2004.03.18 11:34:00 -
[69]
Can someone explain the changes to the missle skills.
It says that you need:
lvl3 light missles for heavy missles (which I don't have) Lvl3 Heavy missles for torpedos (which I don't have)
And obviously all the above for torpedos. I already have torpedos, will I still be able to use them? Or do I have to waste pointless time training missles I will never use?
Can't think of anything witty to put here. |

Zinjan
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Posted - 2004.03.18 11:35:00 -
[70]
Could we get an update on time of release?
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Pantheon Lea
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Posted - 2004.03.18 11:39:00 -
[71]
Edited by: Pantheon Lea on 18/03/2004 11:41:18
Quote: Could we get an update on time of release?
Seems to be today Patch Notes is here.
Pantheon Lea
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
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Cineas
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Posted - 2004.03.18 11:50:00 -
[72]
Just tried to update my client to the 1411 patch I downloaded from this site and got a checksum error, among other various messages.
What gives?
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Pantheon Lea
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Posted - 2004.03.18 12:07:00 -
[73]
Edited by: Pantheon Lea on 18/03/2004 12:08:34
Quote: Just tried to update my client to the 1411 patch I downloaded from this site and got a checksum error, among other various messages.
I just upgraded mine, no problems, so you might want to download again.
Pantheon Lea
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
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Cineas
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Posted - 2004.03.18 12:17:00 -
[74]
Cheers, will try it again.
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Caleb Fog
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Posted - 2004.03.18 12:20:00 -
[75]
Hi!
hmm.. can someone pinpoint where to download the update ?
nOOB.,
Caleb
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Christa Larne
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Posted - 2004.03.18 12:30:00 -
[76]
Were the changes to missile skills advised in advance??? I could have been training up my standard and heavy missile skill over the past few days. Instead I am going to lose my ability to use both Heavy Missiles and Torpedoes with no apparent warning. I can really see me taking on lvl3 agent kill missions against 85k rats with Defenders and Light Missiles!
Okay, so maybe these changes were needed (I always did think it a bit silly that I didn't have to train past lvl1) but we should have been warned about it!
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Ruffles
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Posted - 2004.03.18 12:39:00 -
[77]
Quote: Were the changes to missile skills advised in advance??? I could have been training up my standard and heavy missile skill over the past few days. Instead I am going to lose my ability to use both Heavy Missiles and Torpedoes with no apparent warning. I can really see me taking on lvl3 agent kill missions against 85k rats with Defenders and Light Missiles!
Sorry I have to agree. It is a reckless to remove somethingÆs functional nature without warning people in advance. This will affect a lot of people for at least the next few days, mostly minmatar and caldari granted, but its still a careless change.
It will increase petitions and support for the next few days if you aren't giving people sufficient warning. You know as well as I people will log in and do what they always have done, start a new mission, go out into a belt hunting. Only to come time to fire/reload and get errors saying they can't use those weapons. At the very least think of your support staff folks that will get the brunt of this change.
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Calide
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Posted - 2004.03.18 13:10:00 -
[78]
All i can say is that im looking hopefully on this patch. Im without corp, never found the right one. i dont want to say all i tried are bad, but ..we didnt fit together anyhow, whoevers fault it was. So since i do all alone, this patch might give me the chance to mine something better then always and ever kernite, and have a chance to play without corp and have some good success in higher systems tough.
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Cineas
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Posted - 2004.03.18 13:16:00 -
[79]
No we were not notified, I didn't even know it was on the cards. I think Tank CEo started a thread about torpedo requirements within the last week. Maybe they thought they would go ahead with it and change it.
Caleb the patch can be found on the main eve-online page under downloads.
Got the patch installed, I has to reinstall eve because some of the files were corrupt, the patch couldn't find the correct file.
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Ruffles
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Posted - 2004.03.18 13:24:00 -
[80]
The change is fine, I understand why they want to do it.
Its the manner its being implemented that is normal. Just changed without notice to the playerbase.
Warn people 2 or 3 days in advance and this would never have the potential it now has to affect the player base and the support staff/resources.
If people were warned it its happening in 3 days you can likely avoid 95% of cases, assuming some people won't be playing due to working way, holidays, etc.
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Robert Fi'ania'Tharius
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Posted - 2004.03.18 13:26:00 -
[81]
Quote: Previously, it was possible to load an unassembled module on a ship. Now, is a ship has an unassembled module fitted to it, the module will be moved into the cargo hold. If there is insufficient space in the cargo hold and the ship is in space, the module will be jettisoned. Otherwise, the module will be destroyed. This is a bug fix.
ok I'm confused at this.... Scenario 1:
I'm in station with a fully loaded cargo hold. given what was stated in the patch notes, I decide to install my newly aquired miner 2, but alas I forget to unpack it, Being that I'm not in space when I attempt to affix it to my ship, it is now ( Quote: Otherwise, the module will be destroyed.
) so I lose my miner 2 since cargo is full.
Confusion: First: Why would it not simply drop to the floor. If it does, where else would one be that is "otherwise eg. not in space" where this would be an occurance
Second: How does one even attempt to fit a module to ones ship IN space for there to even be code involving jettisoning a packaged module into space when trying to fit it to a ship?
Comments on On/Offline toggle:
I see so many complaints, but this is a good idea. As I see it first of all NO ONE will EVER TOGGLE during battle, or even NEAR an enemy, it would be death surely.
Scenario:
In my newbified frigate, I have a random scanner installed, yet, at the same time I like to use mutliple AB's (no mwd skill yet) but the scanner reduces the use to but one AB, where as I could use two..now if I have no use for this scanner, in a safe area, I will turn it off, and turn on my AB's so I can now travel quicker. or Perhaps the same loadout, I have a hvy power req' weapon on my ship, which will not work when either the ab's or the scanner is online, before warping into the kill zone, I'm going to turn my weapons on...now unfortunatley I am reduced to not using my AB's and if I wish to, I assuredly cannot do so during battle as it'll reduce my capacitor to a dysfunctional level and I'll end up waiting for recharge before anything I've toggled to becomes useful...
k just my thoughts...
Robert Fi'
Axiom Technologies Incorporated - [Axi] on your stock ticker _______
Justice for the Intaki People
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Cineas
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Posted - 2004.03.18 13:37:00 -
[82]
Agreed Ruffles, a little pre emptice warning would have been nice. But I can understand the devs must be pretty busy, and the missle treatment might have been a last minute addition.
Ps can we have splash damage back please? 
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Harisdrop
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Posted - 2004.03.18 13:47:00 -
[83]
Edited by: Harisdrop on 18/03/2004 13:53:19 Forgive me but are players suppose to be stupid by default and need a warning for everything!
Here should be below every character before clicking character.
"As you venture out into space things will happen that are unexplained. Take risks, do things uncommon and unkown outcomes may result." --------------------------
Garsh ma it soo cool killing people in there space thingies |

ElricUK
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Posted - 2004.03.18 14:18:00 -
[84]
Quote: Added level 3,4 and 5 public scenarios.
Whats that?
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Ruffles
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Posted - 2004.03.18 14:59:00 -
[85]
Edited by: Ruffles on 18/03/2004 15:00:12
Quote: Forgive me but are players suppose to be stupid by default and need a warning for everything!
Here should be below every character before clicking character.
Actually its not so much that, its you HAVE to assume they are as a software company. If you don't you are not covering potential support consequences.
If you don't, your support calls may go up to the point you can't handle it, and your customer is unimpressed by your level of support.
Simple avoidance tactics work, like covering your own ar$e as its called. If you have warned someone, then you can politely point out to them they were informed when they start yelled at you for functionality X not working.
Hell they may have taken steps to ensure users with the current skills can keep them, we will see. If they didn't you can bet that support petitions/emails whatever will go up, and that is something that could have been avoided if you are taking away functionaility. I would dare say it will be a commonly answered question in the help channel.
If you are making things easier to use, its a different matter, as those that weren't able to use them before now benefit, like the in the case of large armour repairers.
The point is with a little forethought the potential increase in support could have been minimized, it will never be avoided, but you can dampen it Harisdrop.
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Cineas
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Posted - 2004.03.18 15:34:00 -
[86]
Harisdrop your post is called a troll post, a completely pointless post made to **** people off. Guess what didn't work you just look like a muppet.
You can still use your torps or cruise missles for the moment it would seem, but can't train them any higher.
By the way devs, well done with the change to the agents in stations, it now shows the agents quality. A good idea.
Also when you reactivate a fitted offline MWD it automtically gives one boost, a nice touch that will be sure to improve frigate combat. It gives meaning to escape and evade now 
About that beepy noise when you come out of warp... 
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