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Pre-Overheat Mods for Gate/WH jump cloak and/or regular cloak.

Author
Maverick Capasso
Fun Police
#1 - 2014-07-31 01:15:15 UTC  |  Edited by: Maverick Capasso
If you can consume drugs while cloaked why can't you pre-heat modules? It would be great for getting out of giant gate camps when there are 10 sebo'ed interceptors, and it would force people to be a lot more on the ball with their gate camps.


Edit 1: There was some skepticism about the interceptor example. Another scenario (which is not as extreme) is pre-overheating hardners after jumping into an insta-lock Nado or insta-lock sentry drone camp (after grid loads ofc so no extra memory is needed from the server during session changes).To my experience low sec tier 3 camps are not uncommon.

Edit 1: People who have toasters for computers or poor internet will see an improvement in combat efficiency because they don't have to fumble in between server ticks hoping the mod actually overheats prior to it cycling again. (Shield hardner missing the overheat cycle because of latency or fps problems). I have had this problem many times before being someone who occasionally experiences high ping. That being said people with better computers and Internet should see a relatively marginal improvement.


Edit 2: I updated the title to include the two distinctions people keep mentioning. Many are in favor of the first at the very least. I see a contradiction with the ability to inject combat boosters but not pre-overheat. Both add significant stats to a ships performance, both have adverse effects, both can only be used to a limited extent, both have skills to increase efficiency, but only one can be used when cloaked. Either be able to apply both before combat, or not apply either before combat.

IdeaScenario 1:Pre-Overheat for WH+Gate Jump Cloak Timer (session changers)
IdeaScenario 2:Pre-Overheat for regular cloaking.


Please post your input below, or +1 if you are cool with the ideas I presented.Pirate
Ray Kyonhe
Aliastra
Gallente Federation
#2 - 2014-07-31 08:40:27 UTC
Makes sense +1

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Ix Method
Doomheim
#3 - 2014-07-31 09:16:14 UTC
Yes please.

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Thorr VonAsgard
The Scope
Gallente Federation
#4 - 2014-07-31 09:17:23 UTC
+1 make sens

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Tabyll Altol
Viziam
Amarr Empire
#5 - 2014-07-31 12:16:58 UTC
+1
Arya Regnar
Darwins Right Hand
#6 - 2014-07-31 12:19:40 UTC
+1 To begin with this is only an issue because of server delay, make room for game mechanics to deal away with that problem.

You can make it so that after you start heating you will get decloaked in 2 seconds.
Like the part where you can still heat and use your mods 2 sec after cloaking except the other way around.

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Maverick Capasso
Fun Police
#7 - 2014-07-31 14:08:13 UTC
Arya Regnar wrote:
+1 To begin with this is only an issue because of server delay, make room for game mechanics to deal away with that problem.

You can make it so that after you start heating you will get decloaked in 2 seconds.
Like the part where you can still heat and use your mods 2 sec after cloaking except the other way around.



As for implementation I am not sure how much of a server delay it will cause b/c I was under the impression overheating was client side (you can toggle it on and off, but until you actually use the overheat itself the server won't know too much). This is just speculation of course, and I don't know how client and server exchange works with EvE too well. I guess a way to test that would be to toggle the overheat on and off w/o actually using the module in large fleet fights with massive TiDi, and if the toggle is delayed you could assume overheat was more server side than I presented.

This isn't anything game breaking that would require completely new graphics or months of planning; probably just a quick fix to some code. I am glad to hear many people think this would be nice. P
Alundil
Rolled Out
#8 - 2014-07-31 15:36:15 UTC
+1

I'm right behind you

Fer'isam K'ahn
SAS Veterinarians
#9 - 2014-07-31 15:53:16 UTC
+1 you little idea thief.

But no shortcut ,)
Netan MalDoran
Cathedral.
Shadow Cartel
#10 - 2014-07-31 16:21:33 UTC
+1, Although I did get out of an Inty camp in my MWD rifter while burning to the gate w/o this function.

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Falcon's truth

Riot Girl
You'll Cowards Don't Even Smoke Crack
#11 - 2014-07-31 16:57:24 UTC
Maverick Capasso wrote:
It would be great for getting out of giant gate camps when there are 10 sebo'ed interceptors, and it would force people to be a lot more on the ball with their gate camps.

A lot more on the ball? How much more on the ball can you get than 10 sebo'd interceptors?
Sorry but I don't like this idea.
SFM Hobb3s
Perkone
Caldari State
#12 - 2014-07-31 17:00:34 UTC
+1 And I bet this would be a simple client side modification with little or no impact on the node. I bet every time a module cycles in eve the server has to determine whether the state is in overheat or not anyways, so it would probably be an easy change.
Maverick Capasso
Fun Police
#13 - 2014-07-31 18:11:37 UTC  |  Edited by: Maverick Capasso
Fer'isam K'ahn wrote:
+1 you little idea thief.

But no shortcut ,)


I honestly did not know someone suggested it, but I don't really care if I get credit or not I just want the feature. xD I apologize if this was the wrong place to post such an idea, but hopefully it will get some more publicity.

Quote:
A lot more on the ball? How much more on the ball can you get than 10 sebo'd interceptors?
Sorry but I don't like this idea.


Granted; my example was an extreme and you are more than welcome to nit-pick it as such. There have been times where I wish I could overheat my hardeners prior to uncloaking because of things like insta-lock nados and insta-lock sentry balls; having all those extra clicks (especially during TiDi) can really make a difference. I can't really tell if you disagree with the original idea of pre-overheating or you just dislike the 10sebo'ed inty example I gave, but I would assume it is the later.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#14 - 2014-07-31 18:48:35 UTC
That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form.
Altirius Saldiaro
Doomheim
#15 - 2014-07-31 18:57:27 UTC
Was trying to think of why not just for debate, but this is something Ive wanted for a very long time. This would greatly come in handy in wh space where we rely on our cloaks.
Alundil
Rolled Out
#16 - 2014-07-31 19:10:46 UTC
Riot Girl wrote:
That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form.

In all fairness though, a target getting away from a gate camp with 10 R'sebo'd interceptors is extremely unlikely pre-overheat or not unless that camp is 'bad'.

His follow-up scenarios are far more likely/useful use cases.

I'm right behind you

Maverick Capasso
Fun Police
#17 - 2014-07-31 23:45:31 UTC
Riot Girl wrote:
That sounds a lot more sensible, but your initial statement still has me concerned about how powerful a feature like this could be in various situations. Cloaks are already pretty powerful tools in their current form.



I could see it being slightly more powerful, but the overheat feature is already in the game. The "powerful" part is already implemented but all this would do is make it easier to use the feature more fully as CCP intended. They have little icons already to the right of the capacitor HUD that overheat full racks, so it is apparent that they encourage pushing your ship more fully. As a player with high latency in tangent with poor fps I sometimes have to hope the server actually accounts for the overheat cycle I requested. Sometimes it just blinks with same ole flashy toggle animation but doesn't give me the strong green neon bar that shows it is active. Now the feature I am suggesting wouldn't fix my crappy internet or toaster for a computer, but it would allow me to use the duration of a cloak while the server catches up. This holds especially true when jumping a gate and then waiting for grid +brackets to load.


(Shield hardness don't apply resist bonus until a fresh new cycle for all those who may not follow)
Petrified
Old and Petrified Syndication
#18 - 2014-08-01 00:30:54 UTC
This only makes sense if it is allowed to work for the gate cloak.

If this is allowed to work for Cloaking devices, then there is a problem.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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Maverick Capasso
Fun Police
#19 - 2014-08-01 01:17:07 UTC
Petrified wrote:
This only makes sense if it is allowed to work for the gate cloak.

If this is allowed to work for Cloaking devices, then there is a problem.



What is/are the problems you were thinking of for the second case you presented? It seems like most people are okay with the first, but I am curious about the second.
Petrified
Old and Petrified Syndication
#20 - 2014-08-01 04:51:34 UTC
Maverick Capasso wrote:
Petrified wrote:
This only makes sense if it is allowed to work for the gate cloak.

If this is allowed to work for Cloaking devices, then there is a problem.



What is/are the problems you were thinking of for the second case you presented? It seems like most people are okay with the first, but I am curious about the second.


The first idea: allowing overheating with gate cloak is acceptable to me as you are dealing with an added game mechanic to compensate for latency. With the second you are dealing with a game mechanic that requires all modules to be turned off for the cloaking to hold. Injecting combat boosters while cloaked is not the same as overheating a module. In one you are affecting yourself directly while the other affects the status of the ship.

Additionally, you have a large number of people who believe cloaking is somehow overpowered. Giving cloaked ships the ability to overheat while cloaked might push them to foaming at the mouth... and as entertaining as some may think it, it is quite sad to see.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

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