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Player Features and Ideas Discussion

 
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Always on modules

Author
Yolo
Unknown Nation
#1 - 2013-09-20 19:05:15 UTC
My suggestion is that certain modules should be possible to set in an "always on" mode.
Suggestion would be low and medium slot items can be set in this mode.

So that when you undock your shield modules or armor modules activate without you needing to click click click click every damned time, we know we always want it on anyway so the guys in the engineering deck should follow orders accordingly.

Due to danger of collision speed related modules should not be able to use in this mode (prevents super speedy auto-piloting)

So hardeners/resistance modules, eccm, sensor boosters, tracking computers, these items that we should ALWAYS have active (pretty much).

- since 2003, bitches

Michael Loney
Skullspace Industries
#2 - 2013-09-20 19:09:08 UTC
I believe what you are looking for are "Rigs", always on, no other impact on your ship.

All other modules consume precious capacitor energy that can be a serious determent to your combat / mining / ganking / breathing abilities.
kerradeph
Aliastra
Gallente Federation
#3 - 2013-09-20 19:10:34 UTC
that would make AFK autopiloting so easy. I can get an orca to about 300k EHP with a damage control running.
Yolo
Unknown Nation
#4 - 2013-09-20 19:12:43 UTC
Michael Loney wrote:
I believe what you are looking for are "Rigs", always on, no other impact on your ship.

All other modules consume precious capacitor energy that can be a serious determent to your combat / mining / ganking / breathing abilities.


Ofc every usage of cap needs to be thought about, that's why it should be a setting (option). that persists. Like Damage Control... 1 cap every 30 seconds... Really, I have to activate it over and over and over again.

- since 2003, bitches

Kahega Amielden
Rifterlings
#5 - 2013-09-20 19:39:08 UTC
kerradeph wrote:
that would make AFK autopiloting so easy. I can get an orca to about 300k EHP with a damage control running.


Possibly disable the feature when autopilot is running?
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2013-09-20 21:01:00 UTC
all the modules ur referring to right now have passive variants. use them instead.

/thread

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Johan Civire
Caldari Provisions
Caldari State
#7 - 2013-09-20 21:37:37 UTC
Yolo wrote:
My suggestion is that certain modules should be possible to set in an "always on" mode.
Suggestion would be low and medium slot items can be set in this mode.

So that when you undock your shield modules or armor modules activate without you needing to click click click click every damned time, we know we always want it on anyway so the guys in the engineering deck should follow orders accordingly.

Due to danger of collision speed related modules should not be able to use in this mode (prevents super speedy auto-piloting)

So hardeners/resistance modules, eccm, sensor boosters, tracking computers, these items that we should ALWAYS have active (pretty much).


This is already on the ships however without any - active - module its more a passive boost. So there is your "active boost". The passive benefit of every ship is your passive boost. So you have your "always-on module" and the best part you don`t have to use it.
Alundil
Rolled Out
#8 - 2013-09-20 21:43:17 UTC
Yolo wrote:
My suggestion is that certain modules should be possible to set in an "always on" mode.
Suggestion would be low and medium slot items can be set in this mode.

So that when you undock your shield modules or armor modules activate without you needing to click click click click every damned time, we know we always want it on anyway so the guys in the engineering deck should follow orders accordingly.

Due to danger of collision speed related modules should not be able to use in this mode (prevents super speedy auto-piloting)

So hardeners/resistance modules, eccm, sensor boosters, tracking computers, these items that we should ALWAYS have active (pretty much).


Passive modules are "always on" in the manner you are seeking. Use those instead perhaps?

"Cap Stable" setups are the only things that would benefit from this change. Capacitor stability is not a requirement or even a design target for many different fits in use all over New Eden. You would then be effectively forcing these pilots to turn off the modules that are not always needed or risk draining their capacitor.

Having certain modules always on also gives away information (through the visual effects) related to what modules you are fit with which would be bad in any number of scenarios (sebo, eccm, TCs being some of the most recognizable effects that might change what an opponent brings as a counter).



*******************
Then there's the "hand holding" aspect of it. This means that no longer does a pilot have to remember to enable the defensive modules fitted to the ship. All of the hilarious killmails of blinged deadspace and office fit lol-barges destroyed while AFK or autopiloting (or both) at a gate would be gone. What kind of monster are you to deprive the EVE playerbase of such nectar?

I'm right behind you

Maximus Aerelius
PROPHET OF ENIGMA
#9 - 2013-09-20 21:56:49 UTC
Yolo wrote:
- since 2003, bitches


And alt posting? Shame on you! Roll
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#10 - 2013-09-20 22:00:07 UTC
Yolo wrote:
Like Damage Control... 1 cap every 30 seconds... Really, I have to activate it over and over and over again.

It's so you can kill cloaky ships if you know where they are.
Georgina Parmala
Science and Trade Institute
Caldari State
#11 - 2013-09-20 22:04:36 UTC
Daichi Yamato wrote:
all the modules ur referring to right now have passive variants. use them instead.

/thread

When is the last time you moved 50 jumps as a fleet in a ship with a sensor booster, tracking computer, damage control and 4 active hardeners that you have to turn back on after every gate jump?

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Yolo
Unknown Nation
#12 - 2013-09-21 06:54:07 UTC
Alundil wrote:
Yolo wrote:
My suggestion is that certain modules should be possible to set in an "always on" mode.
Suggestion would be low and medium slot items can be set in this mode.

So that when you undock your shield modules or armor modules activate without you needing to click click click click every damned time, we know we always want it on anyway so the guys in the engineering deck should follow orders accordingly.

Due to danger of collision speed related modules should not be able to use in this mode (prevents super speedy auto-piloting)

So hardeners/resistance modules, eccm, sensor boosters, tracking computers, these items that we should ALWAYS have active (pretty much).


Passive modules are "always on" in the manner you are seeking. Use those instead perhaps?

"Cap Stable" setups are the only things that would benefit from this change. Capacitor stability is not a requirement or even a design target for many different fits in use all over New Eden. You would then be effectively forcing these pilots to turn off the modules that are not always needed or risk draining their capacitor.

Having certain modules always on also gives away information (through the visual effects) related to what modules you are fit with which would be bad in any number of scenarios (sebo, eccm, TCs being some of the most recognizable effects that might change what an opponent brings as a counter).



*******************
Then there's the "hand holding" aspect of it. This means that no longer does a pilot have to remember to enable the defensive modules fitted to the ship. All of the hilarious killmails of blinged deadspace and office fit lol-barges destroyed while AFK or autopiloting (or both) at a gate would be gone. What kind of monster are you to deprive the EVE playerbase of such nectar?

Given that it would be an option for certain modules, no they would not be forced to turn their modules off. The pilot would be able to choose between default mode (on/off)

- since 2003, bitches

Yolo
Unknown Nation
#13 - 2013-09-21 06:54:43 UTC
Maximus Aerelius wrote:
Yolo wrote:
- since 2003, bitches


And alt posting? Shame on you! Roll

This is and has always been my main char in Eve.

- since 2003, bitches

Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2013-09-24 12:12:16 UTC
Georgina Parmala wrote:
Daichi Yamato wrote:
all the modules ur referring to right now have passive variants. use them instead.

/thread

When is the last time you moved 50 jumps as a fleet in a ship with a sensor booster, tracking computer, damage control and 4 active hardeners that you have to turn back on after every gate jump?


50 jumps? i dnt know. maybes never. u do 50 jumps with fleets often?

20-30 though i do from time to time. does that satisfy? cause ive no idea what ur getting at.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zor'katar
Matari Recreation
#15 - 2013-09-24 12:29:44 UTC
I'd endorse a feature that allows you to set individual active modules to auto-activate when coming out of undock invulnerability or gate cloak, as long as it doesn't work while Autopilot is active.
Arya Regnar
Darwins Right Hand
#16 - 2013-09-24 14:38:18 UTC
Maximus Aerelius wrote:
Yolo wrote:
- since 2003, bitches


And alt posting? Shame on you! Roll

I'm alt posting too. Lol

EvE-Mail me if you need anything.