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Tige
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Posted - 2003.06.13 15:57:00 -
[1]
I think modules that are deactivated inflight should not continue to pull power from the powergrid allowing other kits to become active.
Example: A pilot is engaged in combat with a ship that has a powergrid capacity of 40MW and 8 total fitting slots. His wep/ECM and shield extender modules max out his 40MW powergrid but only take 6 of his total fitting slots. As the battles rages on on he finds his shield extenders are not keeping pace with the damage that he is taking. The pilot should be able to take a weapon (or another active mod of his choosing) offline, freeing up the powergrid to enable his shield repair kit which he has fitted in one of the two remaining fitting slots.
I think this one change would add volumes to the combat aspect of the game. Even the miners would like as they can deactivate their mining lasers, freeing up power to fend off incoming pirates.
It also makes sense. If a house has 4 rooms but only has enough power to power 3 lightbulbs you can fit a lightbulb in every room. When you go from a lit room to an unlit room you can deactivate the lit room allowing you to activate the bulb in the unlit room.
Again, I really think this change would make battles exponentially more enjoyable and add a tremendous amount of strategy to EVE.
-Tige
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Ubersquid
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Posted - 2003.06.13 19:04:00 -
[2]
i also thought about that some times.
additionally the overall poweroutput of all the ships could be lowered a bit and bringing something back online should take some time, just like reloading a gun. maybe also a skill like energy management or something, that reduces this delays and stuff
--
oh my god! it's an Ubersquid
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Aerin Osaa
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Posted - 2003.06.14 23:40:00 -
[3]
that would be cool. also include things like engine power as well. and allow people to 'overload' items (including basic engines) for a period, during which the device takes damage, but works much better.
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Ctaesis
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Posted - 2003.06.17 20:44:00 -
[4]
I strongly agree with the initial poster.
________________ "Warp to Desktop" -- American PCGamer
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SOHAIL
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Posted - 2003.06.18 10:53:00 -
[5]
Everything 1 module out of 10 ive ever picked in this game is bugged one way or another, i'll request CCP to take care of modules specially. Whenevery people are stucked, most probably the reason is the single module on the ship. Amy
"We'll show them what FIREPOWER is all about" |

Ruffles
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Posted - 2003.06.18 11:28:00 -
[6]
You are talking thousands of years in the future, and you are wanting things to take time to turn on?
You don't think systems that advanced would have exceptionally short start-up times. After all we all moaned like hell at windows startup times for ages, and they are better then they used to be in some cases.
Sure, perhaps a second or two, but I don't think time like that daft 10 seconds we presently have for reloading ammunition.
Ohh yes, and I completely agree. Why not allow turn online/offline in the ship, rather then just fittings. Most pilots can turn on or off systems they do or don't want presently, except vital systems of course.
Edited by: Ruffles on 18/06/2003 11:29:36
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Xane
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Posted - 2003.06.18 11:32:00 -
[7]
They did this already in the test server.
Unfortunately people were toggling on and off the Micro Warp Drive to avoid the big shield penalty it gives.
x a n e |

Ruffles
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Posted - 2003.06.18 11:49:00 -
[8]
Well to be fair, I hear lots about those drives.
I have believe they should still exist, as I think emergency short-warp should be in normal game. However, if someone is using those devices, there should come a cost.
When warping normally, you can't lock targets for a short time after warp, why not drop all targets, and not allow retargeting/weapons use for a short duration after use. Also prevent weapons use if someone else targets you for a short time, to prevent that being exploited in defence.
Why not also have a minimum duration on their use, so you can't just skip 10's of km's away, and get the advantage back, it takes time to warp up and down normally. So, provide a minimum warp duration/distance for using micro warp.
I don't see the need for the shield penalty, as I think that was just put in due to other complaints. I would rather see that the use of these devices impacts the regular use of your ships system (navigation, targetting and weapons), as the normal warp fields disrupt your systems and prevent their use just after warping.
This way micro warping out and back in on your prey would have disadvantages as well, leaving your ships system weak for a short period. Whilst being used for escape efforts would be important still. Put a timer on their power on use if deemed really that necessary. Say 2 or 3 seconds before the microwarps are ready for use again if powered on.
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FingerThief
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Posted - 2003.06.18 13:18:00 -
[9]
How bout tis:
0 - Can be activated/deactivated during flight 1 - Cannot be activated/deactivated during flight
This Bit of setting would allow do toggle modules on/off during flight and IMHO would take to much programming effort. Just the datasheet for the items would have to be extended by 1 column and a function that checks before activation/de-activation attempts.
My $.02
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