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Player Features and Ideas Discussion

 
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Persistent modules

Author
Xtover
Cold Moon Destruction.
#1 - 2012-01-19 19:46:01 UTC  |  Edited by: Xtover
A huge pet peeve, reactivating some modules every time I jump system. It gets especially frustrating when roaming.

I figure active modules (not targetable) switch off due to session change, I was thinking it would be nice to have specific modules continue to run when jumping (gate, cyno, bridge). they would remain on until either you dock, die, eject, turn the off manually, or through other means (cap drain, etc).

I think only nontargatable, enhancing modules (durr) should be done such as:

SEBO
DCU
TC
hardeners
ECCM

Of course definitely not an MWD, AB, or cloak.

thoughts?

EDIT:

misconception- "why not make them passive?"

They use cap when running, so it's still a choice if you want them active.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2012-01-19 20:39:52 UTC
No. Fit passive hardeners if you want them active while you autopilot around.
Xtover
Cold Moon Destruction.
#3 - 2012-01-19 21:06:45 UTC
Congratulations, I figured it would be about 4 replies until an idiot posted.
Akatenshi Xi
Imperial Academy
Amarr Empire
#4 - 2012-01-19 21:42:57 UTC
Obviously you sir cannot count. This is post number four.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-01-19 23:22:22 UTC
Xtover wrote:
Congratulations, I figured it would be about 4 replies until an idiot posted.


You want hardeners to turn on automatically after a jump. I imagine this would be of great help to people autopiloting industrials around and trying to avoid suicide ganks with as little effort as physically possible. This is a BAD THING.