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Player Features and Ideas Discussion

 
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Active Modules Toggle Over Cycle

Author
Kelms
Moonshadow Intelligence
#1 - 2012-02-27 10:26:06 UTC
The idea here is that certain active modules get changed into a toggle (like cloaking) from the current cycle time function. These modules would have necessary stats converted from per cycle effects to per second effects. Naturally this may concern skills that affect the cycle time of some modules. I don't suggest removing those skills but rather include them in the conversion calculation.

While not a complete list, the following modules should give an idea which modules would be suited for a toggle rather than a cycle. Basically they are modules where the cycle time is less important as they are usually left active for long periods of time and provide a constant effect boost or effect.

Afterburners
MWDs
Damage Controls
Resistance Amps and Hardeners
Mining Lasers
Tractor Beams

Toggled modules would have a couple seconds 'cooldown' time after being deactived before they can be activated again. I also think that repair modules and their remote versions should also be converted to a toggle, though that would certainly change combat strategies.
Daeva Teresa
Viziam
Amarr Empire
#2 - 2012-02-27 10:32:07 UTC  |  Edited by: Daeva Teresa
Umm NO. It would increase comunication with server like 10x. Also all these modules eats cap while cloak does not. Thats why cloak is on/off - it dont needs any com with server while its running. Your's Idea would increasse lag in large fleet figts a LOT, since all you want is actually reduce cycle to 1s.

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.

Kelms
Moonshadow Intelligence
#3 - 2012-02-27 10:54:01 UTC
Daeva Teresa wrote:
Umm NO. It would increase comunication with server like 10x. Also all these modules eats cap while cloak does not. Thats why cloak is on/off - it dont needs any com with server while its running. Your's Idea would increasse lag in large fleet figts a LOT, since all you want is actually reduce cycle to 1s.


True, and it would probably be a lot more than 10x. So how about this alteration. Instead of consuming cap, toggled modules take away from max cap and cap recharge while active.
James Amril-Kesh
Viziam
Amarr Empire
#4 - 2012-02-27 11:07:46 UTC
Kelms wrote:
Daeva Teresa wrote:
Umm NO. It would increase comunication with server like 10x. Also all these modules eats cap while cloak does not. Thats why cloak is on/off - it dont needs any com with server while its running. Your's Idea would increasse lag in large fleet figts a LOT, since all you want is actually reduce cycle to 1s.


True, and it would probably be a lot more than 10x. So how about this alteration. Instead of consuming cap, toggled modules take away from max cap and cap recharge while active.

Why do you feel this would be a good change?

Enjoying the rain today? ;)

Daeva Teresa
Viziam
Amarr Empire
#5 - 2012-02-27 11:10:29 UTC
Yes but then you have made a passive module. Now the problem would be that If you are neuted, these modules would not stop working. Hardenrs, DC, Resistance Amp, AB, MWD should stop working when neuted, soo you can be shoot down easily. Also its not an option for tractor beams and minning lasers.

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.

Nalha Saldana
Aliastra
Gallente Federation
#6 - 2012-02-27 11:13:18 UTC
Maybe for damage controls but meh, wouldnt change much.
Kelms
Moonshadow Intelligence
#7 - 2012-02-27 22:02:25 UTC
I don't mean take away from cap recharge time, but the 'excess cap recharge rate', you can see the number in the fitting window. So effectively you get negative cap recharge. If there isn't enough cap to drain then the module turns off.

This really is just to smooth out capacitor management and for a few specific fits like dual propulsion to be able to swap between modules faster rather than waiting for the cycle to finish.

If I understand it right damage control is an active module so that resistance skills don't apply to them and maybe so they can't be used with a cloak. Obivously 1GJ every 30 seconds isn't meant to drain any cap and I wonder why it is even there. This could still work with tractor beams just not mining lasers.