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Player Features and Ideas Discussion

 
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Active modules "Always On" option

Author
cs0amc
Caldari Provisions
Caldari State
#1 - 2012-01-03 10:20:10 UTC
This must have been thought of before, but it would be very useful to have an "always on" option when fitting a module which would under normal circumstances (energy available) be activated at all times for example active tank modules, tracking comps etc.. This could also enable theoretical values (hp/tracking/scan res) to be calculated in the fitting screen as any modules would automatically be activated on undocking.

I can't see this would give a significant advantage to persons using active modules as the modules would still require energy to run..

Just my 2 cents ;)

cs
Nestara Aldent
Citimatics
#2 - 2012-01-03 10:32:44 UTC
They're always on even now, until you turn them off or cap runs out. I know what you mean, modules to be on even if you don't start them, but I don't really see how that change would be useful.
Misanthra
Alternative Enterprises
#3 - 2012-01-03 10:32:46 UTC  |  Edited by: Misanthra
is it that hard to turn on mods after you undock or make a jump or reload ammo?


If if thats rough, go buy one of those programmable keyboards. They are an excpetion to the botting rules. YOu got a keyboard that can turn on rep/boost and 3 active hards by programming say letter T to do that...have at it. CCP allows these...as you still have to be there to press the T and well they can't cut off thier hardcore gamer base who spend the $100+ for these keyboards lol. NOw if put this in the middle of bot client code segment...then you are in violation.
Morgan North
Dark-Rising
Wrecking Machine.
#4 - 2012-01-03 11:02:56 UTC
Thing is, only when your ship is in space, do those modules come activated. They directly affect your Capacitor ammount while in space or in station, and then there'd be the overheating problem.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-01-03 12:46:06 UTC
I'm assuming this is so you can autopilot without having to worry about turning on your tank and prop mod, right?

Not supported. Play the game.
Robert Caldera
Caldera Trading and Investment
#6 - 2012-01-03 13:18:17 UTC
this would also nerf suicide attacks on carebear ships since they try to get you with your pants down (without invuls on etc).

High sec is already too safe -> not supported.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#7 - 2012-01-03 13:33:37 UTC
Having an option to turn them on automatically after every warp would be a nice little thing to have.
J Kunjeh
#8 - 2012-01-03 14:39:51 UTC
And what problem, aside from your laziness, does this "solution" solve?

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Monty Kvaran
State War Academy
Caldari State
#9 - 2012-01-03 15:10:43 UTC
Well, it would be nice when your roaming looking for a fight... just make autopilot override the setting, first jump with autopilot on, everything shuts off like normal. Only allow it to work for modules that can be activated during warp (no AB/MWD).