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Player Features and Ideas Discussion

 
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[Change] Reload/Change ammo/script while module is active

Author
Kadazer
The Scope
Gallente Federation
#1 - 2013-12-18 12:42:45 UTC
Why not allow a reload while a module is active? The module could stop after the next cycle, reload and then continue. That would greatly reduce needed clicks for example for changing tracking computer scripts.
Kadazer
The Scope
Gallente Federation
#2 - 2013-12-19 22:37:29 UTC
Nobody has a statement for this?
Xe'Cara'eos
A Big Enough Lever
#3 - 2013-12-20 00:36:07 UTC
yes - I have a statement :
have you noticed that certain modules have a longer reload time than others - scripts and lasers can be reloaded instantly, hybrids take 5s, normal missiles and projectiles take 10s, rapid missiles take 40s - your idea completely breaks this
that said - being able to 'queue up' a reload mid-cycle's not a bad idea

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Daenika
Chambers of Shaolin
#4 - 2013-12-20 05:55:38 UTC
Quote:
that said - being able to 'queue up' a reload mid-cycle's not a bad idea


That's what he was asking for...

Right click on a module that is currently active, select reload or change the script/ammo or whatever, the module finishes the current cycle, automatically deactivates, and reloads/changes ammo/script.

Having it auto-continue probably wouldn't be allowed, though I don't necessarily see what it would be problem. Still have to have a keypress on the module at least once per cycle, and right click -> reload is more presses than simply clicking the turret after it does it on it's own.

Still, being able to queue up a reload or ammo change would definitely be a QoL improvement, particularly when in TiDi.
Kadazer
The Scope
Gallente Federation
#5 - 2013-12-20 13:28:11 UTC
So currently it is:

(Module is running) -> click to stop -> wait until finished cycle -> change ammo/script -> click to start again

And it should be:

(Module is running) -> change ammo/script (module changes ammo after cycle and continue running)

this is "click, wait, click, click, click" vs "click, click"
Bischopt
Sebiestor Tribe
Minmatar Republic
#6 - 2013-12-20 14:26:06 UTC
Sounds good to me.

This is one of those cases where the UI is needlessly complicated. Complicated isn't even the right word. It's just clunky.
Kate stark
#7 - 2013-12-20 14:48:41 UTC
not to mention server ticks make "instant swapping scripts/crystals" take like 2-3 seconds rather than actually being instant.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Kadazer
The Scope
Gallente Federation
#8 - 2013-12-27 20:05:33 UTC
Bump
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#9 - 2013-12-28 02:36:32 UTC
+1,
Kadazer
The Scope
Gallente Federation
#10 - 2014-01-19 00:27:14 UTC
Would really like to see this implemented as it seems not very hard to do to me. Anybody any concern about this?