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Player Features and Ideas Discussion

 
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Reduce cap consumption on active modules to 0 when idle.

Author
Dantes Wolf
Interstellar Corporation of Universal Management
#1 - 2014-12-25 13:26:59 UTC
You're gonna hate me for this, but I still wanna propose it. :)

Suggestion: Make capconsumption of a module set to null when they have reached 100%.

As in; Ab's, Mwd's, reppers, shield modules and so forth, can be applied immediately after de-cloak/de-warp and just sit there, burning with no capconsumption until NEEDED. - As in, a repper, will be active, but at 100% armor/shields/hull, they will still continue their cycles, but cost no caps. Same for propmods, while you sit idle, they won't cost caps, and if you fly at 50% speed, they will only cost 50% cap.

That's it.

Rip it.

Dantes

"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".

Nors Phlebas Sabelhpsron
The Red Circle Inc.
Ministry of Inappropriate Footwork
#2 - 2014-12-25 13:35:46 UTC
Dantes Wolf wrote:
You're gonna hate me for this, but I still wanna propose it. :)

Suggestion: Make capconsumption of a module set to null when they have reached 100%.

As in; Ab's, Mwd's, reppers, shield modules and so forth, can be applied immediately after de-cloak/de-warp and just sit there, burning with no capconsumption until NEEDED. - As in, a repper, will be active, but at 100% armor/shields/hull, they will still continue their cycles, but cost no caps. Same for propmods, while you sit idle, they won't cost caps, and if you fly at 50% speed, they will only cost 50% cap.

That's it.

Rip it.

Dantes


Promoting lazy gameplay is the last thing eve needs.

-1
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#3 - 2014-12-25 14:09:01 UTC
Most of those are actually impossible to do, and that's on top of that being a dumb idea.
Daichi Yamato
Jabbersnarks and Wonderglass
#4 - 2014-12-25 14:16:04 UTC
nope. This is for some alt-tabbed PvP/afk PvE crap right?

Micro management being an important player skill is a good thing. dumbing that down is a bad thing.

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

Bob Maths
Federal Navy Academy
Gallente Federation
#5 - 2014-12-25 14:27:00 UTC
HiddenPorpoise wrote:
Most of those are actually impossible to do, and that's on top of that being a dumb idea.


Uh how? All you need to do is set a relationship based on the percentage of the value you're influencing and then attribute that to capacitor consumption. You could also time it to what you're using and when, so eg a MWD will use an increasing amount to its total capacitor usage per cycle based on the percentage of velocity you're currently at to top speed within the cycle.

It's not about 'micromanagement' or 'dumbing' down.

You could limit the module usage to being used after it's needed for repair devices or propulsion mods (can't be activated until you need it, deactivates it when you don't). This really changes when you need to interact. Mining already does this, so why is it limited to mining?
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2014-12-25 15:56:22 UTC
Daichi Yamato wrote:


Micro management being an important player skill is a good thing. dumbing that down is a bad thing.


make sure to remind CCP of that, recently id bet theyd consider that "unneeded complexity scaring away poor newbies"

and referring back to the OP, how about no?
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#7 - 2014-12-25 16:13:05 UTC
Bob Maths wrote:
HiddenPorpoise wrote:
Most of those are actually impossible to do, and that's on top of that being a dumb idea.


Uh how? All you need to do is set a relationship based on the percentage of the value you're influencing and then attribute that to capacitor consumption. You could also time it to what you're using and when, so eg a MWD will use an increasing amount to its total capacitor usage per cycle based on the percentage of velocity you're currently at to top speed within the cycle.

Cap is drawn at the start of cycle, boosters are the only untargeted mod that draw cap when they do their thing. Actually check how fast a prop mod makes you go when you're orbiting something, and that's ignoring their start up which is basically a huge amount of free cap with this proposal. So yes, it is dumb.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-12-25 16:14:38 UTC
Bob Maths wrote:


It's not about 'micromanagement' or 'dumbing' down.

You could limit the module usage to being used after it's needed for repair devices or propulsion mods (can't be activated until you need it, deactivates it when you don't). This really changes when you need to interact. Mining already does this, so why is it limited to mining?


It absolutely is about micro management, and it absolutely is about being able to turn on your mods and forget them (which is dumbing down)

How do you think the server will know better than me when i need a prop mod or not? and why shouldnt i be able to pre-cycle armour reps (which repair armour at the END of a cycle) as my shields go down?

Because ham-fisted noobs cant time it right and we all have to be put on an equal footing regardless of pilot skill?

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2014-12-25 17:13:42 UTC
So you are sat in a non cap-stable ship with everthing fired up. Somebody jumps you and you engage. How would the server know which mods should run and which not when you open fire, maneuvre and start taking hits at the same time? And if the first active cycle doesn't wipe out your cap something will shut down in the next cycle but which one?

Assuming that for armour reps you mean that it won't be drawing cap until you take armour damage means you either get a free shorter first cycle based on where the cycle is (potentially almost instant if really lucky). If you don't get the benefit until a full cycleruns then you could potnetially have to wait two cycles for it to kick in.

I can't see any way this would work sensibly without removing a chunk of actual player skills.
Bob Maths
Federal Navy Academy
Gallente Federation
#10 - 2014-12-25 17:42:51 UTC  |  Edited by: Bob Maths
Daichi Yamato wrote:
Bob Maths wrote:


It's not about 'micromanagement' or 'dumbing' down.

You could limit the module usage to being used after it's needed for repair devices or propulsion mods (can't be activated until you need it, deactivates it when you don't). This really changes when you need to interact. Mining already does this, so why is it limited to mining?


It absolutely is about micro management, and it absolutely is about being able to turn on your mods and forget them (which is dumbing down)

How do you think the server will know better than me when i need a prop mod or not? and why shouldnt i be able to pre-cycle armour reps (which repair armour at the END of a cycle) as my shields go down?

Because ham-fisted noobs cant time it right and we all have to be put on an equal footing regardless of pilot skill?


Or it goes the other way and requires more skill due to the limitations of activating modules and survivng to the cycle. You point out that it's dumbing down if you fire-and-forget but you're then arguing that you should be able to fire-and-forget, whether or not there is a consumption based on activation is now irrelevant. What's the issue about having more modules that add to the ability of a ship being context-restricted when there are context-restricted modules out there already. It should take more skill to predict when to propel a ship in order to get that boost from the prop module based on the circumstance and if it takes less cap, increasing the versatility and diversifying the fit capability of the ship, then there's more skill involved.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2014-12-26 01:12:02 UTC
did you read what i said?

where did i argue that i should be able to activate and forget a prop mod or repper?
How does it take more skill when a prop mod is activate and forget?

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

Dantes Wolf
Interstellar Corporation of Universal Management
#12 - 2014-12-26 01:24:03 UTC  |  Edited by: Dantes Wolf
Daichi Yamato wrote:
nope. This is for some alt-tabbed PvP/afk PvE crap right?

Micro management being an important player skill is a good thing. dumbing that down is a bad thing.



Nah, it actually started on me camping a gate - was sitting there, on 0 ofa it, camping, waiting for a target - I fired up my MWD to be ready to jump on to whom ever jumped in when I, suddenly, doing nothing, moving nowhere, had burned 2/3's of my cap. - This whole ordeal seemed, to me, to be kinda weird: I cant turn on my engines, without burning max fuel? - Seemed like a hole in the whole Lore event, hence, the above suggestion. - Taking it from from propmods and applying it to reppers and shields, would be a natural jump, and it has the advantage, that you, with this additon, can focus on FLYING, keep your navigation and agressions FOCUSED, which, in PVP, matter a lot.

That it'd help PVE'ers to sustain on AFK rides is, sadly, a downside to all this. ;)

D.

"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".

Nevyn Auscent
Broke Sauce
#13 - 2014-12-26 04:12:56 UTC
Prop Mods also affect acceleration, not just top speed. As well as agility and a few other things.
Reps problem has already been identified. etc

So..... my vote goes for a flat no on this also as a general thing

For specific modules I could see this to some extent.
Example being the RAH. It has a base cost + an extra cost for adapting (which matches current cost when added)
So if it isn't adapting you only pay the base cost.
TSB where it costs a little cap per cycle and more on the cycles it breaks locks. (meaning less cap than now if it doesn't break locks)


But those are modules where it has a 'dual' function so to speak where at a basic level it does something but sometimes does a secondary effect.
McChicken Combo HalfMayo
The Happy Meal
#14 - 2014-12-26 05:58:08 UTC
Also a no. Managing your modules even when some of them aren't "being used" is part of the game and part of the skill in PVP.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Sean Parisi
Blackrise Vanguard
#15 - 2014-12-26 06:37:00 UTC
A lot of EvE gameplay can be passive. Paying attention should be rewarded. So -1
Alia Ravenswing
DARK HAT
#16 - 2014-12-26 07:11:27 UTC
It's an interesting idea. I suggest this would be a feature for a Tech 3 ship(s). Maybe the T3 Destroyer, or Strategic Cruiser, or maybe another class yet to be added. Maybe it should just be a tech 3 rig. One that will auto manage resources, so if your shields are at 100% it simply will simply put the shield booster into a sort of sleep mode. Still on, and active, but no expense to cap as long as your shields are at 100%
HandelsPharmi
Pharmi on CharBazaar
Oskar's Food and Sleep Company
#17 - 2014-12-26 13:03:56 UTC
How should the server decide, if you need your armor repairer at 0, 27 or 63% of armor damage...?
fit a passive shield fit or an armor buffer fitting and become happy :)
Jean Luc Lemmont
Carebears on Fire
#18 - 2014-12-26 14:33:43 UTC
Just no.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#19 - 2014-12-26 17:25:34 UTC
yeah there is no way to tell the system if you are idle or not, you cant base the whole thing on velocity because in large fleet fights and missions there isn't a lot of movement on larger ships so your tank would be turned off or operate at a percentage which is ********.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Adrie Atticus
Caldari Provisions
Caldari State
#20 - 2014-12-27 13:03:20 UTC
1) Wait 1 sec for MWD cycle to start to get a cap-free cycle
2) Start accelerating
3) Ctrl+Space 1 sec before cycle ends
4) MAx speed 1 sec after cycle
5) Another cap-free cycle, except you benefited from the boost

Same goes for reppers, if you have it running cap-free and take damage 2 seconds into the cycle, you are going to get X amount of armor/shield repaired for 0 cap.