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Player Features and Ideas Discussion

 
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Preheat

Author
Cyrus Mierre
The Forsaken Legion
#1 - 2013-11-06 17:13:51 UTC
Overload modules through the fitting screen whilst docked in a station. Not only will this show the overloaded stats (which currently are only accessible when undocked or using an OOG program), but most importantly the setting would remain applied after undock. With this you could overload the appropriate modules in the fitting screen, in preparation for undock.

Also if overload status could be retained through stargate jumps that would be swell.
Jason Itiner
Harmless People
#2 - 2013-11-06 17:19:31 UTC
Cyrus Mierre wrote:
Overload modules through the fitting screen whilst docked in a station. Not only will this show the overloaded stats (which currently are only accessible when undocked or using an OOG program), but most importantly the setting would remain applied after undock. With this you could overload the appropriate modules in the fitting screen, in preparation for undock.

Also if overload status could be retained through stargate jumps that would be swell.


See overloaded stats - okay, that sounds good
Setting remains applied - why?

After undocking, you have a five-second grace period, where you're invulnerable, same after using an acceleration gate, and after a jump, you have one minute of invulnerability (gate cloak). These provide plenty of time to assess the situation and decide whether or not you actually need to overload any mods. There's no need for the overload setting to be persistent. But seeing overloaded stats and their effect on the whole fit would be a welcome feature...
Alex Tutuola
Deep Core Mining Inc.
Caldari State
#3 - 2013-11-06 17:32:42 UTC
Also related: Please allow us to activate overheating while cloaked. This is especially bothersome when flying falcons or escaping gate camps.
Cyrus Mierre
The Forsaken Legion
#4 - 2013-11-06 17:34:20 UTC  |  Edited by: Cyrus Mierre
Many changes are made to the game simply to make life easier. "Reducing mouse clicks" is an example of a recurring theme from CCP in lieu of making things a tiny bit less annoying.

If you're sitting in station and know there will be a fight outside, or sitting on gate and know you are jumping into a camp and must react quickly, then what reason is there for *not* being able to preheat? Surely it just makes things easier and more convenient.

Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

EDIT: grammar
Jason Itiner
Harmless People
#5 - 2013-11-06 17:34:56 UTC
Alex Tutuola wrote:
Also related: Please allow us to activate overheating while cloaked. This is especially bothersome when flying falcons or escaping gate camps.


Now that sounds like something that's worth inclusion. Or we could keep clicking between separate parts of our screen faster than a Korean national champion StarCraft player :D
Jason Itiner
Harmless People
#6 - 2013-11-06 17:39:37 UTC
Cyrus Mierre wrote:
Many changes are made to the game simply to make life easier. "Reducing mouse clicks" is an example of a recurring theme from CCP in lieu of making things a tiny bit less annoying.

If you're sitting in station and know there will be a fight outside, or sitting on gate and know you are jumping into a camp and must react quickly, then what reason is there for *not* being able to preheat? Surely it just makes things easier and more convenient.

Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

EDIT: grammar


If you "undock with a red fleet outside" and you don't have the presence of mind to use your five-second grace to either redock or run like you stole something, I have to say (although I hate saying this) you deserve your death and rebirth.
But like Alex said, overheating while cloaked is a good idea. You can't engage the modules anyway, so the prehetaing doesn't give you an advantage.
Cyrus Mierre
The Forsaken Legion
#7 - 2013-11-06 18:02:17 UTC
Jason Itiner wrote:
Cyrus Mierre wrote:
Many changes are made to the game simply to make life easier. "Reducing mouse clicks" is an example of a recurring theme from CCP in lieu of making things a tiny bit less annoying.

If you're sitting in station and know there will be a fight outside, or sitting on gate and know you are jumping into a camp and must react quickly, then what reason is there for *not* being able to preheat? Surely it just makes things easier and more convenient.

Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

EDIT: grammar


If you "undock with a red fleet outside" and you don't have the presence of mind to use your five-second grace to either redock or run like you stole something, I have to say (although I hate saying this) you deserve your death and rebirth.
But like Alex said, overheating while cloaked is a good idea. You can't engage the modules anyway, so the prehetaing doesn't give you an advantage.


I repeat: Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

Again, I don't see a good reason not to include the feature. Even if the undock timer arguement was valid (which I don't think it is), it still doesn't cover the times when immediate action is required after jump or undock and time is tight. Why shouldn't I be able to do it beforehand?

Stating that if you undock when there are enemies outside station means that you deserve to die is a pretty pointless statement. If your fleet undocks to fight a fleet outside, then no, I don't deserve to die. They already have positional advantage, so the playing field should be levelled a tiny bit by preheat, rather than squeezing target, anchor, prop mod, possible ammo change, drones *and* overheat into such a tiny space of time. I still don't see a reason why we don't move overloading to in-station.

Once again, I understand that it is possible to overload once jumped or undocked just as the fight is starting, but I still don't see a reason why we shouldn't be able to prepare for it beforehand. The fact that we are able to overload once the fight has started does not justify, in my eyes, a negative stance towards trying to make it more convenient.

ps. for the record: why is my suggestion any different to preheat when cloaked? (which I support, btw). Whether you are cloaked, about to jump or about to undock, in all of these situations you know that you will need to imminently overload your modules due to an impending fight. Surely if you can preheat in one of these situations you should be allowed to preheat for them all?
Jason Itiner
Harmless People
#8 - 2013-11-06 18:21:19 UTC
Cyrus Mierre wrote:
Jason Itiner wrote:
Cyrus Mierre wrote:
Many changes are made to the game simply to make life easier. "Reducing mouse clicks" is an example of a recurring theme from CCP in lieu of making things a tiny bit less annoying.

If you're sitting in station and know there will be a fight outside, or sitting on gate and know you are jumping into a camp and must react quickly, then what reason is there for *not* being able to preheat? Surely it just makes things easier and more convenient.

Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

EDIT: grammar


If you "undock with a red fleet outside" and you don't have the presence of mind to use your five-second grace to either redock or run like you stole something, I have to say (although I hate saying this) you deserve your death and rebirth.
But like Alex said, overheating while cloaked is a good idea. You can't engage the modules anyway, so the prehetaing doesn't give you an advantage.


I repeat: Just because something is possible (overloading once fight starts) doesn't mean that we then shouldn't add features that make that more convenient (preheating).

Again, I don't see a good reason not to include the feature. Even if the undock timer arguement was valid (which I don't think it is), it still doesn't cover the times when immediate action is required after jump or undock and time is tight. Why shouldn't I be able to do it beforehand?

Stating that if you undock when there are enemies outside station means that you deserve to die is a pretty pointless statement. If your fleet undocks to fight a fleet outside, then no, I don't deserve to die. They already have positional advantage, so the playing field should be levelled a tiny bit by preheat, rather than squeezing target, anchor, prop mod, possible ammo change, drones *and* overheat into such a tiny space of time. I still don't see a reason why we don't move overloading to in-station.

Once again, I understand that it is possible to overload once jumped or undocked just as the fight is starting, but I still don't see a reason why we shouldn't be able to prepare for it beforehand. The fact that we are able to overload once the fight has started does not justify, in my eyes, a negative stance towards trying to make it more convenient.

ps. for the record: why is my suggestion any different to preheat when cloaked? (which I support, btw). Whether you are cloaked, about to jump or about to undock, in all of these situations you know that you will need to imminently overload your modules due to an impending fight. Surely if you can preheat in one of these situations you should be allowed to preheat for them all?


In my view, trying to fight on undock is a very bad idea - the enemy gets to control the range of the engagement, forcing you to move into your optimal. Even if you were going to fight fleet-on-fleet, there are other ways to level the playing field. What I'd do would be to undock, insta-warp to my undock, change ammo, group drones for launch, prepare overload, etc, then warp back at range and turn the tables by forcing the enemy to move. Of course, if you live in 0.0 and the enemy gets a bubble on your undock, then you're **** out of luck...

This latter scenario (bubbled undock) also ties in to how a cloaked overheat is different. Let's say you jump, and while gate-cloaked, you notice a Loki and a Naga on your overview. You can assume that the Loki is giving the Naga a sensor boost, and the Naga is probably set up for insta-locking. In such a case, you practically must start with modules (preferably your propmod) overloaded to have a chance of getting away fast enough. The reason I bring this very scenario is that I experienced this first hand, and with quick clicking and shortcuts, I managed to do everything fast enough and warp off while my friend got blapped by the insta-locking Naga (he didn't actually see it, because the Naga wasn't enabled on his overview...).

I'm simply against your "overload by default" idea is because I think there are already tools you can use to even your playing field, but a "persistent overload" feature that doesn't carry across docking I would be willing to live with.