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Ceola Tyn'Vile
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Posted - 2008.08.28 18:26:00 -
[1]
This is just something I was thinking of. I am not saying they should hurry up and rush out Tech III anything.
Modular Fittings Now wouldn't it be nifty if you could have some modular bays on your ship you could change while in flight. Maybe I should explain this a little further. I think it when they eventually come out with tech III ships if they were equipped with what I call ôModular Fittingsö rather than giving them more fitting slots or more resists. What these fittings would do is allow you to load a fitting with two modules and switch them at certain times. This could require that the module be off lined first or maybe just make it require the 95% cap and let you switch all modules at once at a 90% cap penalty. Lets take a Tech 3 Coercer for an example. Lets say 4 of the 8 high slots are modular along with one modular mid and two modular lows. You could fit the 8 highs with lasers and the 4 unused modular slots with salvagers. You could fit the modular mid with an AB and a MWD and the modular lows with heat sinks and Overdrives. So after you get done blowing up whatever it is you like to shoot you could let your cap build up and switch to salvage mode which would switch 4 of the lasers for salvagers switch the AB for the MWD and the heat sinks for the overdrives. Obviously there would be issues on this and a lot of balancing but it seems like a neat idea to me.
Any thoughts would be welcome.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.08.28 18:35:00 -
[2]
I'm not convinced Tech 3 is a good idea, but if they do it, this would certainly be an interesting way of going about it. That said, this is not a petition, and as such it should not be in the Assembly Hall. This belongs in Features + Ideas. ------------------ Fix the forums! |
Ceola Tyn'Vile
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Posted - 2008.08.28 18:43:00 -
[3]
Sorry I thought this was the right place to post ideas. If a mod would move this for me I would be grateful.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.08.28 19:54:00 -
[4]
Originally by: Ceola Tyn'Vile Sorry I thought this was the right place to post ideas. If a mod would move this for me I would be grateful.
Assembly Hall is for ideas you want the CSM to bring up and CCP to implement. That's a pretty open category, but there are limits. This thread seems like more of a "Wouldn't it be cool if they did X at some point in the future", which is too non-specific for this board IMO. Your mileage may vary, but that's my two cents. I've reported your post, so hopefully a GM will see it and move it shortly. ------------------ Fix the forums! |
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CCP Mitnal
C C P
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Posted - 2008.08.28 19:55:00 -
[5]
Moved to Features & Ideas.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
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Ceola Tyn'Vile
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Posted - 2008.08.28 20:21:00 -
[6]
My thanks to both of you. Now that this is in the right forum does anyone have any thoughts or anything to add to this idea?
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.08.28 21:25:00 -
[7]
As for the actual merits of the idea, I'm just trying to think of how I would use it. The most obvious starting point is ships with two fits. I fit my hauler with a capacity fit and a speed/agility fit, and use my cargo hold and a station for "modularity". Having the option to switch back and forth would be a convenience, but nothing special. Similarly, a lot of missions exist where you'd love to be able to jump back and forth between railguns and blasters, or switch out a hardener. It would be a huge, huge convenience to be able to do this, and would probably speed up the killing phase of missioning at least 20% for most ships. In PvP, the options get even stranger - dumping your sensor boosters for tackling gear once you've got a lock, dumping your damage mods for stabs if things go pear-shaped(depending on how it's implemented), swapping out the damage fit for a logistics fit, putting a salvager in slot 9 for once the fighting is over, swapping your MWD for a AB if hit by a scram post nano nerf, and so on.
In order for this to work, I think you need two stipulations. Firstly, a modular slot uses the higher fitting value of its installed items - if you have a cloak for 60 CPU and a gun for 4000 PG, the modular slot will use 4000 PG and 60 CPU. This is to prevent illegal fits from happening in mid-flight. Secondly, any penalties for having a module active(cloak, stab, MWD) have to be applied even if they're the alternate module in a modular slot. Of course, you could still offline them, but then you'd have to both swap and online to get them to usability.
I really don't know what I'd do with these after a bit more consideration - it'd depend a lot on the ships that flew them, the costs for swapping, and just how much of an evil genius I could make myself. But I'm quite sure it'd be fun to see what people did with this. ------------------ Fix the forums! |
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