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Persistent Modules

Author
Emu Meo
Doomheim
#1 - 2012-12-06 22:09:38 UTC
The topic on damage controls just got me thinking. Surely modules should be persistent. So for instance if I activate my damage control then it should not deactivate again until I decide to switch it off, and not keep deactivating every time jumping through a gate.

The change to persistent forcefield passwords was very much welcomed, and I can't see anyone complaining about it. So surely this same logic could apply to modules also.
Weaselior
GoonWaffe
Goonswarm Federation
#2 - 2012-12-06 22:11:33 UTC
absolutely not, that you actually have to turn on the tank is one of the biggest differences between an active and a passive tank for most situations

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Emu Meo
Doomheim
#3 - 2012-12-06 22:12:47 UTC
You would still have to turn on the tank. But then you would also decide when to turn it back off again. So it would still be active. Passive would not need any activation at all.
Tah'ris Khlador
Space Ghosts.
Break-A-Wish Foundation
#4 - 2012-12-06 22:16:03 UTC
Jump gate technology is not so advanced to allow your subsystems to be running while you are in the process of being jettison'd across systems. The activation of a simple damage control while in the middle of a jump stream can have severe consequences on your ships electronic systems and has occasionally been known to disrupt the system jump, resulting in dropping out in black space with no way of navigating it safely.

As a precaution, jump controls now override your system until you safely show up in the target system so as to prevent these mishaps from occurring.

Thank an Engineer.

Member of the Pink Pony Killboard Padding Alliance

Weaselior
GoonWaffe
Goonswarm Federation
#5 - 2012-12-06 22:18:00 UTC
Emu Meo wrote:
You would still have to turn on the tank. But then you would also decide when to turn it back off again. So it would still be active. Passive would not need any activation at all.

yeah you don't get it

that you have to turn on the active tank while moving is a key difference between an active and passive tank: the sole people who want to use this (afk autopiloters) are exactly the sort of people who are supposed to not be able to use an active tank

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Emu Meo
Doomheim
#6 - 2012-12-06 22:18:07 UTC
Tah'ris Khlador wrote:
Jump gate technology is not so advanced to allow your subsystems to be running while you are in the process of being jettison'd across systems. The activation of a simple damage control while in the middle of a jump stream can have severe consequences on your ships electronic systems and has occasionally been known to disrupt the system jump, resulting in dropping out in black space with no way of navigating it safely.

As a precaution, jump controls now override your system until you safely show up in the target system so as to prevent these mishaps from occurring.

Thank an Engineer.


:) Ok I cant beat that kind of argument. But still, I think persistent modules would be nice.
Emu Meo
Doomheim
#7 - 2012-12-06 22:19:36 UTC
Weaselior wrote:
Emu Meo wrote:
You would still have to turn on the tank. But then you would also decide when to turn it back off again. So it would still be active. Passive would not need any activation at all.

yeah you don't get it

that you have to turn on the active tank while moving is a key difference between an active and passive tank: the sole people who want to use this (afk autopiloters) are exactly the sort of people who are supposed to not be able to use an active tank


An AFK'r would not be able to active tank effectively as most active tanking requires cap management. Well, that is the theory at least.
Weaselior
GoonWaffe
Goonswarm Federation
#8 - 2012-12-06 22:21:24 UTC
Emu Meo wrote:

An AFK'r would not be able to active tank effectively as most active tanking requires cap management. Well, that is the theory at least.

it very rarely does for hardeners

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Emu Meo
Doomheim
#9 - 2012-12-06 22:25:20 UTC
Weaselior wrote:
Emu Meo wrote:

An AFK'r would not be able to active tank effectively as most active tanking requires cap management. Well, that is the theory at least.

it very rarely does for hardeners


Well I could have a good guess as to why goon swarm might dislike this. ;)
Dave Stark
#10 - 2012-12-06 22:29:42 UTC
while it would be great to not have to re-activate modules every jump, i don't like auto piloting players enough to give them this kind of buff. they don't deserve it enough, and i don't dislike pressing 1 button after jumping enough to agree with you.

sorry.
Sara Mars
The Scope
Gallente Federation
#11 - 2012-12-06 22:30:15 UTC
Emu Meo wrote:
The topic on damage controls just got me thinking. Surely modules should be persistent. So for instance if I activate my damage control then it should not deactivate again until I decide to switch it off, and not keep deactivating every time jumping through a gate.

The change to persistent forcefield passwords was very much welcomed, and I can't see anyone complaining about it. So surely this same logic could apply to modules also.



Has everyone fallen out of the stupid tree today?
Eli Green
The Arrow Project
#12 - 2012-12-06 22:31:54 UTC
Sara Mars wrote:
Emu Meo wrote:
The topic on damage controls just got me thinking. Surely modules should be persistent. So for instance if I activate my damage control then it should not deactivate again until I decide to switch it off, and not keep deactivating every time jumping through a gate.

The change to persistent forcefield passwords was very much welcomed, and I can't see anyone complaining about it. So surely this same logic could apply to modules also.



Has everyone fallen out of the stupid tree today?


give it 5 or 10 minutes and i'm sure another one of these threads will show up Lol

wumbo

Emu Meo
Doomheim
#13 - 2012-12-06 22:33:23 UTC
Dave stark wrote:
while it would be great to not have to re-activate modules every jump, i don't like auto piloting players enough to give them this kind of buff. they don't deserve it enough, and i don't dislike pressing 1 button after jumping enough to agree with you.

sorry.


That is true. And I was thinking maybe AFK type ships should get a reduction to cap recharge also to compensate or somthing similar. But this is probably too much to change. But I think if CCP were starting again from ground up then this would be a good idea. Better yet... Remove Stargates Completely! :)
Emu Meo
Doomheim
#14 - 2012-12-06 22:34:28 UTC
Eli Green wrote:
Sara Mars wrote:
Emu Meo wrote:
The topic on damage controls just got me thinking. Surely modules should be persistent. So for instance if I activate my damage control then it should not deactivate again until I decide to switch it off, and not keep deactivating every time jumping through a gate.

The change to persistent forcefield passwords was very much welcomed, and I can't see anyone complaining about it. So surely this same logic could apply to modules also.



Has everyone fallen out of the stupid tree today?


give it 5 or 10 minutes and i'm sure another one of these threads will show up Lol


Hey, at least Im coming up with interesting ideas instead of trolling like most of the users on here. ;)
NEONOVUS
Mindstar Technology
Goonswarm Federation
#15 - 2012-12-06 22:35:00 UTC
Tah'ris Khlador wrote:
Jump gate technology is not so advanced to allow your subsystems to be running while you are in the process of being jettison'd across systems. The activation of a simple damage control while in the middle of a jump stream can have severe consequences on your ships electronic systems and has occasionally been known to disrupt the system jump, resulting in dropping out in black space with no way of navigating it safely.

As a precaution, jump controls now override your system until you safely show up in the target system so as to prevent these mishaps from occurring.

Thank an Engineer.

So we dont even have persistent memory now?
You could have the computer remember your settings, just as you do with webpages.
I mean my car can recognize my face and adjust to my profile.
Then swap to some one else who gets in the car.
Think as an engineer who is lazy but also likes being paid.
James Amril-Kesh
Viziam
Amarr Empire
#16 - 2012-12-06 22:35:21 UTC
Emu Meo wrote:
Weaselior wrote:
Emu Meo wrote:

An AFK'r would not be able to active tank effectively as most active tanking requires cap management. Well, that is the theory at least.

it very rarely does for hardeners


Well I could have a good guess as to why goon swarm might dislike this. ;)

Chances are, like the vast majority of things said about Goonswarm or any comparable nullsec alliance, that your guess isn't quite as good as you might think.

Enjoying the rain today? ;)

LHA Tarawa
Pator Tech School
Minmatar Republic
#17 - 2012-12-06 22:38:10 UTC
After the jump, you are cloaked. Active modules deactivate when you cloak.
Emu Meo
Doomheim
#18 - 2012-12-06 22:45:51 UTC
LHA Tarawa wrote:
After the jump, you are cloaked. Active modules deactivate when you cloak.


They do at the moment, but why cant we have semi-active modules that use cap but are persistant once activated until turned off. The cloaking device and DC are two that sprint immediately to mind, but Im sure there are many more.
Unsuccessful At Everything
The Troll Bridge
#19 - 2012-12-06 22:47:49 UTC
did CCP do something to the Damage Control that i dont know about? Why all the butthurt lately about it? Must be the whine flavor of the day.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Tippia
Sunshine and Lollipops
#20 - 2012-12-06 22:52:38 UTC
Emu Meo wrote:
[They do at the moment, but why cant we have semi-active modules that use cap but are persistant once activated until turned off.
Because it boosts AFKness, and that's a bad thing.