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Ships & Modules

 
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logic behind only one probing mod per ship?

Author
snake pies
Dixon Cox Butte Preservation Society
#1 - 2012-05-31 00:12:55 UTC
Why is it that I cannot fit two Expanded Probe Launchers on my covops?

Never mind if there is a need for it, why is there an arbitrary restriction if I can overcome the cpu availability?

I suppose it was answered when these first came out, but I wasn't around then, please illuminate me.

Someone suggested it is because moon probes are big, and CCP doesn't want people to carry an extra amount. Which is a very unsatisfying answer for someone who has never and will never touch a moon probe.
Jack Miton
School of Applied Knowledge
Caldari State
#2 - 2012-05-31 01:09:06 UTC
because the fitted mod number limit on it is set to 1...
you know, kinda like only being able to fit 1 doomsday on a titan.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Just Alter
Futures Abstractions
#3 - 2012-05-31 01:25:31 UTC
snake pies wrote:

Which is a very unsatisfying answer for someone who has never and will never touch a moon probe.


Do you want satisfaction or an answer?
snake pies
Dixon Cox Butte Preservation Society
#4 - 2012-05-31 02:04:35 UTC
Jack Miton wrote:
because the fitted mod number limit on it is set to 1...
you know, kinda like only being able to fit 1 doomsday on a titan.


you didn't answer anything
snake pies
Dixon Cox Butte Preservation Society
#5 - 2012-05-31 02:04:51 UTC
Just Alter wrote:
snake pies wrote:

Which is a very unsatisfying answer for someone who has never and will never touch a moon probe.


Do you want satisfaction or an answer?


a satisfactory answer
Jack Miton
School of Applied Knowledge
Caldari State
#6 - 2012-05-31 02:30:19 UTC
snake pies wrote:
Jack Miton wrote:
because the fitted mod number limit on it is set to 1...
you know, kinda like only being able to fit 1 doomsday on a titan.


you didn't answer anything


that's probably because your question is stupid.
there are many mods you can only fit one of, move on.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Kasutra
No Vacancies
No Vacancies.
#7 - 2012-05-31 02:35:53 UTC
You are prevented from fitting more than one launcher, because somewhere out there is a CCP programmer who loves you more than you can understand right now.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#8 - 2012-05-31 03:02:47 UTC
Jack Miton wrote:
snake pies wrote:
Jack Miton wrote:
because the fitted mod number limit on it is set to 1...
you know, kinda like only being able to fit 1 doomsday on a titan.


you didn't answer anything


that's probably because your question is stupid.
there are many mods you can only fit one of, move on.

How is the question stupid? If asking for things that are currently not possible is stupid why do we have an entire forum subsection dedicated to it?
TotalRapeage
Brutor Tribe
Minmatar Republic
#9 - 2012-05-31 04:05:28 UTC
snake pies wrote:
Why is it that I cannot fit two Expanded Probe Launchers on my covops?

Never mind if there is a need for it, why is there an arbitrary restriction if I can overcome the cpu availability?

I suppose it was answered when these first came out, but I wasn't around then, please illuminate me.

Someone suggested it is because moon probes are big, and CCP doesn't want people to carry an extra amount. Which is a very unsatisfying answer for someone who has never and will never touch a moon probe.



It is what it is.. I'd like to see dual mwds again but probably not going to happen. By the way, I'm not sure what response your expecting from us players, it's not like we can just sit down and change the games source code for you to be able to fit two probe launchers. Talk to the big man about it. (CCP)
snake pies
Dixon Cox Butte Preservation Society
#10 - 2012-05-31 04:19:39 UTC  |  Edited by: snake pies
if you don't know the answer, try not saying anything :)

I'll wait for someone who does know, GMs browse these forums as well.
Belthazor4011
Battle BV Redux
#11 - 2012-05-31 04:29:48 UTC
snake pies wrote:
Never mind if there is a need for it


Well thats your answer cause there is no need. Why make something possible that services no purpose.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#12 - 2012-05-31 05:30:58 UTC  |  Edited by: Rel'k Bloodlor
Probably speed, a lot of combat probing is about how fast you can do it and with more launchers you could drop your probes faster i guess, and there's the fact that sisters and T2 give a bump to scan strength which would also make you faster with more than one.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Windorian
Aliastra
Gallente Federation
#13 - 2012-05-31 07:02:52 UTC
Ever notice how the probing interface is tied into your D-scan?

The scanning system is a singular ship system. The probe launcher is only an extension of that system. It's directly tied into the interface, and each ship only has 1 Scanning system. Some probe launchers carry a scannign bonus because of the way they interact with your ships subsystem, while there are also ships with advanced scanning systems.

Having a second system would conflict with the first (you CAN fit 2, but only one can be online at a time) as both systems would be competing for the system subroutines needed for such a complex action as scanning a celestial area.

There, a science-y style answer to make you feel better.
Aluka 7th
#14 - 2012-05-31 08:11:36 UTC  |  Edited by: Aluka 7th
Only benefit is that you can deploy drones twice as fast or more but EVE code would suffer because every probe you launch has to show on all possible dscans of other ships (so on multiple grids) and probes have to be tied in your scan interface; Also code for applying bonuses (probe strength bonus from launcher) would be Shocked because you could use different launchers.
So its combination of performance optimum, restriction of current mechanics and the fact that you can already deploy maximum number of probes from one launcher so there is no any "serious" need.

Hope this helps o/
Lucas Quaan
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#15 - 2012-05-31 13:09:46 UTC
snake pies wrote:
if you don't know the answer, try not saying anything :)

I'll wait for someone who does know, GMs browse these forums as well.

I'm sorry, did you just suggest GMs understand game mechanics?
Hoshi
Incredible.
Brave Collective
#16 - 2012-05-31 13:16:38 UTC
I would say it's mostly an artifact from the previous probe system. In that one combat and non combat probe launchers had much different scan times and during sisi testing some people found ways to abuse this. So it was changed so you could only have 1 fitted at anytime (initially by making it so that fitting 2+ would increase cpu usage to 10k each).

"Memories are meant to fade. They're designed that way for a reason."

snake pies
Dixon Cox Butte Preservation Society
#17 - 2012-05-31 17:58:50 UTC
Windorian wrote:
Ever notice how the probing interface is tied into your D-scan?

The scanning system is a singular ship system. The probe launcher is only an extension of that system. It's directly tied into the interface, and each ship only has 1 Scanning system. Some probe launchers carry a scannign bonus because of the way they interact with your ships subsystem, while there are also ships with advanced scanning systems.

Having a second system would conflict with the first (you CAN fit 2, but only one can be online at a time) as both systems would be competing for the system subroutines needed for such a complex action as scanning a celestial area.

There, a science-y style answer to make you feel better.



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