These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Assembly Hall

 
  • Topic is locked indefinitely.
 

Queued ammunition/script reloads

Author
Aamrr
#1 - 2012-01-23 14:47:04 UTC  |  Edited by: Aamrr
Please let us change the ammunition/script in active modules. Let me explain with an example:

  1. A pilot has fitted a tracking computer to his midslot. He has placed an optimal range script into the module and has activated it.
  2. He decides he would prefer a tracking bonus, instead. Without deactiating it, he right clicks the module and selects the tracking speed script.
  3. The module completes its current cycle with the optimal range script effect functioning as normal.
  4. At the end of the cycle, the module automatically changes scripts and resumes with the new effect.

In effect, this lets us "queue" the change ammunition action until such time that it can be carried out successfully. Particularly in laggy situations, deactivating the module for an ammunition change can leave us without the benefit for almost a full cycle. This will make "instant" ammo switching actually function as advertised.

Even better, this kind of functionality will combine three server requests (deactivate module, switch ammunition, reactivate module) into one request, which should reduce server load.

If you can make it function for turrets and missiles, it'll be even better -- imagine firing scorch at your target, selecting conflag, and then have your turret resume firing with that crystal at the next cycle. If I'm switching ammunition, it's obviously because I want to shoot another ammo, not because I want to stop shooting.