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Player Features and Ideas Discussion

 
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Cloaking devices reactivation delay

Author
sherika dariel
The Scope
Gallente Federation
#1 - 2013-08-06 21:52:16 UTC  |  Edited by: sherika dariel
Hello,

Some history:
I've been out of the game for a few mouth (year) and with the new jump animation it has been harder to manage recloacking delay of cloaking device. This timer is about 15 seconds and start when you uncloack, for those who didn't know.
When your reactivation delay is not finished you receive a log with the time remaining. However you have no idea of the real reactivation delay remaining while you are in the ''after jump cloak'' and not quitting this state. Because if you quit the ''after jump cloak'' before your cloacking device reactivation delay is finish, you could be in big trouble.

The problem:
Since the new jump animation (love it by the way), some approaching times (even under 2km) and some jumps are faster than others. Resulting in a ''random' +-3 seconds to your cloak reactivation delay. ('m generous sometimes it's +-10 seconds)

Before the new jump animation, if you arrived under 2km you click jump, the delay before you were on the other side was almost constant about +-0.5 second. (minus lag)

The problem is not the new jump animation but more the ''random'' delay occuring. So sometimes I'm suprised! and quit the ''after jump cloak'' before your cloacking device reactivation delay is finish.

The idea:
Than I realise cloacking devices are the only modules with ''no cycle''. Which is fine so you can uncloak when you want and not at the end of a cycle.
So the idea is to add the red state when you can't reactivate the cloacking device with the timer circle aroud the module.

Why this change:
Because I think each seconds in the 'after jump cloak'' counts to make a strategy or anything useful. Because I think the game mechanic changed because of an animation upgrade, so this is a kind of ''sideeffect'' of this animation change. FinalIy I don't think CCP wanted to change game mechanic with this animation upgarde.


I know many people will want to throw me rock for this post because they think Cloacking is overpower but i'm still posting this idea because it's an idea like any other and I'm on the dark side.

Sincerly,
Little Dragon Khamez
Guardians of the Underworld
#2 - 2013-08-06 22:11:10 UTC
Cloaking is not overpowered.

Dumbing down of Eve Online will result in it's destruction...

sherika dariel
The Scope
Gallente Federation
#3 - 2013-08-06 22:15:17 UTC
Little Dragon Khamez wrote:
Cloaking is not overpowered.


I was referencing to the various treads demanding a nerf / counter.
RubyPorto
RubysRhymes
#4 - 2013-08-07 05:22:58 UTC  |  Edited by: RubyPorto
A visible indicator for all the modules with reactivation delays unrelated to their cycle time (cloaks, bomb launchers, interdiction launchers, etc) would be fairly useful.

Mikey likes it.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Dr Gidazu
Universal Excavation Services
#5 - 2013-08-07 05:35:03 UTC
I can sign this idea.
sherika dariel
The Scope
Gallente Federation
#6 - 2013-08-07 20:04:16 UTC
RubyPorto wrote:
A visible indicator for all the modules with reactivation delays unrelated to their cycle time (cloaks, bomb launchers, interdiction launchers, etc) would be fairly useful.

Mikey likes it.



Thank you for bringing this idea to next level, it would be great for wider type of module with reactivation delay not only cloaking devive!