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Player Features and Ideas Discussion

 
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Item modes instead of scripts

Author
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1 - 2013-06-12 20:04:43 UTC
Remove scripts as they are really cheap and they dont have t2 version. Instead remake modules a bit, and makes 3 modes for each module that used script. Example: Sensor dampener will have 3 modes: normal (like without script), only to targets range reduction and only to resolution reduction.

Make so that in order to change mode you don't need to stop module, simply if mode changed the next cycle will start with new mode.
In UI it can be small buttons under/inside main module button.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2013-06-12 20:10:36 UTC
I can understand the point of where this post is coming from and where it's trying to go. On the other hand, I can't quite decide if I agree with it or not. They take up very little cargo space, they are exceedingly cheap (to the point of being trivial) and people do somehow make money selling them so I'm not sure if it's altogether a worthwhile thing to bother removing them.

On the other hand, useful streamlining is a good thing and it won't really affect anyone's play or unbalance things. It will mostly just have the effect of preventing someone from saying "Bloody hell, I forgot to buy/bring the right script."
Zor'katar
Matari Recreation
#3 - 2013-06-12 20:24:09 UTC
Yeah, I don't really support removing the scripts (although I wouldn't be exceedingly sad to see them go), but being able to switch scripts without deactivating the module would be handy.
Omnathious Deninard
University of Caille
Gallente Federation
#4 - 2013-06-12 20:34:22 UTC
If I recall correctly there was a dev who said scripts were messy and they wanted to make scripted modules more toggle mode.

If you don't follow the rules, neither will I.

Lidia Caderu
Brave Newbies Inc.
Brave Collective
#5 - 2013-06-13 09:34:17 UTC
bump