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Player Features and Ideas Discussion

 
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Autopilot idea: Afterburners

Author
Imechal Ravpeim
4d Enterprise
#1 - 2011-12-26 18:02:57 UTC
I think it would be nice if ships with an online afterburner module automatically turned them on after warp while the autopilot was active. This seems like something a real autopilot system would have. It would help me more during those 3-4 jump autopilot trips when I multitask in real life, but not much if I needed to go AFK for a long amount of time. I don't think it would break the game if AFKers spent less time AFK.

Not sure if I feel the same about MWDs, but afterburners are only a small boost to overall travel time.
Kahega Amielden
Rifterlings
#2 - 2011-12-26 18:24:12 UTC
If they wanted to make autopiloting easier or less time intensive they'd just allow autopilot to WTZ.

They, however, did not do that for a reason.
Destination SkillQueue
Doomheim
#3 - 2011-12-26 18:27:48 UTC
A real autopilot would warp directly to 0. Point being the current implementation is the way it is purely for gameplay reasons. People who actively play get advantages over people who AFK. I'm not in favor of making AFK gameplay easier/more rewarding in any way. Either play the game and travel fast or AFK and suffer the disadvantages.
Goose99
#4 - 2011-12-26 19:03:07 UTC
Use travel macro. Warp to zero plus turning on all selected mods. Problem solved.Bear

Just because CCP doesn't implement obvious simple working autopilot, doesn't mean it won't get implemented, out of game. The demand is there. The rationale is there. The task is simple. It gets implemented, one way or another.Lol
Bearilian
Man Eating Bears
#5 - 2011-12-26 20:23:27 UTC
macro's are not the answer. in fact moving in the other direction is. just implement AP Wtz!! rewarding people actually playing over afk'ers is stupid, when we are talking about traveling 10+ systems. the only arguement is that people want to have the 15k gank time to be able to pick off the afker's. this is a non issue and the demand is far greater than those apposed. it will improve the quality of travel unmeasurably, and every one else will accept this (as ive said on other threads) within two to three months...Comeon ccp, this will be absolutely worth your time. there would be a small wave of unhappiness from lazy gankers, then you would be overwhelmed by praise!!!
CobaltSixty
Fawkes' Loyal Professionals
#6 - 2011-12-26 20:43:31 UTC  |  Edited by: CobaltSixty
Bearilian wrote:
macro's are not the answer. in fact moving in the other direction is. just implement AP Wtz!! rewarding people actually playing over afk'ers is stupid, when we are talking about traveling 10+ systems. the only arguement is that people want to have the 15k gank time to be able to pick off the afker's. this is a non issue and the demand is far greater than those apposed. it will improve the quality of travel unmeasurably, and every one else will accept this (as ive said on other threads) within two to three months...Comeon ccp, this will be absolutely worth your time. there would be a small wave of unhappiness from lazy gankers, then you would be overwhelmed by praise!!!

Indeed, macros are not the answer but I disagree with the rest of your post. People actually sitting down at their computer PLAYING the game (working the interface) should be able to get around faster than someone who's leaving it on auto so they can not pay attention. Shooting AFKists slowboating to gates is a proper and legitimate mechanic. To suggest that the slowboat time is a "non-issue" illustrates how you're only thinking of this from one side.

EVE is already a strange game in the sense that you can skill up/improve your character without being logged in. Letting people AFK-travel for trade or anything really without increased risk over doing it manually is wrong. There's a reason I fit a 100MN afterburner on my Orca, and it's not for autopiloting.

Also, your proclamation that everyone will accept this in time is ridiculous. As time goes on, the effects of nearly risk-free AFK trade, AFK fleet deployment/maneuvering and other factors I've yet to identify will wear heavily on those actually attempting to play the game. If you can win or at least succeed from the other room, what's the point?