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Player Features and Ideas Discussion

 
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Stacking the loading of new munitions.

Author
Splinter 07
Warcrows
#1 - 2014-09-22 04:47:15 UTC  |  Edited by: Splinter 07
Gday,

Currently in game, how to reload new munitions into a launcher or turret the process is quite simple.

Arrow Load ammo in station or in space -> Wait till turret or launcher stops cycling -> Load new munition

Whilst this is a simple and practical way, during combat the need to cycle your guns off and keep an eye on the tick down timer that for the most part does not correlate correctly when a new cycle finishes or starts, IE a new cycle looks as if it is starting quarter or half way through the next cycle rather than finishing and starting at the same point on the module every time, which can inherit its own issues during the heat of combat.
As a cause i think we can push this one further.

A feature that i propose to be added is the ability to stack the ammunition (can only stack one type at any time) you want to load after you have told the module to stop cycling, after which the new munition would be auto loaded but does not begin to auto fire (player still needs to activate the module to keep cycling).

Arrow Load ammo in station or in space -> Right click or drag drop ammunition to stack loading while turret / launcher is cycling -> When turret / launcher is told by the player to finish cycling, new munition is loaded.

This feature would of course be optional to all players just like how overheating is optional. And you would be able to cancel the loading of that new stacked munition if so desired.

- Splint
Iain Cariaba
#2 - 2014-09-22 05:36:17 UTC
You notice how the green "activated" indicator goes to red when you deactivate a module. Well, when the red goes away, the module is off and you can change ammo.

-1 for another "code me something, cause I'm lazy" idea
Splinter 07
Warcrows
#3 - 2014-09-22 05:44:13 UTC
Iain Cariaba wrote:
You notice how the green "activated" indicator goes to red when you deactivate a module. Well, when the red goes away, the module is off and you can change ammo.

-1 for another "code me something, cause I'm lazy" idea


Please be constructive and not be a forum troll. I am not lazy, i have been a solo / small gang pvper for 7 years, i think i know how it works ;)
Iain Cariaba
#4 - 2014-09-22 06:08:11 UTC
Splinter 07 wrote:
Iain Cariaba wrote:
You notice how the green "activated" indicator goes to red when you deactivate a module. Well, when the red goes away, the module is off and you can change ammo.

-1 for another "code me something, cause I'm lazy" idea


Please be constructive and not be a forum troll. I am not lazy, i have been a solo / small gang pvper for 7 years, i think i know how it works ;)

Whether you think me a troll is irrelevant. I stand by my statements.
Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2014-09-22 08:16:16 UTC
Splinter 07 wrote:
Iain Cariaba wrote:
You notice how the green "activated" indicator goes to red when you deactivate a module. Well, when the red goes away, the module is off and you can change ammo.

-1 for another "code me something, cause I'm lazy" idea


Please be constructive and not be a forum troll. I am not lazy, i have been a solo / small gang pvper for 7 years, i think i know how it works ;)

None of that means you aren't lazy.

Nevertheless, manual ammo switching isn't slow via right-click menu and grouped guns make it even faster. I can start loading new/different ammo almost instantly on turret shutdown. How fast do you need it to be?
Adrie Atticus
Caldari Provisions
Caldari State
#6 - 2014-09-22 08:57:26 UTC
Choosing the correct ammo before an engagement is part of the game, choosing a wrong one can have a small effect (lasers) or a massive one (RLML).
Splinter 07
Warcrows
#7 - 2014-09-22 09:10:01 UTC
This has nothing to do with pre-selecting ammo before an engagement starts, the said proposal has no affect on that part of combat.

You are correct you can immediately change ammo after the gun or launcher cycles down. This is not necessarily about making it faster but for ease of use. I have seen this feature used in other games and would sharpen the game play during combat nicely in eve, and would enable the player to put extra critical seconds into other aspects of the fight rather than waiting for a cool down timer.
This does not hinder any part of the game and can also carry its own risks towards pilots who may get tunnel vision during combat IE, pre loading ammo as the situation changes but forgets to cancel said action as the fight takes another turn and he wants to keep the same ammo.
Lugh Crow-Slave
#8 - 2014-09-22 11:09:32 UTC
Kids these days need everything done for them
Splinter 07
Warcrows
#9 - 2014-09-22 13:46:49 UTC
Not sure why you are hating so much. Think about it, post constructive feed back, and stop being a troll.
This is not being lazy but sharpening the game to make it better not for my personal gain.

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