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Player Features and Ideas Discussion

 
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Author
yugi272
Pandemic Horde Inc.
Pandemic Horde
#1 - 2012-07-08 08:45:29 UTC
Here's an idea, throwing in a mid slot module that would shut down one low slot and in exchange give one high slot that wouldn't be a turret/launcher slot, just a normal high slot.
I think it would open new fitting possibilities and just enough room for people to fit more stuff, it's just an idea though, don't know if anyone mentioned it before... Just to spice up the gameplay more :D

Comment please
Rhealee
Hedion University
Amarr Empire
#2 - 2012-07-08 09:26:11 UTC
Tech 3
yugi272
Pandemic Horde Inc.
Pandemic Horde
#3 - 2012-07-08 10:12:57 UTC
You kinda missed my point, I am aware of t3's but the idea was for the module to take 2 slots and give you one, equiped in a mid slot, takes one low and gives one high slot instead. It is balanced and doesn't give any other bonuses.
I see it as a rather usefull thing us pilots could use, and yet not overpowered enough to be called for a nerf after some while as it takes 2 slots and gives one which the t3 don't do

either be constructive or don't post at all :(
Gerrick Palivorn
Caldari Provisions
Caldari State
#4 - 2012-07-08 10:44:55 UTC
Why?

MMOs come and go, but Eve remains.  -Garresh-

MadMuppet
Critical Mass Inc
#5 - 2012-07-08 21:59:01 UTC
I understand what you are asking for, but I think it would not be a good idea. The slot layouts of the ships are the way they are for a reason, while your idea could potentially add variety, it will also potentially add game breaking complexity. At the very least it is going to potentially introduce a programming issue for the DEVs, which is probably enough to kill it right there.

The game can only handle eight slots in each ship sections. What happens if I take a drake and use your mod? The game would need to be coded to address that sudden 9th slot. What is if I use a ship that only has one mid-slot? The coding would need to be changed to disallow that as well. What happens if I deactivate the slot enhancer?

Given that CCP still hasn't been able to code the ability to change subsystems on T3 ships at a POS yet, I doubt this would ever see the white board in the DEV room.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Kahega Amielden
Rifterlings
#6 - 2012-07-08 22:50:25 UTC
Right now, the only useful hislot utility module (aside from cloaks for some niche purposes) are neuts. So, this module would be useless.

If new mods are ever added that are useful in utility highs, then this has the potential to break game balance.
Kusum Fawn
Perkone
Caldari State
#7 - 2012-07-09 05:24:27 UTC  |  Edited by: Kusum Fawn
Kahega Amielden wrote:
Right now, the only useful hislot utility module (aside from cloaks for some niche purposes) are neuts. So, this module would be useless.

If new mods are ever added that are useful in utility highs, then this has the potential to break game balance.



extra salvager? tractor, neut, nos, smartbomb drone things, rr , auto targeter , probe launcher

not to mention that strip miners dont require turret hardpoints to be fitted, only that the ship be a barge.

4 strip hulks?
3 strip skiffs?

or the real coup, 3 ice mining lasered macks (+ 1 imlu) or 4 strip macks, for interisting ice bonses.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Kahega Amielden
Rifterlings
#8 - 2012-07-09 05:35:58 UTC  |  Edited by: Kahega Amielden
Quote:
extra salvager? tractor, neut, nos, smartbomb drone things, rr , auto targeter , probe launcher


Extra salvager/tractor would only be useful for dedicated looting/salvaging ships...but dedicated loot/salvage ships already have 8 highs.

No one is going to sacrifice a mid and a low for a neut or a nos. Hell, sacrificing just one is usually not worth it. Smartbombs are mediocre, not even worth one mid/low slot, let alone one of each. The effectiveness of RR depends heavily on local resists; sacrificing local resists ~and~ another slot (depending on tank) is dumb. Auto targeters aren't even remotely useful in any circumstance...

The only ships that actually lack the hislots for a probe launcher are combat ships with no utility highslots...But losing a mid and a low will gimp your ship beyond recognition, when you could just use a ship that already has a utility high instead.

Tank modules synergize with each other. One EANM combined with one plate adds more EHP than the sum of both alone. Losing a tanking slot is a ridiculous penalty.

Quote:

not to mention that strip miners dont require turret hardpoints to be fitted, only that the ship be a barge.

4 strip hulks?
3 strip skiffs?


Only thing you've listed so far that would actually be useful, but ~that~ example is hideously unbalanced and will never happen, ever.
Kusum Fawn
Perkone
Caldari State
#9 - 2012-07-09 05:50:58 UTC
wormhole dwelling industrial ships.
the addition of a probe launcher would be nice, in addition to the other things it can do.
higher base cargo means that you can transform a t1 industrial into a few other roles as well and still grab a lot of stuff for offline safe keeping.

you do not always have the perfect ship for the job on hand. and the modification of an existing ship is useful. not every dedicated salvage ship started out as a salvage ship. not every rr ship is in combat.

but thats neither here nor there. addition of this sort would be a bad addition to the game,
which means CCP might pick it up and implement it so badly you smile.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.