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Uraga Kurofune
State War Academy
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Posted - 2008.03.20 02:11:00 -
[1]
Why is drone control unit like a passive module that you have to activate? It does not need cap to operate but it still has a activation time/duration? So basically only thing it does is create more unnecessary server lag and goes completely against the need for speed initiative.
Drone control units need to be made either completely passive module or make it a real active module that uses cap. Otherwise it doesn't make much sense.
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Tom Enzo
Krupp-Stahl Solidus Alliance
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Posted - 2008.03.20 09:35:00 -
[2]
I belive this is needed because there is a cap on the number of maximum DCUs you can have active given by the skill Advanced Drone Interfacing.
If the modules would be passive the game engine could not limit the number of active DCUs because all fitted ones would be active and limiting the number of modules is not possible either. ----------------------------------------- Tom Enzo |
Cain Calzon
Genco Interstellar Alcohol Conglomerate
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Posted - 2008.03.20 19:16:00 -
[3]
Originally by: Tom Enzo I belive this is needed because there is a cap on the number of maximum DCUs you can have active given by the skill Advanced Drone Interfacing.
If the modules would be passive the game engine could not limit the number of active DCUs because all fitted ones would be active and limiting the number of modules is not possible either.
an solution to this could be that when u try to fit the DCU to ur ship it checks if ur skills allows for another DCU to be fitted
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Marlona Sky
D00M. Triumvirate.
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Posted - 2008.03.23 09:08:00 -
[4]
Please CCP fix this. Activating a DCU is really pointless and accidentally deactivating one with a full rack of fighters/drones out is not cool.
If you don't have the skill to fit it, then it should not let you put one on. Please make this a passive module.
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Uraga Kurofune
State War Academy
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Posted - 2008.03.25 08:09:00 -
[5]
Originally by: Tom Enzo I belive this is needed because there is a cap on the number of maximum DCUs you can have active given by the skill Advanced Drone Interfacing.
If the modules would be passive the game engine could not limit the number of active DCUs because all fitted ones would be active and limiting the number of modules is not possible either.
You can't put online more DCU's than your skills allow.
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Chewie Soloh
SkillzKillz United For 0rder
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Posted - 2008.03.25 12:22:00 -
[6]
Also you cant have them active at the same time as a Triage module....even thou those are rarley used...
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Chewie Soloh
SkillzKillz United For 0rder
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Posted - 2008.03.25 12:26:00 -
[7]
Also you cant have them active at the same time as a Triage module....even thou those are rarley used...
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Bronson Hughes
Knights of the Wild Visions of Warfare
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Posted - 2008.03.25 16:20:00 -
[8]
As far as I know, the only way that the game supports limiting the number of a certain type of module you can use at once (aside from fitting) is to make it an active module and have it perform a check upon activation. It's the same way with Damage Control Units (and CCP didn't want them getting passive bonuses). Unless CCP can come up with another way to limit the number of modules affecting a ship at once I wouldn't expect this to go away. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Praxis1452
The Hoodie Mafia Cosa Nostra.
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Posted - 2008.03.27 20:32:00 -
[9]
Originally by: Bronson Hughes As far as I know, the only way that the game supports limiting the number of a certain type of module you can use at once (aside from fitting) is to make it an active module and have it perform a check upon activation. It's the same way with Damage Control Units (and CCP didn't want them getting passive bonuses). Unless CCP can come up with another way to limit the number of modules affecting a ship at once I wouldn't expect this to go away.
There is a very simple fix to this.
Certain modules use different types of CPU. It doesn't need to be displayed graphically or anything. DCU uses cpu1 while still using normal cpu. All ships have 0/1 cpu1 Drone Control Units use cpu2 which is affected by the advanced drone interfacing skill on carrier ships. Etc etc.
It's seems simple to me....
I don't see why this can't be implemented in a quick manner but I'm not a programmer so... yeah.
btw I don't fly carriers but it seems that the above would be a simple way to limit modules. -------------------------------------------- ôHe who must expend his life to prolong life cannot enjoy it, and he who is still seeking for his life does not have it and can as little enjoy it" |
Lithalnas
Headcrabs
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Posted - 2008.03.27 23:55:00 -
[10]
i have seen videos of fleet fights and the guy useing the carrier hit the button 3-4 times before it activates and then it randomly deactivates due to lag. If it was passive this wouldn't be as much of a problem. -------------
fixed for greater eve content |
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Lord Fitz
Antares Fleet Yards SMASH Alliance
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Posted - 2008.03.28 10:41:00 -
[11]
Edited by: Lord Fitz on 28/03/2008 10:42:02 The reality is that most carriers in PvP groups shouldn't really be fitted with these anyway, highslots are too valuable to waste on such things when they are better fitted with neuts/remote reps/smartbombs. They're only really useful if you're outside a POS dispatching fighters to people remotely. Obviously having it passive would be better though I agree.
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Lieutenant Apparent
Ryu Oni Inc
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Posted - 2008.03.28 21:36:00 -
[12]
I may be wrong, but I dont think there are ANY high slot mods that are passive.
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Shionoya Risa
The Xenodus Initiative. Overclockers Podpilot Services
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Posted - 2008.03.28 21:55:00 -
[13]
Originally by: Lieutenant Apparent I may be wrong, but I dont think there are ANY high slot mods that are passive.
Indeed, you're wrong. -----
Quote: Argh! Natural light, get it off me! Get it off me!
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Lieutenant Apparent
Ryu Oni Inc
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Posted - 2008.03.28 23:35:00 -
[14]
ok so...how am i wrong? what modules?
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Praxis1452
The Hoodie Mafia Cosa Nostra.
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Posted - 2008.03.29 16:44:00 -
[15]
Originally by: Lieutenant Apparent I may be wrong, but I dont think there are ANY high slot mods that are passive.
It shouldn't really matter though. Drone Control Units and Damage Control Units should be passive modules. Activating them is just annoying. -------------------------------------------- ôHe who must expend his life to prolong life cannot enjoy it, and he who is still seeking for his life does not have it and can as little enjoy it" |
Shionoya Risa
The Xenodus Initiative. Overclockers Podpilot Services
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Posted - 2008.03.29 16:54:00 -
[16]
Originally by: Lieutenant Apparent ok so...how am i wrong? what modules?
Drone Link Augmentor. -----
Quote: Argh! Natural light, get it off me! Get it off me!
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