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Player Features and Ideas Discussion

 
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Black ops bridge/jump and modules

Author
General Guardian
Perkone
Caldari State
#1 - 2015-09-29 10:11:21 UTC
I don't think it would cause any balance issues but I think active modules that are turned on before a jump should remain on.
I myself am a bit over spamming all my mods during or after a jump having no idea how much I'm lagging.

Either that or some sort of alert (visual or audio) as a confirmation we are actually on Grid and can activate modules. This could help offset some of the problems with lag some players get now and then.
Mag's
Azn Empire
#2 - 2015-09-29 10:16:05 UTC  |  Edited by: Mag's
It's a session change and I'm not sure what you ask will ever be possible. Maybe the BIAB system could do it, but I have my doubts.

But then I ask why would you need this? Seeing as you're actually making a jump, it's no surprise to find that you're in a new system and you need to reactivate stuff.

This seems like a rather lazy request tbh.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

The Primary Target
Brutor Tribe
Minmatar Republic
#3 - 2015-09-29 10:20:45 UTC
Two words, technical issues.

More words, your ship is being transferred to a different system, perhaps on a different node, persisting the information such as active module states and their activation timers sounds like a technical nightmare. I'm not sure I would describe this as a 'technical problem', rather that it's a technical limitation. So even if they wanted to do it, and I'm not sure they do, they probably can't at the moment.
Faxat
#4 - 2015-09-29 10:27:10 UTC
If your main issue is lagg, that might be fixed once BIAB is up and running;

As for the other aspect of it - maybe having a safety feature being set in the client where you disregard double toggle clicks that are within 1-2 seconds of eachother.

Faxat out! o/

Haatakan Reppola
Science and Trade Institute
Caldari State
#5 - 2015-09-29 10:34:18 UTC
Faxat wrote:
If your main issue is lagg, that might be fixed once BIAB is up and running;

As for the other aspect of it - maybe having a safety feature being set in the client where you disregard double toggle clicks that are within 1-2 seconds of eachother.


+1 This would help alot fot those that have lag and try to actiivate modules :)
General Guardian
Perkone
Caldari State
#6 - 2015-09-29 10:36:53 UTC
Good points there. I do hope the brain in the box helps with such things.

It's not as much a lazy issue as it is efficiency. Some of my black ops ships have quite a number of active modules and as black ops pilots are aware the main objective of black ops is hit and run quickly..

Having modules preloaded or running (like sebos) would make it more enjoyable
General Guardian
Perkone
Caldari State
#7 - 2015-09-29 10:39:40 UTC
Faxat wrote:
If your main issue is lagg, that might be fixed once BIAB is up and running;

As for the other aspect of it - maybe having a safety feature being set in the client where you disregard double toggle clicks that are within 1-2 seconds of eachother.


That would sure help Australian players as mod activation can take anywhere up to 0.9 sec theoretically. I guess a little packet loss could mean 2 or 3 times that long even with a reasonably stable connection