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[Proposal] Better Module Deactivation

Author
Sebastien Starstrider
Everything You Know and Love is Forfeit
#1 - 2012-07-10 17:41:26 UTC
I would like to propose a system for better and more intuitive module deactivation.

The problem is, there are some instances in which you don't want your module to cycle for as long. If you're using dual propulsion on your frigate, for instance, you might like to be able to swap between afterburner and micro-warp drive a little quicker, as opposed to having to wait for the full cycle time on one of them to complete before it's deactivated. It becomes a little silly especially when you consider skills like Afterburner 4 and Afterburner 5. Having longer cycle times does mean that you use less capacitor, but it also means that you're forced to have your afterburner active 10% longer than you might want it to be, because you can't shut it off early. It's a bit strange when situations arise that training a skill might actually be seen as detrimental, and of course is also irreversable.

My proposal is a better and more intuitive method of deactivating certain modules. If you click your micro-warp drive once, when it was only half way through its cycle, you'd have to wait for the rest of the cycle to complete before it shuts off. This system could be kept, but perhaps clicking a module that is red/deactivated might turn it grey, thus shutting off the effect right away, as though it had completed its cycle time. This change should only apply to specific modules. For instance, it wouldn't be fair for it to apply to weapons or ECM, or other such one-shot modules that then require a cooldown period before they can be used again.

This sort of change could be useful for both PVE oriented players as well as PVP ones. In PVE, you would no longer overshoot that can or wreck you were trying to loot due to your ridiculous micro-warp velocity, thus requiring you to fly back to it once again, bu from the opposite direction. I don't know how many times this has happened to me, in the past! In PVP, you would more easily be able to swap between afterburner and micro-warp drive propulsion methods for a more interesting and intuitive combat experience, or in the very least just have better control over how your ship manuevers, which is always a great thing!
Dare Knight
Bandwagoners
#2 - 2012-07-10 19:03:29 UTC
If I may add, perhaps have the module's effect deactivate once it turns 'grey', but the cycle still needs to complete before it can be reactivated.

_It's very simple, really. If you see Tengus on scan, they are ratting. If you see a shitload of Tengus, the Russians are blobbing. If you see Proteuses on scan, they will be on top of you in about a second. If you see a shitload of Proteuses, the big boys are having a goodfight. _

Eternal Error
Doomheim
#3 - 2012-07-10 20:02:14 UTC
I'm pretty sure this is working as intended. For instance, being able to do this with MWDs would totally bork the sig radius penalty.
Corina Jarr
en Welle Shipping Inc.
#4 - 2012-07-10 21:11:40 UTC
Eternal Error wrote:
I'm pretty sure this is working as intended. For instance, being able to do this with MWDs would totally bork the sig radius penalty.

This.

It was intended for most modules to continue applying their effects throughout the cycle.

Otherwise it would lead to many abuses, especially the MWD.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#5 - 2012-07-11 00:05:26 UTC
A better way to deal with the issue is simply make Afterburner reduce the cap consumption of afterburner modules.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#6 - 2012-07-11 10:43:35 UTC
WTB a siege or triage mod I can stop instantly whenever I want.
Lykouleon
Noble Sentiments
Second Empire.
#7 - 2012-07-12 07:51:27 UTC
No.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Teshania
Silent Lazy Miners
#8 - 2012-07-12 14:20:36 UTC
that would totally break the game.. NO

We need a Bounty Button on the Forums

Kitt JT
True North.
#9 - 2012-07-14 08:56:19 UTC
ummm...... no