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Turret Labelling

Author
Mister Sparkles
Lead and Glitter.
#1 - 2012-05-08 16:50:59 UTC
After reading about question regarding grouping turrets, I decided to draw up a picture since I can't get on EVE at the moment and label a real picture. If someone else wants to, go for it!

GLORIOUS TURRET LABELLING

One thing I find frustrating is not being able to see which turret grouping is on which target.

For example, when I am salvaging with 4 salvagers and 4 tractor beams, I want to cycle off tractor beams once they bring wrecks inside of 2,500 m of me, and switch them to a far away wreck. When I do this, i'm basically gambling on what beam is on what wreck, and I sometimes turn off the wrong one, leaving a far away wreck still far away, and now I have to wait on cycle time again.

The same could be argued for gun turrets and fighting, say you have your DPS split up, and your FC calls all DPS on the main target. Now you think, damn I can't remember which turrets I put on target A, and which I put on target B. If you turn off the wrong turrets, your DPS on the target drops to 0, and you have to wait for the cycle time, which can be long for certain guns.

I think it would be great if you could turn on/off labels for your turret groupings, like A,B,C,D or 1,2,3,4, and they showed up above the turret groups, AND showed up next to targets, so that way, you can switch off particular turrets and put them on the target you want.

I uploaded a picture to show you what I meant--I want turret C to be on the first target, that A&B are on, but if I accidentally turn off turret A or B, then I just halved my DPS on the target and now have to wait for a cycle timer.

Karl Hobb
Imperial Margarine
#2 - 2012-05-08 17:10:36 UTC
TBH my month-old daughter could draw a better illustration of your idea, but it does have merit and I do believe it has been brought up before.

A professional astro-bastard was not available so they sent me.

Hayaishi
The Scope
Gallente Federation
#3 - 2012-05-08 17:25:01 UTC
You click/double click the gun icon and it deactivates. What use I'd have with this feature is when an asteroid is depleted, yet there are still lasers mining it, and I never know which it is... Covetors have crappy cap, so mixing this up means a bit of downtime.
Kell Tarhun
Neptunis
#4 - 2012-05-08 17:26:13 UTC
Pure man of genius!
Kurai Okala
Okala Corp
#5 - 2012-05-08 17:50:18 UTC
I was just thinking about this issue last night for the millionth time. I don't know if it's any easier or harder from a dev's perspective but I came up with a different solution:

Let us click on the little module icon that appears next to your target's image to deactivate it.
Serge Bastana
GWA Corp
#6 - 2012-05-08 18:20:14 UTC
Kurai Okala wrote:
I was just thinking about this issue last night for the millionth time. I don't know if it's any easier or harder from a dev's perspective but I came up with a different solution:

Let us click on the little module icon that appears next to your target's image to deactivate it.


You already can.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Rose Hips
Zero Dot Zero
#7 - 2012-05-08 18:29:27 UTC
I'm printing out this graphic and pasting it on my refrigerator as a fake drawing of my fake EVE child. ;)

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Bow down before the one you serve; you're going to get what you deserve

Max Singularity is the way, the light, the Harbinger of Faith and true hope for New Eden!

Kurai Okala
Okala Corp
#8 - 2012-05-08 18:36:25 UTC
Serge Bastana wrote:
Kurai Okala wrote:
I was just thinking about this issue last night for the millionth time. I don't know if it's any easier or harder from a dev's perspective but I came up with a different solution:

Let us click on the little module icon that appears next to your target's image to deactivate it.


You already can.


Are you serious? I could have sworn I had tried it at some point but maybe not. Assuming you're not trolling me, thanks for the tip!