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Player Features and Ideas Discussion

 
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On Visibility of Modules (Long post, contribute with ideas)

Author
Morgan North
Dark-Rising
Wrecking Machine.
#1 - 2011-11-16 16:05:09 UTC
Introduction:

With the advent of V3’d ships and turret models, aswell as with arbitrary turret placement being put into the player’s hands, CCP has, in my view taken a massive step forward. However, once the door is open, new things and possibilities are possible. With that in mind, an idea has been nagging at me to finnaly being put to paper. I’m sure its been suggested several times, but I’d like to propose it in a way that is simple to understand and completely optional, if it ever came into the game, in one form or another, for the player to enjoy it.

As such, the basis of the idea is as follows:

All modules should be visible. From the High to the Low, all modules should have a representation on the ship. Not just an animation showing they are there, but an actual model. CCP has produced wonderful Turret models, and I take the base of such Turret modules to construct my idea.

Please note that I am not considering Low Modules in this presentation. The reason for that is the Plates, and its wide applicability, and the number of variants it’d need to have to fit any and all ships. In essence I’m just suggesting High and Medium slots to be completely visible.

I.
Client Side Enabling.

Before diving into the actual idea, I enjoy the notion that not everyone wants their ship bristling with gear that may not look perfect on their ship. There’s also the massive graphics issue of immense fleets. As such, before it was implemented at all, on the Options tab, under Graphical settings, much like Engine Trails, there should be an option to enable or disable these effects. I propose the following:

1. Standard (As is currently, no modifications whatsoever)

This leaves the Client as it is right now.

2. High Modules Enabled (allows loading of Utility High Modules in conjunction with the other options)

This allows the EVE Client to load all utility modules that are mounted on the High slots. Both yours and everyone else’s.

3. Medium Modules Enabled (allows loading of Medium Modules in conjunction with the other options)

This allows the EVE Client to load all modules that are mounted on the Medium slots. Both yours and everyone else’s.

II.
Types of modules:

Turret Type Modules: Modules that project an Effect (Damage, utility, etc) on a Target, while Tracking it.

Turret Type modules should Open/Close during Warp, and should either Idle /Track a locked target, much like current turrets do. These project an effect, so they should have an animation if they are Tracking and affecting a target (Example: Nosferatu, Neutralizer, Warp Scrambler… etc).

Any effect that is currently generated by a Turret type module that loads from the ship’s center of gravity, should then be loaded from the firing end of its respective Turret Type Module, like for instance, the Target Painted being emitted from its Turret model visible outside.

Static Type Modules: Modules that are always active or can be activated at any time (Including during warp).

Static Type modules should Close/ Open while Docking/Undocking. But if they don’t it’s the same. However, they should Idle/Animate if they are, or aren’t being used. An example would be, say, the Sensor booster rotating or Rotating around, but not following a particular target, much like the radar antennae on the Scorpion does.

Much like Turret Type Modules, any effect that is currently generated from the ship’s center of gravity, should now load from the Module’s visible Model, possibly in a different way.

Propulsion Type Modules: Modules that Affect Propulsion.

These Modules should either Idle/Animate if they aren’t/are being used. Other than that, they should always be there, albeit what they look like is another story.

III.
Placement:

High Modules: This one is simple. Thanks to CCP, players can now choose where to place turrets. I in fact enjoy this system so much that suggest it being continuously used for any and all module placement. As such, High Modules are placed on the turret slot they belong to, much like you can place a given turret in a given location. This will result in duplicate models, but I don’t think there’s anything wrong with that.

Medium Modules: These would require the placement of Medium Slots in places along the ship’s hull. Due to the fact that some of these Modules have the ability to track (Target Painter, Stasis Web, Warp Disruptor, Warp Scram), they should be placed much like the Turrets, enabling players to opt where to place them.

There is only –one- important exception:

Propulsion Modules: These particular ones require a specific slot located somewhere on the ship, so that if a Propulsion Module is fitted it’s automatically assigned to that location. An example is the Afterburner Module, which should logically always be placed on the ship’s engines exhausts.

So basically, with this idea, Placement really becomes an issue of the Type of Module. In my view, Turret type modules should always have two models to allow for 360º tracking, while Static Modules should only have one model. But I doubt my world would end if I saw two of the sort. Propulsion Modules however, shouldn’t be placed anywhere, else they’d result in awkward positions…

I know this would be some work, and for a later stage, but I do believe it’d improve the overall feel. Further, CCP could enjoy some help from us players by giving them suggestions on how this, or that particular module should look like.
This suggestion does not take into account Missile Launchers. Those are already present on the ship hulls, and while I’d enjoy them to be Turret-type modules, that’s a bit of a stretch for this idea right now.

Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2011-11-17 17:03:41 UTC  |  Edited by: Morgan North
IV.
Listing:
This doesn’t pretend to be a list of all complete modules, since I don’t know all of them just yet, but it will be a list of those I consider to be more seriously lacking, especially in the High Slots. It’s just a suggestion, as I imagine some of these to behave more like turrets and others more like sensor arrays that simply sit there.


High Slots:

Energy Neutralizer: Turret Type. All should look pretty much identical only larger or smaller according to their size.

Energy Nosferatu: Turret Type. All should look pretty much the same, varying only in size.

Drones Modules: Static type. I think one model should suffice, for all variants since these are basically a group of antennas.

Medium Slots:
Warp Disruptor: Turret Type. One size fits all, since there’s no real difference between ship sizes and the functionality of this module. Should look visually different from the Scrambler.

Warp Scrambler: Turret Type. One Size fits all.

Stasis Webifier: Turret Type. One Size fits all.

Target Painter: Turret Type, one size fits all.

ECM: Turret Type, one size fits all.

Tracking Computer: Static Type, one size fits all.

ECM Burst: Static Type, one size fits all.

Shield Extenders: Static Type, size should vary according to Small/Medium/Large designation. They should also look embarrassingly large when fitted to ships beneath their intended class.

Shield Boosters: Static type. Like Shield extenders, they should vary size with their designation, and also look embarrassing when fitted to smaller ships than their intended size.

Capacitator boosters: Static type. Should vary with size designation.

Afterburner: Propulsion Type. All should look similar regardless of size and be generically applicable to any ship, but in essence these constrict the engine’s exhaust fumes so they shouldn’t be hard to model. They should animate open if not used and closing up around the exhaust if being used, but otherwise they wouldn’t do anything else.

Microwarpdrive: Propulsion Type. I’m inspired by the Megathron’s side engine and the Machariel’s side engine, which looks what I believe a Microwarp drive should look like. I think they should look like this, or a bit more imbedded into the ship’s hull, but otherwise, should animate by having a set of lights flashing slowly if turned on, or nothing at all if not active.