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blankseplocked [Proposal] Numbering the slots
 
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AurielS
Posted - 2010.12.07 15:30:00 - [1]
 

Edited by: AurielS on 07/12/2010 15:34:15
My suggestion is to show the number of a slot in the front interface (where you can see your capacitor, shield, armor, modules, etc). This way you can easily figure out what module is being used in another object (like which turret is firing at an enemy). Also, it'll be easier to know in which position each real module is placed.

De'Veldrin
Minmatar
Norse'Storm Battle Group
Intrepid Crossing
Posted - 2010.12.07 15:49:00 - [2]
 

What? You're going to have to go back and explain that - because I don't really understand why you would even think it's necessary.

Biocross
Posted - 2010.12.07 15:52:00 - [3]
 

I think he refers to it being possible to tell which module, gun, tractor, etc is active on what.

If you have done salvage its very obvious why this would be useful. Very support.

AurielS
Posted - 2010.12.07 16:08:00 - [4]
 

An example is during the salvage. Suppose you're targeting five wrecks, but has only four tractor beams. One of the wrecks is really close and the other four are far away. The one which is closer come in the range of the salvager, and so you want to release the tractor to pull another wreck. But how do you know, visually, which module is being used in this wreck?

Another example: by fitting the modules for the first time, they are organized in the same order in the fitting screen and HUD. However, if you change their positions in the HUD, there's no easy way to know how the organization of the HUD and the fitting screen is related.

Jai Di
Caldari
Posted - 2010.12.07 16:25:00 - [5]
 


FinnAgain Zero
Roving Guns Inc.
RAZOR Alliance
Posted - 2010.12.07 16:30:00 - [6]
 

Originally by: AurielS
Suppose you're targeting five wrecks, but has only four tractor beams. One of the wrecks is really close and the other four are far away. The one which is closer come in the range of the salvager, and so you want to release the tractor to pull another wreck. But how do you know, visually, which module is being used in this wreck?


You see an icon of a tractor next to the locked wreck. You click on the icon. The tractor turns off.
Then you get a beer.

Not supported.

AurielS
Posted - 2010.12.07 16:33:00 - [7]
 

Why don't make it more obvious and easier?

Kami3k
Snatch Victory
Posted - 2010.12.07 16:38:00 - [8]
 

Originally by: AurielS
Why don't make it more obvious and easier?


Because there are bunch better things CCP can work on. Like fixing actual problems with EvE, not you being lazy.

De'Veldrin
Minmatar
Norse'Storm Battle Group
Intrepid Crossing
Posted - 2010.12.07 16:47:00 - [9]
 

Edited by: De''Veldrin on 07/12/2010 16:47:32
Originally by: Biocross
I think he refers to it being possible to tell which module, gun, tractor, etc is active on what.

If you have done salvage its very obvious why this would be useful. Very support.


I have done salvage, it is possible to tell, and it's easy to turn off an individual one.

Originally by: AurielS
Why don't make it more obvious and easier?


What is more obvious and easy than "Click the icon next to the target you care about?"

Biocross
Posted - 2010.12.07 17:17:00 - [10]
 

I.. didn't know you could do that. You live you learn, also, thanks.

Still don't think it would be a bad idea to be able to push a hotkey to see the slot numbers of the modules tho. Or that it would be particularly hard to do if the interphase already tracks this.

AurielS
Posted - 2010.12.07 17:23:00 - [11]
 

Originally by: Biocross
I.. didn't know you could do that. You live you learn, also, thanks.

Still don't think it would be a bad idea to be able to push a hotkey to see the slot numbers of the modules tho. Or that it would be particularly hard to do if the interphase already tracks this.


And I wouldn't be lost when trying to arrange the order of the slots.


 

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