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Means of identifying which module is on which target.

Author
legwarmer
Imperial Academy
Amarr Empire
#1 - 2011-10-03 09:10:10 UTC  |  Edited by: legwarmer
Simple yet hugely effective little addition in eve would be this.

When you activate a module on a target, Depending on where that module is on your grid of icons (NOT your fitting window, as you can switch these modules around on your grid), A number appears by the very small icon on the right hand side of the locked target indicating which module is activated.

-Why?- From a logistical point of view, This would make them VERY efficient when in gangs. When spreading love around your buddies, And one loses the heat and another one gains it. It means you can efficiently remove your rep from that person and move it onto another person without putting any other ships you may have on in danger.

For example, i have a group of 5 that are doing sleeper sites and i and a buddy are in a guardian. I can put one individual rep on someone and they can be fine with that. But when they switch over to another target, By the numbers BESIDES the target lock on the friendlies i can identify which armor rep module is the one i can activate without putting a different buddy who is still getting shot at, At risk.

Whilst the idea i have fundamentally was only for logistics, I guess it could work for things like Guns, Warp scramblers (When you have multiple points control of the opposition) And the like...

What do you guys think?
Xearal
Dead's Prostitutes
The Initiative.
#2 - 2011-10-03 11:16:51 UTC
I would say +1

Someething like a number on the module that is running, and the number also appearing on the target that is on the receiving end of said module would be very usefull.
Not just for logistics, but also for Mining when you're zapping multiple rocks, or when you're webbing/scrammbling/jamming multiple targets and whatnot.

Does railgun ammunition come in Hollow Point?

steave435
Perkone
Caldari State
#3 - 2011-10-03 11:24:54 UTC
This can already be done by clicking on the icon next to the target to deactivate the mod being used there, and then just activate any inactive ones on the new target, but being able to do it with hotkeys would be much better.
+1
Che Biko
Alexylva Paradox
#4 - 2011-10-03 14:31:46 UTC
steave435 wrote:
This can already be done by clicking on the icon next to the target to deactivate the mod being used there, [...]

Yeah, but when mining, sometimes an asteroid goes poof while the module keeps running, and then you have no way of telling which module was on the 'roid that went poof.
Drake Draconis
Brutor Tribe
Minmatar Republic
#5 - 2011-10-03 16:48:56 UTC
Nice yes.... I'll support it even.

But honestly this is a small addition that isn't exactly earth shattering.

But I do like.

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Aamrr
#6 - 2011-10-03 22:22:55 UTC
Please add this. Please?

...Please? ;-;
legwarmer
Imperial Academy
Amarr Empire
#7 - 2011-10-04 13:02:44 UTC
Bump. Lets get some attention please! :)
Endovior
PFU Consortium
#8 - 2011-10-04 18:03:20 UTC
Do want; this'll make the work of running a Noctis much more convenient.
SMT008
Deep Core Mining Inc.
Caldari State
#9 - 2011-10-06 10:21:29 UTC
Agreed and supported. Not that it's an überimportant thing, but ask the "little things" team to fix this ;)
Arnba
Perkone
Caldari State
#10 - 2011-10-06 12:31:56 UTC
I like the idea.

Especially, because I just made a proposal about revamping the whole target frame.
Alyssia Benar
Disturbing Silence
Disturbing Silence.
#11 - 2011-10-06 12:40:15 UTC
+1 from my side

espacially when your in a logistic ship its a nice addition !
Rote Tora
Imperial Shipment
Amarr Empire
#12 - 2011-10-06 13:09:24 UTC
+1
Ranud Sunraker
Deutsche-Feierabend-Verbaende
#13 - 2011-10-06 13:46:12 UTC
This sound like a job for: Team BFF

I'd say not this is not strictly necessary, but definitely a game-play improvement.
Should be added to the Thousand Papercuts.

+1
Samillian
Angry Mustellid
#14 - 2011-10-07 12:46:53 UTC
Would be useful.

NBSI shall be the whole of the Law

Adunh Slavy
#15 - 2011-10-07 17:15:59 UTC
Yeah something like this would be nice.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

FloppieTheBanjoClown
Arcana Imperii Ltd.
#16 - 2011-10-07 23:09:57 UTC
Che Biko wrote:
steave435 wrote:
This can already be done by clicking on the icon next to the target to deactivate the mod being used there, [...]

Yeah, but when mining, sometimes an asteroid goes poof while the module keeps running, and then you have no way of telling which module was on the 'roid that went poof.

So just cycle all your miners, it's not like you lose anything by doing that.

+1 on this idea. It should be reasonably easy to implement and it's a shame it hasn't been done already.

Founding member of the Belligerent Undesirables movement.

Che Biko
Alexylva Paradox
#17 - 2011-10-07 23:26:50 UTC
Except for capacitor charge and time/efficiency. Yeah, I know, it's a small discomfort, but I would still like to see a way to prevent this.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#18 - 2011-10-10 22:45:41 UTC
i could this easily being do able by right clicking the grey area around the picture of your module (whileyour in space). and select change grey(backround color) to purple. or whatever color you want.

then idk on your target it has a purple thingy on it.

Go from there...

Amarr Militia Representative - A jar of nitro