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I want your little things!

First post First post First post
Author
Il Feytid
State War Academy
Caldari State
#581 - 2011-11-16 01:54:08 UTC
No cynos allowed to be activated within 15 km of a station or POS shield.
OrangeAfroMan
Ganja Labs
Exodus.
#582 - 2011-11-16 02:04:39 UTC
Left clicking on drone groups shouldn't select the drones into your selected items box. Also it'd be nice if the groups stayed open when they are launched.
Dwindlehop
Imperial Shipment
Amarr Empire
#583 - 2011-11-16 02:12:13 UTC
Optional, graphical in-space efffect showing the information that is available via overview: e.g. velocity, transversal, size, etc.
Gevlin
Pator Tech School
Minmatar Republic
#584 - 2011-11-16 02:14:47 UTC  |  Edited by: Gevlin
Allow us to modify the the make up of the belts the prospector array.
For example a allow us to use a lesser level 1 prospecting array that will find only belts that contain empire ore.
Containing Lots of Veld, Scor, Plag, Prox, Omber and Kernite. (even limit to region restricted ore)

This will allow our miners to mine crappy ore for us to used in our BS etc instead of being stuck only mining high end and flooding the empire with high end ore.

I know there is Veldspar in the belts but the risk is too high compared to mining in hidden belts, getting the high end and flipping the belt. Risk Equaling reward.

Or maybe make the belts (the Lower one) more reflective on the make up of a ship, Put more Veldspar in them. Making flipping them harder

I would love to by a tech II ore prospecting array level 1 that would find me the level 1 Belt that had the Planet sized Roid in veldspar vs Spodumain.
Or A prospecting array that would modify the make up of the asteroid belt depending on the Crystals sacraficed during its installation. With the current ratio being the highest value per isk and different set ups will only produce lesser valuable belts consisting more of Empire ores and less if any at all ABCs.

LET ME NERF MY PROSPECTING ARRAY THE WAY I DESIRE! Chribba Demands more Veldspar to be mined!!

in null the common team is mine for isk not for local production.
I would love the day where we can be self seficeint from Empire

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gevlin
Pator Tech School
Minmatar Republic
#585 - 2011-11-16 02:20:16 UTC
Dwindlehop wrote:
Optional, graphical in-space efffect showing the information that is available via overview: e.g. velocity, transversal, size, etc.


I think Vapor Trails will now give you an idea on how fast a ship is going and transversal, longer the trail the faster the ship. And rough size should be the box indicators on the over view. Pod Frigate Cruiser, BS, Capital.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Kent Reeves
#586 - 2011-11-16 02:22:03 UTC
Right click > fit to active ship
Right click stack > fit all to active ship
doctor sash
Ministry of War
Amarr Empire
#587 - 2011-11-16 02:23:37 UTC
Selling loot would go A LOT quicker if when you click on "sell item," a seperate window with market details automatically pops up. .It takes forever to empty a noctis cargo hold, and this could cut the time in half. It could be disabled in the menu for those who don't want it
Gevlin
Pator Tech School
Minmatar Republic
#588 - 2011-11-16 02:24:56 UTC
with a delayed local I think Spooling of Cynos would work well

Cyno does not register on over view until it is active. and Cover cyno just don't show up at all.

So a fleet won't be cynoed directly on some buddy like they do now, They would cyno off grid and warp to the target. Unless the cyno ship was a Heavy Interdictor with a Massive tank and a Bubble up

For the off grid, a person watching Scanning info will get an idea something may be coming if they decide to look.

Make programing the Bots a lot more challenging.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Il Feytid
State War Academy
Caldari State
#589 - 2011-11-16 02:30:11 UTC
Gevlin wrote:
Marlona Sky wrote:
Make damage control and drone control unit modules passive.


make a passive damage control unit. on top of the active one


The idea is to remove all of the needless activation clicking for the damage control. Only CCP knows for sure, but the damage control module is most likely the most activated module on every PvP ship. It uses one whole capacitor unit every thirty seconds. Why it was made as an active module has to do with some super ancient code on ship hulls or something, if I remember the dev correctly.

If it is easy to do then imagine all those activation clicks for that module gone. I doubt it will have much of an affect on the server, but my mouse would appreciate it and my thanks for one less tedious chore when it comes to roaming.
Gevlin
Pator Tech School
Minmatar Republic
#590 - 2011-11-16 02:33:53 UTC
Null sec Gate guns

With a twist
Have them Tie to a POS in System.
Allow the guns to be hacked to be able to tie them to a different POS

This way the enemy "Wanting to be Goon" Could drop a small tower hack your gate guns to his POS so when a miner of your Alliance decides to wait by the gate... Blamo!!

Though if you have sovernty in the system you would know the goon did something as he dropped the tower.... but not everyone of you alliance gets that email.

It would give smaller roams something to do, and required locals to patrol there gate guns in heavier ships

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Bubanni
Primal Instinct Inc.
The Initiative.
#591 - 2011-11-16 02:37:10 UTC  |  Edited by: Bubanni
Arrow Agression timer - possibly put it together with the new session change timer

Arrow New effect for when jumping through a stargate - Possibly something like the new capital jumping effect, being slinged towards space, instead of a small "bubble effect + cloak"

Arrow Idea for improveing active tankers in 0.0 blob warfare... Give repair modules a "+ to buffer tank", on a large armor repair it could be same or close to the amount of armor points a 800 or 1600mm plate gives (the main difference being the fitting requirements) or as some suggested, a resistance bonus (but I disagree with that)

Arrow Make active hull tanking viable :3 Buff the hull repair modules

Arrow prefired modules should be servered sided... currently, module often activates a full second/server tick after you locked a target... often allowing said target to warp even if your in a sensorboosted interceptor

Arrow make gallente the most agile ships, while winmatar still maintains the best speeds

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Lachesis VII
The Python Cartel.
Something Really Pretentious
#592 - 2011-11-16 03:09:46 UTC
In a previous post I mentioned that adding a slider to the directional scanner for setting range in 1AU increments would be nice. A few people have pointed out that they need less than 1AU granularity in their d-scanning for whatever reason.

So, I have an idea that meets everyone's needs (Fast and accurate adjustment of range, while maintaining near-infinite granularity): add a pair of buttons next to the range box that would add or subtract 150,000,000km (let's be honest, the mental math for calculating AU is much easier if you use increments of 150,000,000 km) to whatever number is currently in the box. The problem with the interface isn't that it's in kilometers (most people are smart enough to do the math), but rather that manually editing the range box is slow and tedious in situations where time is critical (hunting PvP targets who very much want to run away from you).

Something like that shouldn't be terribly difficult to code, and adds functionality and intuitiveness without removing accuracy for those who need it.
Daco Cutter
You know the Drill
#593 - 2011-11-16 03:09:50 UTC
I would like to see a change to T3s.

These are the two things about them that annoy me the most.

1. The fact you can be cloaked and interdiction nullified. I think you shouldn't be able to have both, should be able to have only one or the other, to the nullified or to be able to cloak.

2. 100mn ABs. I remember CCP didn't give the AF the AB bonus because people were putting 10mn ABs on them, well I think they same should happen with T3s you shouldn't be able to put 100mn ABs on them, so maybe a size restriction on some mods.
Lachesis VII
The Python Cartel.
Something Really Pretentious
#594 - 2011-11-16 03:14:35 UTC
Another idea:

Some way to a) see what the condition of drones in my drone bay is) I know the game keeps this information, as drones launch with the damage they had when they docked), and b) repair drones in my bay. Even if b) is restricted to dedicated droneboats, it would go a long way towards making drones a little more useful. Make it use nanite paste, and take a while (similar duration to module repair), or just be a passive ability on some hulls.
Logix42
Taxation Damnation
#595 - 2011-11-16 03:34:09 UTC  |  Edited by: Logix42
Bugs
Contact list - when people log off it does not always show

Warp tunnel is sometimes missing - highly disappointing! i like the warp effect

Go beyond the edge of space... Explore

Logix42
Taxation Damnation
#596 - 2011-11-16 03:38:35 UTC
Stuff that I don't think has been mentioned
Locator agents should automatically show the available mission and have the extra 'locate character' button in that window. would save many clicks

Ability to clear logs on station containers so they can be repacked and sold. When I move I don't want to have to trash them or come back 3 weeks later to sell.

Since so many people have been talking about it, it must be important. Please, add a directional scanner tutorial for beginners.

Option to show ISK balance on wallet button

Game Engine
Not sure if Eve runs on multiple cores yet but if not, it should. Top-of-the-line processors now have up to 12 cores with hyper-threading (newest Intel i7s). Don't let this go to waste!

Go beyond the edge of space... Explore

Logix42
Taxation Damnation
#597 - 2011-11-16 03:40:57 UTC
Things already mentioned that I endorse in no particular order
NOTE: this entire section could be deleted if there was somewhere to vote on each of these suggestions. So, have some way to vote up/down to avoid re-posting.

Revisit sound and music - they dramatically change the mood/feel of environments/situations

Drones should keep their mwd's ON if the target is faster than their orbit speed. A battleship should NOT be able to kite warrior 2's

Ability reconnect to lost drones if in range

When your own ship explodes, don't zoom into the pod, keep the camera at the same distance.

Post #34 - This is incredibly insipid, but when your pod bursts, rather than simply showing a loading bar and acting as if I just activated a clone jump whilst in the middle of space, the screen should flicker, flash, go dark and silent, and then slowly and blurrily fade back in.

HotKey for making a bookmark.

Add Clone Jump Timer Skill - if a pilot has that skill trained to 5 for example - the time period between clone jumps is 12 hours instead of 24.

Compact local member list, just showing names and standings without portraits.

Assets > Search should include stuff inside containers and ship cargoholds.

Highlight my orders on the market window.

Corp MOTDs in chat

Skill Queue window: A small search bar. I hate when I buy a skillbook that I already have.

A search bar in the mail window

Allow all actions that are available in the items window, in containers - example: sell, repack

Highlight own market orders

Search of assets should look inside containers and ship cargoholds

Drones, Drones, Drones - major ui revamped/extension for drones including shortcut key for launching and ability to see damage when they are in drone bay. Also Drone AI fixes.

Clear display of potential negative standings impact for a mission

Customizable orbit/keep at range distances

Names/notes for jump clones

Sell large number of items at once - currently very click intensive

For clone jumping and plugging in implants should have confirm window to automatically pause training, jump, start training

In the info window for a ship under the certificates tab should show if you have them or not

Color coded text for fleet commander / squad commander

See post #326 for how to deal with Jita spammers

Explosion damage colors

Major but cool - Comets, orbiting planets/moons, make solar systems move even if only slowly like IRL. NOTE: allow comets to be affected by gravitational stuff, planets might cause it to get catapulted into the neighboring system

More than 5 overview tabs

Organizer LP store with a sidebar like the market, collapsible groups etc

Neural remap for ridiculous large ISK prices - good ISK sink

Autopilot option to avoid Concord space

Clothing change without changing current model / portrait position

Go beyond the edge of space... Explore

David Grogan
University of Caille
Gallente Federation
#598 - 2011-11-16 04:06:31 UTC
reduce the size of cap charges by 50%.. this would allow for more active tanked fits.

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Yosarian
Koshaku
#599 - 2011-11-16 04:17:08 UTC  |  Edited by: Yosarian
Local chat channel display options.

Currently 0.0 / lowsec have the local chat channel separate and pulled narrow and tall to show as many characters as possible. This is done to see who else is in local, not to chat. It ends up being very space-inefficient, plus looks bad. But it's become ubiquitous.

The most important local information could be shown separately. Eg: total pilots in local, and numbers of each of corp, ally, blue, red, neutral etc. Then pilots wouldn't need to have their local chat channel pulled out separately.

Enable just a list of pilot names to be shown (no avatars), with their colour tag. This means many more names can be shown on-screen at once if the pilot chooses to pull the channel out from the others as is normally done now. Enable the chat-display part to be minimized.

- - - -

Preview mode for the ship fitting window. Enable pilots to see what the effects of modules would be prior to buying and installing them. A small change that takes the dependency off eve fitting tool.

- - - -

Usability of corporation and corporation asset management interface. Especially members and roles.

- - - -

Usability of overview settings. Stuff like making and saving tabs, managing brackets etc. Sharing overview settings simply and easily (eg corp / ally settings).

- - - -

The HUD: some optional extras:

A visual tracking gauge showing if you are tracking your target or not, and by how much.

A damage readout showing damage done over a longer time (eg last minute).

The center of the HUD itself looks dated too. Perhaps provide several different ways users can display basic ship data: armour / shield / hull / capacitor etc.

A simpler way to set ship speed. eg: Would be nice for an FC to be able to tell his fleet to all go at 300 m/s.

Overheating: trying to click heat on a single module is fiddly, the clickable target is too small.

- - - -

As many others have said: usability of drones. One specific thing to consider: currently scooping sentry drones is an unnecessary hassle. Perhaps if recalled sentries could un-anchor and move at heavy drone speed towards your ship?

- - - -

And fun stuff (and to make black ops a bit more viable): cov-ops logistics ships. Destroyer hull perhaps? Able to fit a cov-ops cloak plus bonuses to remote rep range and amount. Or a t3 destroyer subsystem configuration to achieve the same end result.
William Loire
Deep Core Mining Inc.
Caldari State
#600 - 2011-11-16 04:21:48 UTC
Seconding (or thirding) removal of up down. I understand the Engine may not allow for this to be done properly. Possibly a minor adjustment so ships don't realign with the horizontal plane upon stopping?