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Player Features and Ideas Discussion

 
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Fine tune mods

Author
tk1n
Aliastra
Gallente Federation
#1 - 2012-05-19 11:15:13 UTC
I think it would be a good idea to have a slide bar to ajust the effectiveness of each mod fitted to the ship. This way you could turn down your less needed item to allow more cap or CPU for a different mod to be fitted, of course by turning it down you will lose the effectiveness of that mod, but it could allow you to fit a bigger mod that would not normally fit. It also opens up the possibility to have two ships fitted the same, but with a vast difference to their performance.

Example:
Fitting out a frig, you are looking to find the balance between speed, dps and tanking,. So you spend a good chunk of isk buying mobs you think you need, only to find when it comes to fitting the last mod you haven't the cap or power to fit it, then you could slide the bar down on your AB or WMD to free up the power you need to put the mod online, this would lower the top speed of your AB or WMD, but allow you get that fit working.

The rigs could be the catalyst for the slide bar, so for a each slot level you would need a fine tune rig fitted, one for the high slots, one for the middle and one for the low. This way you could fine tune the total fit to make it more cap stable or more effective for tanking.

Think of the possibilities ...........
I say let the pilot choose where they want to allocate the ship's resources.

Ok, that's my two bits worth, let me know your thoughts on this, and remember to always fly safe and watch your 6.
Xhaiden Ora
Doomheim
#2 - 2012-05-19 11:38:17 UTC  |  Edited by: Xhaiden Ora
tk1n wrote:
I think it would be a good idea to have a slide bar to ajust the effectiveness of each mod fitted to the ship. This way you could turn down your less needed item to allow more cap or CPU for a different mod to be fitted, of course by turning it down you will lose the effectiveness of that mod, but it could allow you to fit a bigger mod that would not normally fit. It also opens up the possibility to have two ships fitted the same, but with a vast difference to their performance.


Or.....you could just change modules to get two ships with vast differences in their performance. Modules *are* the method of fine tuning your ship. The game already has mechanics to achieve the objectives you state. Mechanics which are fairly complex to begin with. Adding 10 sliders on top of *that* would make it all the worse while undermining the purpose of module fitting to begin with. EVE's fitting system is intimidating enough without adding yet another layer too it. Let alone one that ultimately just achieves the same outcome as modules and rigs already do.

If you're having trouble with your fitting, train up your fitting skills or use rigs. That's what they're for. If you don't know if all your stuff will even fit on your ship, stick it into EFT first before you blow a ton of ISK on modules you may or may not be able to use. There are already options in the game to address your goals here. Adding a second system that ultimately does the same thing will just make things more needlessly complicated.
tk1n
Aliastra
Gallente Federation
#3 - 2012-05-19 12:04:40 UTC
Thx , I take your point, but the idea was more intended to allow the ship to have one optimisation range and allow mods which are fitted that have large targeting areas to be lowered to match the high slot mods targeting range. Currently each mod has its own optimal, my idea would allow the ship to be setup so all have the same optimal range, so turning down e war mods or to match the range for high slot mods.
Think about it, ganker, camper and pvp'ers could setup there ships 100% to an optimal range, not having there web or warp scram optimal at 10km and there high slots at 7.5 km, but all at 7.5km.