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Player Features and Ideas Discussion

 
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Module Cycling

Author
Sard Caid
The Tuskers
The Tuskers Co.
#1 - 2015-05-22 01:18:08 UTC
I recently had an idea about module cycling to improve micro management of modules. I explained it visually on an imgur album. Written out, what if instead of having an active module shut off to a fully inactive state, if I were to reactive the module before the cycle duration ends, it swaps back to a green state. Here's the process as it's currently implemented on TQ:


  1. Turn module on (status green)
  2. Turn module off (status red)
  3. Module finishes cycle
  4. Player sends request to server to start module, server tick occurs
  5. Module turns back on (status green)


Lets say I was mashing tackle on a target, an accidentally told my module to turn off. With perfect reactions, the target would have a second to warp off, more likely longer. Now let's run the same scenario with my proposal:


  1. Turn module on (status green)
  2. Turn module off (status red)
  3. Reactivate module before cycle time finishes
  4. Module back to on state (status green)


This kind of change would make the game more forgiving where players are bound by the limits of server ticks.
joecuster
Iron Inquisition
Brotherhood of Spacers
#2 - 2015-05-22 02:00:01 UTC
Nope, go back to start