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Player Features and Ideas Discussion

 
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Scripts for all e-war modules?

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-06-26 09:26:11 UTC
Module types that use scripts
Sensor Booster
Remote Sensor Booster
Remote Sensor Dampener
Tracking Computer
Tracking Link
Tracking Disruptor
Warp Disruption Field Generator

Module types that don't use scripts
Stasis Webifier
Target Painter
ECM
Warp Scrambler
Warp Disruptor

As you can see, there are more (active) ewar/electronics modules that do use scripts than those that don't. Why does this split exist? Why do we have some that use scripts and some that don't? Would introducing scripts for the remaining modules work or is there some other way to reconcile this inconsistency? Perhaps adaptive/reactive modules that adjust their statistics each cycle based on range to target and other variables?

Please don't post "it isn't broken, don't fix it". Suggest interesting alternatives and toss some ideas around :)

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

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#2 - 2013-06-26 09:46:27 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Swiftstrike1 wrote:
Why does this split exist?

Because webifiers, scramblers and disruptors are not e-war modules. They a propulsion inhibitor modules.

Target painters are not really e-war: they dotn disrupt anything and there is no counter to it. And ECM are a special snowflakes.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Mark Androcius
#3 - 2013-06-26 10:08:51 UTC
Op wants a Vindicator with even more scramming and webbing range?
Or Op wants a Vindicator with even more webbing slowdown effect, so he can get rid of those pesky frigates too?