These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Module cycle times

Author
Apex Bex
Princess Aiko Hold My Hand
Safety. Net
#1 - 2011-12-22 22:57:10 UTC
As it stands, any modules active on a targeted ship will continue to finish their cycle time even if the targeted vessel is destroyed. Any pilot wishing to apply those modules to the next target must wait out the cycle time before doing so.

What I propose is that once the target vessel is destroyed that items like warp disruptors, webs, target painters, tracking distruptors, you name it - all immediately shut off and are available for new target designation immediately.

Such a mechanic would be open to exploitation in PvP circumstances, so if it were possible to allow it ONLY when the target vessel were destroyed, any such exploitation should be avoidable.

Is this a viable option?
HEPEAJIbHOCTb
State War Academy
Caldari State
#2 - 2011-12-22 23:19:57 UTC
It would be nice, definatly during PvE....

However thinking of the process realistically (i know it's a game but it's nice if it has real connections) that time is like for the module to re-charge or re-calibrate.

+1 as it would be a nice change (nice as in easier)
-1 as its not very real.