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Player Features and Ideas Discussion

 
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ABILITY TO STACK ACTIVE TANK MODULES

Author
Elvis Preslie
NRDS Securities
#1 - 2012-08-20 02:28:49 UTC
I have a ship fit that has 4 active shield modules. I have, like most advanced players, my passive modules hidden at all times. However, with alot of active tank modules, its frustrating to try to get them turned on after jumping a gate.

Can we PLEASE be able to stack active tank modules and active all of them with ONE hot key. I would like to be able to stack my damage control by itself and the active shield modules in one stack by theirself. This way, if I'm neutralized, I can QUICLY choose which modules to get back on first.
malia katain
Borg Collective Unimatrix Zero
#2 - 2012-08-20 02:33:13 UTC
makes perfect sense and i agree it would be beneficial. but like so many other things ccp dont do. id be amazed if it happens.
Dennis Gregs
The Scope
Gallente Federation
#3 - 2012-08-20 03:16:47 UTC  |  Edited by: Dennis Gregs
It would be perfect if we could make custom buttons in general, like macros in other games. It should be handled with care, though, and not give us too much scripting power, so the game doesn't become more AFK-friendly than it already is.

For instance, I wouldn't mind being able to make a custom module group that activates one Armor Repairer immediately and waits half a cycle before activating the second one. It's a pure first world QoL problem, for sure, but it would be nice to have.

What you're asking is even simpler though and it blows my mind how it hasn't made it in the game yet.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#4 - 2012-08-20 14:25:46 UTC
in my opinion you should be able to stack any identically named module

basically, if it has the same cycle time, let it be stacked

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

GeeShizzle MacCloud
#5 - 2012-08-20 14:36:29 UTC
have an "activate rack" button like the overheat rack button to activate all mods in that rack at once, regardless of module duration.
Velicitia
XS Tech
#6 - 2012-08-20 15:42:48 UTC
sounds OK, though if you're engaged in cap(acitor) warfare ... having all the modules stacked could cause problems with needing to cycle reps and the like.

OR, is this only intended for active hardeners, rather than Shield Boosters/Armour Reppers?

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

GeeShizzle MacCloud
#7 - 2012-08-20 22:40:49 UTC
well with the activate rack button u could assign what active mods u wont mind being activate all at once (for example all hardeners) and have ur boosters for example on another rack =)
Sobaan Tali
Caldari Quick Reaction Force
#8 - 2012-08-21 01:51:30 UTC
As mentioned before, capacitor warfare could play havoc with this. So, it would seem one solution may be to allow module grouping in a form that does not interupt the player's ability to manipulate each module individually. Rewriting the way grouping is set up by creating a seperate button for module groups (like how overheating whole racks works) may work. It sounds like an interesting idea that I would support, although using the current grouping system may make things a bit ungainly.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Gizan
Deep Core Mining Inc.
Caldari State
#9 - 2012-08-21 09:52:08 UTC
Ive wanted this for years. Many times have i dual/tripple/quad-boxed logi and have to sit there and activate 4-5 active modules on each character just to have the tank up. i want to be able to turn on my 2x invul's em hardener, explosive hardener, and my damage control all at the same time!
Bubanni
Corus Aerospace
#10 - 2012-08-21 10:29:20 UTC
"Activate rack" would be an awesome solution, needs a assigned shortcut also

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Colonel Xaven
Perkone
Caldari State
#11 - 2012-08-21 13:28:45 UTC
+1

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Matriarch Prime
Sebiestor Tribe
Minmatar Republic
#12 - 2012-08-21 13:54:48 UTC
I was wishing for this just today. The easiest would be to allow a rack to be activated, the best solution would be to simply let us stack modules together in any way we wish. I would love to activate my hardeners and damage control with a single button. Another alternative to that would be able to define custom racks beyond just the three that we have. Then you have control of overloading and activation all in one go assuming that we are also given the option to keybind whole racks to be activated.

I like big guns. I can not lie. You other suckas can't deny. When I warp in, with an itty bity sig, with an arty in your face, you get sprung. You want to pull out your debuffs, 'cause you want to loot my stuff...deep, in a worm with nary, an escape but you can't stop staring. 'Cause, Oh crap!, Baby's got Point!

Griffin Omanid
Knights of the Zodiac
#13 - 2012-08-22 10:56:29 UTC  |  Edited by: Griffin Omanid
Why not inserd a Button to activate all Slots F1-F8 where normally the High Slots are, one for the Ctrl-key-combination and one for the Alt-key-combination (one of them is standard med-slots the otherone is standard low slots, but I´m dont remember know which one does which slots). Now you can place all Ship-to-Ship interaction moduls in the high slot buttons (Guns, Ewar, remote Repair/Shield/Cap...), your Hardeners or other permanent moduls in the med-Slots and Booster, Repair moduls or MWD/Afterburner in the low slot buttons. This way you can easily group all hardeners, so that after a jump you can activate them with one button, but are still able to turn one off, when you notice that there is no deals the specific damage. When you need a strong boost you just may press your all-low-slot button, but still have the option to only use one modul in case of Cap-warfare.

I hope my idea was understandable...

Edit: As I see Matricharch Prime got more or less the same idea, i didn´t understand it totaly. But i think the three racks are enough, cause you mostly only have some moduls for interaction with other ships, the permanent Hardeners and the short-time booster. The last group normally kills your Cap, the second group needs to be always on, and the first group need to be reactivate with every new target.
Elvis Preslie
NRDS Securities
#14 - 2012-11-18 03:41:14 UTC  |  Edited by: Elvis Preslie
The idea is one step at a time people. The suggestion I made would take VERY LITTLE programming on ccp's part. If it takes them a lot, they'll put it on hold.

So, lets stick with all Active tank modules for resistance FIRST, then add to it later.

But i like the idea of macro's too as an alternate way to allow everything to be "stacked"