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Player Features and Ideas Discussion

 
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Ability to see fitted active module effect without undocking

Author
Nariya Kentaya
Ministry of War
Amarr Empire
#1 - 2014-01-18 17:01:21 UTC
Bastion, DCU, active resist mods, anyone think it'd be easier if we could toggle active modules "on/off" in the fitting screen while docked to see how our ship's stats change, without having to undock (since thats not always a safe thing to do, especially in low/null)
JamnOne
Viziam
Amarr Empire
#2 - 2014-01-18 17:10:05 UTC
That may not be too bad of an idea. What are you going to do with modules like the "Reactive Armor Hardener?" They change in regards to what is attacking.
Nariya Kentaya
Ministry of War
Amarr Empire
#3 - 2014-01-18 19:42:56 UTC
JamnOne wrote:
That may not be too bad of an idea. What are you going to do with modules like the "Reactive Armor Hardener?" They change in regards to what is attacking.

that would have to be soemthing to worry about, since that gets into a whole lot more complicated coding, since instead of just a toggle switch for "on/off" you would need to make an interface to change its resistances specifically.

though i guess we coudl just show it at max resists for each by selecting on/off then a damage type, but that would get into too many menus unless we overhauled the entire fitting screen.
Steve Martien
Royal Amarr Institute
Amarr Empire
#4 - 2014-01-18 19:49:26 UTC
Quote:
JamnOne
Posted: 2014.01.18 17:10

That may not be too bad of an idea. What are you going to do with modules like the "Reactive Armor Hardener?" They change in regards to what is attacking.


well they could make some sort of test hangar where you see your ship set modules to active and then you can use station equipment to launch at it or be launced at.
another way would be to have some sort of simulation program you can run in station to test out fits
Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2014-01-20 06:07:10 UTC
I dont mean to bump this or seem desperate for replies.

But seriously, it seems like this would be a basic utilitarian function of the ingame fitting tool to actually KNOW what you just fitted and how its effecting your ship, but for whatever reason isnt already in the game.
Gigan Amilupar
Viziam
Amarr Empire
#6 - 2014-01-20 06:25:17 UTC
Nariya Kentaya wrote:
I dont mean to bump this or seem desperate for replies.

But seriously, it seems like this would be a basic utilitarian function of the ingame fitting tool to actually KNOW what you just fitted and how its effecting your ship, but for whatever reason isnt already in the game.



The fitting window is outdated and needs an overhaul. I'm fairly certain that it's something CCP wants to improve upon, but I haven't heard anything about actual work on it. So yes, this would be a step in the right direction.

+1
Zan Shiro
Doomheim
#7 - 2014-01-20 08:19:41 UTC  |  Edited by: Zan Shiro
since you chose resists mods....

how is it going to know what the resist link booster is doing for you out of station?

EFT (or others)...it has all this handy stuff in it. Usual rant of why you are making ship setups on the fly at station as well. Buying stuff not knowing wtf its doing for you till after you spend the isk kind if chancy imo.


Have an apple device? neocom. Don't know how many meetings going on and on that didn't need to be I found my way to its fitting section. Hint: have a note taking program installed to have switched over to make it look good...
Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2014-01-20 08:22:36 UTC  |  Edited by: Nariya Kentaya
Zan Shiro wrote:
since you chose resists mods....

how is it going to know what the resist link booster is doing for you out of station?

EFT (or others)...it has all this handy stuff in it. Usual rant of why you are making ship setups on the fly at station as well. Buying stuff not knowing wtf its doing for you till after you spend the isk kind if chancy imo.


Have an apple device? neocom. Don't know how many meetings going on and on that didn't need to be I found my way to its fitting section. Hint: have a note taking program installed to have switched over to make it look good...

i just mean, if my ship has 70% resists for shield across the board roughly, and i equip 2 adaptive invuls and a DCU, what are my resists? according to EFT, still only 70%.

I'm not saying there arent third party programs that can do this, but what I am saying is that it should be uneessary to use a third program for such a basic part of the game, you should be able to see the change in stats/effect of an active module on your ship without having to undock and turn it on with the fitting window open, its tedious and unnecessary.
Rented
Hunter Heavy Industries
#9 - 2014-01-20 08:55:55 UTC
Nariya Kentaya wrote:
. . . it should be uneessary to use a third program for such a basic part of the game . . .


If only you knew the history of the game... if only...
Kenrailae
Center for Advanced Studies
Gallente Federation
#10 - 2014-01-20 09:30:36 UTC
I'm sure the Station Management committee will be thrilled when this change is made. I, for one, will be firing my guns in station erry day!


Just to see their effect.... ya know.



On a more serious note, Yes, the fitting window is kinda behind the times. But it's also not quite as simple given the conditionals of:


Links
Reactive Armor hardener
System effects(Incursions)


Eve has many 3rd party fitting tools that do just what you're asking, AND you can select what you expect to be tanking with them as well, for a better read than the fitting window will likely ever give.


Now if Eve were to import EveHQ or EFT...

The Law is a point of View

The NPE IS a big deal

Schmata Bastanold
In Boobiez We Trust
#11 - 2014-01-20 09:53:01 UTC
You want in-game tool to be almost as functional as 3rd party tools? Madness!

I tell you, it is madness talking!

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