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Player Features and Ideas Discussion

 
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"Underloading"

Author
Abegail Okaski
School of Applied Knowledge
Caldari State
#1 - 2015-10-18 16:17:21 UTC
Hi !

For some times now, we have the ability to "overload" our modules so they can work with better stats but taking damages from heat.

So it may be interesting to add the ability to "underload" modules, so a capsuler can operate them at a given percentage of their capabilities, and using less capacitor.

What do you think about that ?
FireFrenzy
Cynosural Samurai
#2 - 2015-10-18 16:52:42 UTC
probably too hard to run server side if it had to keep track of everyone, everyones active modules, and percentages...

The hamsters would go on strike and then explode...
Abegail Okaski
School of Applied Knowledge
Caldari State
#3 - 2015-10-18 17:03:22 UTC  |  Edited by: Abegail Okaski
FireFrenzy wrote:
probably too hard to run server side if it had to keep track of everyone, everyones active modules, and percentages...

The hamsters would go on strike and then explode...



Lol yeah it can be a serious issue for such a feature, but maybe letting only 4 options will help (let say 25%, 50%, 75% and 100%).
Swiftstrike1
Swiftstrike Incorporated
#4 - 2015-10-18 20:47:08 UTC
How to "underload"...


  1. Cycle the module once.
  2. pause
  3. Cycle the module again.

Most people simply refer to it as capacitor management.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#5 - 2015-10-18 20:50:43 UTC
Swiftstrike1 wrote:
How to "underload"...


  1. Cycle the module once.
  2. pause
  3. Cycle the module again.

Most people simply refer to it as capacitor management.


With a tweak the idea may not be redundant though. Perhaps by underloading modules they can act as heat sinks since they are not producing as much heat themselves. Thus an underloaded module next to an overloaded module would slow the heat damage accrued, but at a cost to the efficiency of the module.
Aivlis Eldelbar
State War Academy
Caldari State
#6 - 2015-10-18 20:55:53 UTC
Corraidhin Farsaidh wrote:
Swiftstrike1 wrote:
How to "underload"...


  1. Cycle the module once.
  2. pause
  3. Cycle the module again.

Most people simply refer to it as capacitor management.


With a tweak the idea may not be redundant though. Perhaps by underloading modules they can act as heat sinks since they are not producing as much heat themselves. Thus an underloaded module next to an overloaded module would slow the heat damage accrued, but at a cost to the efficiency of the module.


How would an active module, however "underloaded" be more of a heatsink than the usual salvager or other similar mod that sits there doing nothing in the current meta.

I see where the desire for this comes from, but I feel that digital module management (ie: on of off) is enough to approximate any desired analog output for said module, barring some short-time cases like cap boosters that inject more cap than the ship has capacity for.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#7 - 2015-10-18 21:28:55 UTC
Aivlis Eldelbar wrote:
...

How would an active module, however "underloaded" be more of a heatsink than the usual salvager or other similar mod that sits there doing nothing in the current meta.

...


All modules would produce heat and therefore need to dump it. In normal operation they would dump as much as they produce, overloaded they produce more heat than they can dump. Underloaded they would have excess heat control capacity as they module is being deliberately underpowered without switching off the cooling systems.

Nevyn Auscent
Broke Sauce
#8 - 2015-10-18 23:03:07 UTC
Corraidhin Farsaidh wrote:
Aivlis Eldelbar wrote:
...

How would an active module, however "underloaded" be more of a heatsink than the usual salvager or other similar mod that sits there doing nothing in the current meta.

...


All modules would produce heat and therefore need to dump it. In normal operation they would dump as much as they produce, overloaded they produce more heat than they can dump. Underloaded they would have excess heat control capacity as they module is being deliberately underpowered without switching off the cooling systems.


Then why would a module which isn't operating at all not sink even more heat?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2015-10-18 23:16:11 UTC  |  Edited by: Corraidhin Farsaidh
Nevyn Auscent wrote:
Corraidhin Farsaidh wrote:
Aivlis Eldelbar wrote:
...

How would an active module, however "underloaded" be more of a heatsink than the usual salvager or other similar mod that sits there doing nothing in the current meta.

...


All modules would produce heat and therefore need to dump it. In normal operation they would dump as much as they produce, overloaded they produce more heat than they can dump. Underloaded they would have excess heat control capacity as they module is being deliberately underpowered without switching off the cooling systems.


Then why would a module which isn't operating at all not sink even more heat?


Because it isn't running it's cooling systems, cooling isn't free in energy terms, you need to do something to move the heat around to the radiator surfaces.

i.e. there is still the cap cost of a module if you want to underload it as a cooling system.