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Can we PLEASE change the drone control unit to a passive module?

Author
Systems Online
The Scope
Gallente Federation
#1 - 2013-09-16 22:55:12 UTC  |  Edited by: Systems Online
There is literally NO reason for it to be active.

It doesn't require capacitor, and when in station it does not give accurate damage amounts from your possible drones.

It's annoying when you hit an F - key and accidentally disconnect one of your drones... No reason behind that being a thing.

The module's purpose is to do a static thing. That is to control an extra drone, at the cost of a high slot.

Active hardeners convert capacitor to resists. That's an active thing. Passive hardeners add shield resists at the cost of a mid/low slot. That's static.

The drone control units should be static.

It doesn't change with warping, you can't control drones when cloaked or in triage anyway, and it doesn't have any function other than extra buttons (and server load) when entering a system.



Make it static.

Make it work in station.



Thank you, CCP.


Good day.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#2 - 2013-09-16 23:27:37 UTC
I support such a proposal on principle.
Xercodo
Cruor Angelicus
#3 - 2013-09-16 23:42:59 UTC
All I can say is yup.

The Drake is a Lie

Tarn Kugisa
Kugisa Dynamics
#4 - 2013-09-17 01:06:01 UTC
5yes
shouldn't have to use them but they're always handy to have

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Dring Dingle
Viziam
Amarr Empire
#5 - 2013-09-17 04:19:56 UTC
Yes please
Cade Windstalker
#6 - 2013-09-17 04:44:14 UTC
A tentative yes with the one minor concern/question about whether or not assisted Fighters and Fighter-Bombers remain controlled while you're in warp or cloaked.
Systems Online
The Scope
Gallente Federation
#7 - 2013-09-17 05:46:41 UTC
Cade Windstalker wrote:
A tentative yes with the one minor concern/question about whether or not assisted Fighters and Fighter-Bombers remain controlled while you're in warp or cloaked.



The do, and that is unaffected by this change because you can run DCUs while in warp already.
Ganthrithor
School of Applied Knowledge
Caldari State
#8 - 2013-09-17 06:10:56 UTC
Systems Online wrote:
There is literally NO reason for it to be active.

It doesn't require capacitor, and when in station it does not give accurate damage amounts from your possible drones.

It's annoying when you hit an F - key and accidentally disconnect one of your drones... No reason behind that being a thing.

The module's purpose is to do a static thing. That is to control an extra drone, at the cost of a high slot.

Active hardeners convert capacitor to resists. That's an active thing. Passive hardeners add shield resists at the cost of a mid/low slot. That's static.

The drone control units should be static.

It doesn't change with warping, you can't control drones when cloaked or in triage anyway, and it doesn't have any function other than extra buttons (and server load) when entering a system.



Make it static.

Make it work in station.



Thank you, CCP.


Good day.


But what about... oh wait, yeah, this idea is really good.
Omnathious Deninard
University of Caille
Gallente Federation
#9 - 2013-09-17 06:20:42 UTC
ISD needs to lock this thread, it is setting too high of a standard for F&I.

Good ideas, overrated.

If you don't follow the rules, neither will I.

Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#10 - 2013-09-17 06:20:48 UTC
It's active? Holy **** that's dumb.

Katrina Oniseki

Tchulen
Trumpets and Bookmarks
#11 - 2013-09-17 06:57:30 UTC
+1

I don't use them but the OP makes a valid point. I can't think of any reasons why they should be active.
Luscius Uta
#12 - 2013-09-17 08:45:13 UTC
Fully support the idea, also would like to add Damage control to the list of modules that should be passive, as it requires only 1 GJ/cycle (so even when under heavy neut pressure you should be able to reactivate it in no more than a couple of seconds) and cannot be overheated.

Workarounds are not bugfixes.

Azrael Dinn
Imperial Mechanics
#13 - 2013-09-17 09:10:32 UTC
yes please... your reasoning is valid.

After centuries of debating and justifying... Break Cloaks tm

Barrogh Habalu
Imperial Shipment
Amarr Empire
#14 - 2013-09-17 10:06:06 UTC
Luscius Uta wrote:
Fully support the idea, also would like to add Damage control to the list of modules that should be passive, as it requires only 1 GJ/cycle (so even when under heavy neut pressure you should be able to reactivate it in no more than a couple of seconds) and cannot be overheated.

Some people will be quite mad at this one as it allows for safer autopiloting. Kinda. Sorta.

OT, I agree. Is this some kind of code issue?
Rick Kuhnert
Deep Core Mining Inc.
Caldari State
#15 - 2013-09-17 10:18:51 UTC
Luscius Uta wrote:
Fully support the idea, also would like to add Damage control to the list of modules that should be passive, as it requires only 1 GJ/cycle (so even when under heavy neut pressure you should be able to reactivate it in no more than a couple of seconds) and cannot be overheated.


But passives Hardner have buff from Compression skills.

@Topic
*thump up*
Arya Regnar
Darwins Right Hand
#16 - 2013-09-17 16:06:08 UTC
Tchulen wrote:
+1

I don't use them but the OP makes a valid point. I can't think of any reasons why they should be active.

This.

EvE-Mail me if you need anything.

Rroff
Antagonistic Tendencies
#17 - 2013-09-17 16:20:31 UTC  |  Edited by: Rroff
Cade Windstalker wrote:
A tentative yes with the one minor concern/question about whether or not assisted Fighters and Fighter-Bombers remain controlled while you're in warp or cloaked.


Don't think they do if you (the carrier) cloak - will have to test but I have a feeling that disconnects them, they remain active independant of the carrier warping however.

One thing fighters will do is remain on assign if the ship they are assigned to is cloaked which can be quite amusing as they normally stay at around 20km for it so don't decloak.

Another vote here for them being passive modules tho, very little reason for them to be active modules.
William Darkk
Garoun Investment Bank
Gallente Federation
#18 - 2013-09-17 18:02:16 UTC
I feel like they could really improve drone control units by changing the skill from "max drone control units you can use" to "max drones that can be added by drone control units."

This would allow you to have drone control units that gave more than one extra drone without providing an increase in carrier/supercarrier dps. It'd also make using a (hypothetical tech 2) drone control unit less of a terrible idea.
Nariya Kentaya
Ministry of War
Amarr Empire
#19 - 2013-09-17 20:09:18 UTC
dont fly drone ships, hell i HATE drone ships (miss my old geddon)

but i still agree, not being static is kinda derpy
Liam Todd Bloodstar
Viziam
Amarr Empire
#20 - 2013-09-17 20:15:14 UTC
Nariya Kentaya wrote:
(miss my old geddon)


+1
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