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Merii Kha'sen
Amarr Metal Machine
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Posted - 2009.01.17 23:33:00 -
[1]
A simple feature request rather than "OMG DIS SUCKS FIX PLOX".
If a module is currently in a firing cycle (this applies to guns, launchers and cap boosters, as well as scriptable modules such as tracking disruptors), allow the user to right-click the module and choose a new charge type. Rather than getting a message saying the charge type cannot be changed while firing, the following would occur:
The module cycle finishes. The current charges are unloaded and new charges are reloaded, just as if you had deactivated the module and right-clicked/changed charge type yourself. In the case of non-lasers, 10 seconds would pass while charges were loaded. (Optionally) The module re-activates automatically on load finishing.
It's not a huge change and is simply for convenience but it would be nice to be able to request a reload with new charge types as conditions changed.
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Andreya
Direct Intent
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Posted - 2009.01.17 23:36:00 -
[2]
as a player who trys to use rockets.... yes please.. or just give rockets bigger bays.. its horrid running out of ammo fighting a inty or something when they are in hull.. and they manage to kill you cause of your 10 second reload.
but yea. rockets suck enough that i need to swap my ammo around often. anything to make that a little easier would be nice _________________________________________________________ Only once you've lost everything, are you free to do anything. Your signature exceeds the maximum allowed filesize of 24000 bytes -Navigator ([email protected]) |

Merii Kha'sen
Amarr Metal Machine
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Posted - 2009.01.17 23:38:00 -
[3]
Originally by: Andreya as a player who trys to use rockets.... yes please.. or just give rockets bigger bays.. its horrid running out of ammo fighting a inty or something when they are in hull.. and they manage to kill you cause of your 10 second reload.
but yea. rockets suck enough that i need to swap my ammo around often. anything to make that a little easier would be nice
Well, there would be a 10 second reload still - it wouldn't eliminate that - it would only eliminate having to take 2-3 extra steps to change ammo types. |

Fullmetal Jackass
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Posted - 2009.01.18 01:07:00 -
[4]
This is one of those "how come they didn't do this years ago?" ideas.
Yes please. |

Mia Sin
Amarr
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Posted - 2009.01.18 05:52:00 -
[5]
Originally by: Merii Kha'sen Well, there would be a 10 second reload still - it wouldn't eliminate that - it would only eliminate having to take 2-3 extra steps to change ammo types.
As well as eliminate the 2-3 seconds you have to waste, waiting on the client to actually allow you to change ammo/crystals while it waits for some sort server response...
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.01.18 09:53:00 -
[6]
This in essence describes a one-slot queued action - as the server polls each second, it tries to run the queued action until it can. Requesting a new action replaces the previous one requested.
Sounds like a great idea to me. I really hate user interfaces that effectively state 'can't do that right now, try again in a bit, some arbitrary timer is still finishing up'. It smacks of poor design to not simply take input and work with it as most effectively as possible - in this case, to queue it up and run it when you can. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Hesperius
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Posted - 2009.01.18 10:18:00 -
[7]
This would be sweet! Once my sec status is getting to where it needs repping again, I could just toss an auto targeter on a drake and go sit in a belt in a .5 system while im away. Sec repping without the grind.
/signed
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Merii Kha'sen
Amarr Metal Machine
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Posted - 2009.01.18 16:23:00 -
[8]
Originally by: Hesperius This would be sweet! Once my sec status is getting to where it needs repping again, I could just toss an auto targeter on a drake and go sit in a belt in a .5 system while im away. Sec repping without the grind.
/signed
Actually, no. When a target dies, all modules pointed at that target deactivate. Your launchers would deactivate in this case.
We don't want to make mission macroing even easier. |

Se'jin
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Posted - 2009.01.18 20:10:00 -
[9]
Quote: 'can't do that right now, try again in a bit, some arbitrary timer is still finishing up'
lol But it sucks that it's true though. Changing ammo types atm is just a frustrating process. The same happens when you want to aim your weapons at another ship.
@Hesperius You would (optionally) keep shooting if you change ammo, not when spend all the charges. Otherwise you could just fit FOF missiles, and you wouldn't have to bother with the auto-target anyway.
This sounds nice to me.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.01.18 20:25:00 -
[10]
probably an anti macro thing by ccp dont expect changes
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Orb Lati
Minmatar ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.01.18 22:57:00 -
[11]
What would be cool is a variation to the UI where the weapon system is given 2 slots for ammo as in lieu of the current 1 slot.
1st slot is the current type loaded in the clip and the 2nd is the next ammo type to be loaded upon ammo clip depletion (or reload command given).
By default this 2nd slot would automatically load the current ammo type but a player could specify an alternative.
"We worship Strength because it is through strength that all other values are made possible" |
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