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Make Damage Control a passive module

Author
Kakuzo Noud
Ministry of War
Amarr Empire
#1 - 2015-01-05 12:40:10 UTC
That is all.

(p.s. Yes, I am that bad)
(p.p.s. Actually, can I also ask that all active modules remain active after jumping?)
Aran Hotchkiss
School of Applied Knowledge
Caldari State
#2 - 2015-01-05 12:50:07 UTC
I feel the main counter-argument to this is auto-pilot w/ DCU active.

Personally I'm meh on the subject - don't autopilot etc... but damn it will feel weird not seeing a hotkey for it.

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Debora Tsung
Perkone
Caldari State
#3 - 2015-01-05 12:55:46 UTC
No. a passive DCU would put that module in the same place as learning skills.

Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#4 - 2015-01-05 12:59:24 UTC
Debora Tsung wrote:
No. a passive DCU would put that module in the same place as learning skills.

Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy.

To be honest, it's already there. DCU being active don't change a thing about it except for the cases where AFK autopiloting is involved.
It really could use some attention.

Also, duplicated thread.
suid0
Pandemic Horde Inc.
Pandemic Horde
#5 - 2015-01-05 13:07:35 UTC
Neuts allow a player to disable the bonuses the DCU give you, your change would break this counter.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Aran Hotchkiss
School of Applied Knowledge
Caldari State
#6 - 2015-01-05 13:09:08 UTC
I'd personally disagree about it becoming like learning skills


Whilst it's certainly a very effective module, it does take up a slot/cpu that could be used for other modules

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Kakuzo Noud
Ministry of War
Amarr Empire
#7 - 2015-01-05 13:09:55 UTC
I literally never auto-piloted, so I don't even know how it works exactly.

I just find it a hassle that I need to turn on all my active modules every jump, and the DC annoys me the most. I mean really, what's the point in having it as an active module? It only takes 1GJ.

IIRC, the only reason it is active is because in legacy EVE code, that was the only way they had to make sure players didn't fit more than 1 DC to a ship.
Kakuzo Noud
Ministry of War
Amarr Empire
#8 - 2015-01-05 13:12:02 UTC
suid0 wrote:
Neuts allow a player to disable the bonuses the DCU give you, your change would break this counter.


Didn't know this could happen. But still, DC is in a weird place, an active module that takes only 1GJ. you'd have to be neuted dry for it to turn off.
baltec1
Bat Country
Pandemic Horde
#9 - 2015-01-05 13:12:17 UTC
Takes all of a second to turn it on.
Omnathious Deninard
University of Caille
Gallente Federation
#10 - 2015-01-05 13:18:56 UTC
CCP Fozzie mentioned a while back they they were wanting to make it a passive module.

This could have easily have changed though, we will have to wait for there pass on module tieracide.

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

Debora Tsung
Perkone
Caldari State
#11 - 2015-01-05 13:21:44 UTC
Barrogh Habalu wrote:
Debora Tsung wrote:
No. a passive DCU would put that module in the same place as learning skills.

Must have benchmark for every ship and I really mean EVERY Ship. That can't be healthy.

To be honest, it's already there. DCU being active don't change a thing about it except for the cases where AFK autopiloting is involved.
It really could use some attention.
No. I've got several Battleship fits that don't need or want a DCU, also an active DCU can be turned off via neuting, that's not possible for passive modules. The DCU does not need another buff.

Barrogh Habalu wrote:
Also, duplicated thread.


true.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

afkalt
Republic Military School
Minmatar Republic
#12 - 2015-01-05 15:03:23 UTC
Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway Smile)
Mornak
Exotic Dancers Union
Hatakani Trade Winds Combine
#13 - 2015-01-05 15:06:32 UTC  |  Edited by: Mornak
Debora Tsung wrote:

..., also an active DCU can be turned off via neuting, that's not possible for passive modules. ...


this is true, but the chance of this happening is rather small with a requirement of 1GJ per 30s... and if it happens, chances are you get it back active in 1-2 server ticks.

it is a valid argument, don't get me wrong! ...but it's not like making shield hardeners passive.


edit:
i don't think DC's need a buff, i really don't. But there isn't even a single situation i can think of when i would not want it turned on. modules requiring bigger amounts of cap (e.g. act hardeners) are kept off until needed because they'll eat your cap for no reason. With a DC that's not an argument. The module has no other downside so why would i ever want it not to be activated?
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#14 - 2015-01-05 15:07:12 UTC
Let's see. There exists a single module that can almost double the EHP of most ships (neglecting other modules) and requires 1 unit of cap every 30 seconds to operate. It is easy to fit, can be fit on ships of any size, and requires relatively little fitting.

And you think it needs a buff?

Good luck with that.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Anhenka
Native Freshfood
Minmatar Republic
#15 - 2015-01-05 15:37:29 UTC  |  Edited by: Anhenka
For those that missed it from the last identical thread , here's the actual reason.


At the time it was added you could only have a restriction on the number of identical active modules, not passive modules.

Making it active but having a huge cycle time and only using one capacitor was as close to it being a passive module as they could get while still staying within the bounds of the ability to keep only one active at a time.


And since then.. inertia.
Nikk Narrel
Moonlit Bonsai
#16 - 2015-01-05 16:00:45 UTC
Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed.

Every time you automate a detail, it makes it possible for all players with poor attention to detail able to compete more effectively.

We are competing against each other, and making mistakes is most certainly an aspect of this.

If you want to see what a fully automated game looks like, google progress quest.
Jenshae Chiroptera
#17 - 2015-01-05 16:43:25 UTC
afkalt wrote:
Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway Smile)


Been in a frig tournament before and completely neuted out by one other ship, nothing but projectile guns left.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Dangeresque Too
Pistols for Pandas
#18 - 2015-01-05 22:05:15 UTC
I'll agree that making the damage control usable for autopilot is a bad idea... but since it is an active module, they should give it an overheat like they did with most of the rest of the previously non-heatable active modules (nerfed and then buffed with overheat).
Frostys Virpio
State War Academy
Caldari State
#19 - 2015-01-05 22:11:00 UTC
afkalt wrote:
Activation cost of 1gj means nothing but the most ridiculous neuting is going to stop it (and I'd venture at that stage of outnumbering, the DC isn't going to save you anyway Smile)


It only really need one guy to shut it off but that one guy has to be lucky as hell on the timing to prevent you from regenerating 1gj before the DCU cycle back.
Mario Putzo
#20 - 2015-01-05 23:07:51 UTC
They can't because the only way the code allows them to set [only one of this type of module] is by making it active.

Which is why DCU takes practically no cap to use.

(This was posted a long time ago by some dev who probably works at riot now).
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