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Player Features and Ideas Discussion

 
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Give me access to my ships generator

Author
Tiny Soldier
Sebiestor Tribe
Minmatar Republic
#1 - 2012-06-26 13:23:21 UTC
A ship has a generator. I dont know the lore, but somehow the sheilds regenerate, the cap regenerates, and the thrusters work regardless of cap level.
you could have bars, each under the modules lines, controlling where your energy is going, like hislot would be shields midslot would be cap and lowslot would be thruster, and then the player could decide where he needed to route his generator energy
ex:
maybe i am a drake and i need to tank so i route all power to shields, my cap fails and my invulns turn off so i reroute power from shields to cap until i am cap stable
or maybe im an interceptor, i need to route all power to thrusters, get into range then reroute power to shields to stay alive a lil longer
FloppieTheBanjoClown
Arcana Imperii Ltd.
#2 - 2012-06-26 14:43:42 UTC
Tiny Soldier wrote:
A ship has a generator. I dont know the lore, but somehow the sheilds regenerate, the cap regenerates, and the thrusters work regardless of cap level.
you could have bars, each under the modules lines, controlling where your energy is going, like hislot would be shields midslot would be cap and lowslot would be thruster, and then the player could decide where he needed to route his generator energy
ex:
maybe i am a drake and i need to tank so i route all power to shields, my cap fails and my invulns turn off so i reroute power from shields to cap until i am cap stable
or maybe im an interceptor, i need to route all power to thrusters, get into range then reroute power to shields to stay alive a lil longer

You're describing the existing fitting system; it's just that you aren't thinking of it that way. Your reactor charges your capacitor. Your capacitor discharges to power everything else. In that sense, you ARE directing power usage. Need to go fast? Turn on your AB/MWD. Need faster shield recharge? Turn on your shield booster. Cap low? You'll have to shut down some mods to recharge it (although your capacitor ONLY exists to power modules, so there's no reason to make an effort to recharge it)

Founding member of the Belligerent Undesirables movement.

Colonel Xaven
Perkone
Caldari State
#3 - 2012-06-26 14:52:17 UTC
Tiny Soldier wrote:

maybe i am a drake and i need to tank so i route all power to shields, my cap fails and my invulns turn off so i reroute power from shields to cap until i am cap stable



Star Trek Online maybe --->

www.facebook.com/RazorAlliance

FloppieTheBanjoClown
Arcana Imperii Ltd.
#4 - 2012-06-26 14:59:11 UTC
Colonel Xaven wrote:
maybe i am a drake and i need to tank so i route all power to shields, my cap fails and my invulns turn off so i reroute power from shields to cap until i am cap stable

I just noticed this. If your invulns shut down for lack of power, your shields are losing resists and you're consuming less power...thus automatically rerouting power from shields to cap.

You REALLY didn't think this through. Or maybe you're a rather clever troll...but I doubt it.

Founding member of the Belligerent Undesirables movement.

Scozzy
Center for Advanced Studies
Gallente Federation
#5 - 2012-06-26 16:46:19 UTC  |  Edited by: Scozzy
Edit and tl;dr: The OP seems to want at least some of the "base stats" of a ship to be tunable directly via power (capacitor) re-routing, without the need for ever-changing fitting slots (Example in last paragraph). Hope this helps!

I don't know if the OP is trolling, but Generator control is something several pilots might and have wanted. Different games just compensate for it differently than EVE. For example, Star Trek Online, when I played it, let you shift your power from Shields to Weapons and to something else; they also provided a re-balance button to revert to an even spread of power.

Nexus: The Jupiter Incident did it a bit differently. You had 4 attributes that always were at 100% consumption at the start of a mission. Any time in the mission you could adjust your power from 50% to 200% in Engines, Shields, Weapons, and Support (ECM, ECCM, Sensors, cloaking systems and more). 200% in Engines gave you a big boost in power, but expended a "reserve battery" in a matter of minutes. This battery recharged slowly if you used less than 100% of your available "power," and you could increase the amount of extra power available by installing a higher grade of energy cells (think EVE fitting slots on a ship). Increasing Weapon power let the weapons fire faster, and increasing Shields let your shield regen skyrocket.

In other words, several games offer power management, including EVE; just in different ways or amounts. If the OP is serious, then I believe he wants what my wet dream would be: Fully diverting power live on the battlefield, centrally. This cannot be done in EVE online with the exception of two carriers going alternate-triage, using each others fitting services to swap tank for cap-regen loadouts.

I like EVE, but I like the idea of directly re-routing power in space, on the fly, in the middle of battle. It's one reason I play Nexus a lot; I can cut my shield regen and increase my ECCM power, or shut off my sensors and boost my engines a bit. EVE has this with fittings, but EVE ships have base stats that you cannot "cut" from in some cases. To speak plainly, I can't reduce my ship's sensor strength and put that power somewhere else. Additionally, I can't set my base speed to 25% and put that saved "engine power" into another part of my ship's systems. I mean, EVE fittings often let you sacrifice one thing for another, but the whole point is to perform power regulation centrally.

I think I get what I'm trying to say now: In EVE it would mean being able to use "more" of the capacitor on specific modules, aka doubling a shield booster's recharge rate at the expense of double the cap cost. You can do this, but not directly via "power rerouting" on the field, on the fly; you'd have to dock up and equip a shield boost amplifier, right? I hope this makes better sense now. I don't want CCP to add a generator control, just thought I'd share ways other games have done it to better illustrate the topic.
Buzzy Warstl
Quantum Flux Foundry
#6 - 2012-06-26 19:01:24 UTC
Scozzy
Center for Advanced Studies
Gallente Federation
#7 - 2012-06-27 00:35:47 UTC
To clarify what I think he wants, those two items don't support his request. It doesn't fit in EVE the way he wants, but it's in other games. He should be happy he can use modules like Power Relays; but if you can have wants, so can he. Though I can't say CCP should adopt such a change, because they already do that with Fittings in most every way.

A lot of people never heard of EVE Online, and wouldn't understand the need to dock every time you wanted to modulate your power. The whole point here is these two things:

- the idea of being able to cut power from one system and channel it elsewhere on a very heavy scale
- the idea of doing the above-written statement on the fly -during- battle, without needing to dock and change equipment every time.

I won't say EVE's way is better or worse, it's just player preference. Maybe the OP would like Nexus or STO? Anyways, I think this feature request wouldn't fit the current synergy of EVE.
Max Therion
Jita Ikami Bank
#8 - 2012-06-27 01:44:40 UTC
Also, when you're overheating you're forcing more energy to systems to push them past their normal operating levels, right?
FloppieTheBanjoClown
Arcana Imperii Ltd.
#9 - 2012-06-27 14:25:35 UTC
Scozzy wrote:
the need to dock every time you wanted to modulate your power..

But...you don't need to.

Shields have passive regen. Fit a shield booster and suddenly you have the ability to toggle a power-consuming increase to shield regen. Hardeners are power-consuming modules that increase the resistance of your shields. Afterburners and Microwarp drives allow you to redirect reactor output to gain an increase in speed; MWDs consume more power for more speed.

The OP is asking to be able to redirect power from the capacitor to shield regen or propulsion. I'm saying that already exists, you just have to fit the right modules...which I think is an important part of ship balance. If you want that capability, you have to use up fitting slots.

Founding member of the Belligerent Undesirables movement.