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Player Features and Ideas Discussion

 
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IDEA: New Module: Adaptive Tracking Computer

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-06-24 18:05:22 UTC
TC that adjusts its tracking/range bonuses in the same was as a Reactive Armour Hardener. It's a very cool mechanic and I'd like to see it employed elsewhere. TC is just one possibility :)

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2013-06-24 18:07:54 UTC
Swiftstrike1 wrote:
TC that adjusts its tracking/range bonuses in the same was as a Reactive Armour Hardener. It's a very cool mechanic and I'd like to see it employed elsewhere. TC is just one possibility :)



Just change what script you have loaded...
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#3 - 2013-06-24 18:08:08 UTC  |  Edited by: Katrina Oniseki
Swiftstrike1 wrote:
TC that adjusts its tracking/range bonuses in the same was as a Reactive Armour Hardener. It's a very cool mechanic and I'd like to see it employed elsewhere. TC is just one possibility :)


Only if it is less effective than a manually scripted tracking computer, and either has higher fitting OR costs more capacitor per cycle (not both).

Katrina Oniseki

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#4 - 2013-06-24 18:09:08 UTC
Swiftstrike1 wrote:
TC that adjusts its tracking/range bonuses in the same was as a Reactive Armour Hardener. It's a very cool mechanic and I'd like to see it employed elsewhere. TC is just one possibility :)

This belongs in Features and Ideas
Swiftstrike1
Swiftstrike Incorporated
#5 - 2013-06-24 18:11:16 UTC
This IS features and Ideas

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Mole Guy
Bob's Bait and Tackle
#6 - 2013-06-24 18:44:16 UTC
this is a KEWL idea!!!

set it up to where when u target a person, itll shift so that your guns are always right on optimal, the rest will shift to tracking.
if they are way out, itll be 30% to range, up close, 30% tracking. 15/15% in the middle.

switch to a new target, and itll start shifting.

i can see a skill bringin the cap use back down to the level of a normal one, but until then itll be higher.
would need to shift a little faster than the armor mod tho. combat is dynamic especially with MWD and frigs.

the numbers can be adjusted, but the concept i think is awesome!
Lilliana Stelles
#7 - 2013-06-24 19:41:29 UTC
Katrina Oniseki wrote:
Swiftstrike1 wrote:
TC that adjusts its tracking/range bonuses in the same was as a Reactive Armour Hardener. It's a very cool mechanic and I'd like to see it employed elsewhere. TC is just one possibility :)


Only if it is less effective than a manually scripted tracking computer, and either has higher fitting OR costs more capacitor per cycle (not both).


Actually, I think it should be better or equal in every way, but starts out worse, and reduce your number of targets. (What?)

Like an actual "computer" every cycle it gets better and better at tracking your current targets. It increases your tracking speed and/or range depending on which you need, even exceeding the basic tracking computer. But it takes time to build up that level; 4+ cycles to exceed the basic tracking computer.

It'd mean that in prolonged fights, bigger ships could hit smaller ships (the battleship will EVENTUALLY hit the frigate, it may just take several minutes).

Not a forum alt.