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Player Features and Ideas Discussion

 
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Make disconnections a bit less harsh. Keep certain modules active for 1-2 mins.

Author
ShadowandLight
Trigger Happy Capsuleers
#1 - 2013-08-13 22:29:06 UTC  |  Edited by: ShadowandLight
The mechanic currently kills all active modules on the ship when you disconnect.

I know plenty of people who disconnect (for various reasons hardware / ISP related)

however they reconnect and very quickly to find themselves dead.

With the new PVE/PVP flags we don't have to worry about people trying to avoid PVP by disconnecting their client on purpose, its no only a viable option as your ship will remain in space as long as someone is attacking you.

However giving people 1-2 minutes to log back in during PVE/PVP fights and still have a good chance of surviving, assuming there ship was tanky enough to survive in the 1st place.

The only modules I would be personally ok with staying active during a disconnect are remote repair / tank / hardeners etc.

Offensive mods (weapons / ewar etc) should deactivate if you disconnect, IMO.
Humang
Sudden Buggery
Sending Thots And Players
#2 - 2013-08-14 06:20:30 UTC
I'm happy to support this, I can see that this wont help local rep tanked ships much, but non-the-less it certainly helps.

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Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#3 - 2013-08-14 06:37:34 UTC
ShadowandLight wrote:
The mechanic currently kills all active modules on the ship when you disconnect.

Wrong. Active modules like hardeners and boosters/repairs continue to cycle for some time even after disconnect assuming they were turned on. That is very easy to prove if you relog fast enough.

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

Maximus Aerelius
PROPHET OF ENIGMA
#4 - 2013-08-14 11:26:27 UTC
Kirimeena D'Zbrkesbris wrote:
ShadowandLight wrote:
The mechanic currently kills all active modules on the ship when you disconnect.

Wrong. Active modules like hardeners and boosters/repairs continue to cycle for some time even after disconnect assuming they were turned on. That is very easy to prove if you relog fast enough.


Agreed and tested just last night. Shield Hardeners, AB and DC all still operating and ship was in mid-emergency-warp out when I got back in (1,000,000KM's from a Gate)...damn Windows 7 White Screened on me.
Bad Messenger
Rehabilitation Clinic
#5 - 2013-08-14 12:34:27 UTC
modules do stay on but you do emergency warp so rr will not work unless someone prevent you from warping (example warp disrupting you, friendly of enemy)
Maximus Aerelius
PROPHET OF ENIGMA
#6 - 2013-08-14 12:43:54 UTC
Bad Messenger wrote:
modules do stay on but you do emergency warp so rr will not work unless someone prevent you from warping (example warp disrupting you, friendly of enemy)


But then if you are warp scrambled then you will still get RR and Local Reps IF your modules were on...I'm just not understanding what the issue is here.

From my experience when someone DC's they call up on TS, Logi's lock them up until they warp-off field. Reps still get applied if they remain...maybe someone has a better example to explain what this idea is all about.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#7 - 2013-08-14 13:30:15 UTC
Maximus Aerelius wrote:
...maybe someone has a better example to explain what this idea is all about.

OP have lived in a cave for too long and wasnt aware of current in-game mechanics.

Anyway, there is only one suggestion when someone whines about bad ISP/connection - get a better one.

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