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Player Features and Ideas Discussion

 
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Overheated modules which are deactivated should stay heated.

Author
Commander Freir
Brutor Tribe
Minmatar Republic
#1 - 2016-01-30 22:16:53 UTC  |  Edited by: Commander Freir
When pulsing overheated modules, whether it be guns, AARs, ASBs, jams, etc. it is a complete hassle to re-overheat after every pulse. See a fight such as this one to see why it can be such a hassle. There are many additional clicks that are required to keep a module overheated and pulsing. This suggestion would reduce actions required by the player while still performing the same task in a less stressful way.

My suggestion would be to alter the deactivation of modules so that the module stays "pre-heated" by default when an overheated module is deactivated, rather than automatically returning to an unheated state. For those who are not perma-running heated modules, this will not impact gameplay, and would serve as a quality of life improvement for those managing their modules precisely.

Similarly, when jumping gate/wormhole, your overheated mods should still stay heated (especially points) to help tackle stuff.

While I can't imagine it would be too difficult for CCP to implement, you never know with spaghetti code.

Let me know what you think about the idea!
Xe'Cara'eos
A Big Enough Lever
#2 - 2016-01-31 00:39:10 UTC
As long as you're in the same system, I think this is a reasonable QoL request

on Jumping..... I've got a feeling legacy code, as active modules turn off on jumping too......

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Zappity
New Eden Tank Testing Services
#3 - 2016-01-31 01:59:08 UTC
Supported.

Zappity's Adventures for a taste of lowsec and nullsec.

Nevyn Auscent
Broke Sauce
#4 - 2016-01-31 02:21:43 UTC
Heat in general needs a look at for UI, the current UI for it is not friendly.
Mag's
Azn Empire
#5 - 2016-01-31 02:42:46 UTC
Nevyn Auscent wrote:
Heat in general needs a look at for UI, the current UI for it is not friendly.
QFT. I've always found the UI in this regard to be extremely lacking.

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

Bienator II
madmen of the skies
#6 - 2016-01-31 06:22:42 UTC
fully supported. (suggested it myself a while back)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Erika Tsurpalen
Rattini Tribe
Minmatar Fleet Alliance
#7 - 2016-01-31 11:38:58 UTC
Allow overheats to be set while cloaked.
Fixes the gate issue and just general QOL.
Alundil
Rolled Out
#8 - 2016-01-31 15:56:32 UTC
Shouldn't biab handle (or help with) this? I was under the impression that biab loaded and cached attributes and statistics (player and ship) so the server wouldn't have to calculate them each time a system was jumped. If it's capable of doing that, then it might also be capable of caching module heat on/off state in the same manner.

I'm right behind you