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blankseplocked Live Dev Blog - Can you feel the Heat? - QUESTIONS
 
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CCP Wrangler

Posted - 2007.05.24 15:00:00 - [1]
 

Please post your questions for the next Live Dev Blog here, make sure you read through the thread so the same question isn't posted more than once.

This is a thread for posting questions only, not a discussion thread. Any posts discussion other people's questions will be removed.

If you have no clue what I'm talking about, check this thread.

Kvarium Ki
Igneus Auctorita
GoonSwarm
Posted - 2007.05.24 15:37:00 - [2]
 

The entire heat idea sounds cool but at the same time it just seems like an other potential cause for lag. We allready have the gang bonuses that seem to cause lag won't this just add to the problem?

KK

Magunus
The Forsakened Few
Posted - 2007.05.24 16:00:00 - [3]
 

Is heat equivalent to tech 3? It doesn't sound like there will be new modules associated with heat, just the ability to modify existing modules slightly, so does heat have anything to do with industry? (Beyond increasing demand for some things by blowing them up by overclocking.)

Dr Aryandi
Posted - 2007.05.24 16:15:00 - [4]
 

What sort of a GUI are you going to have for heat? How can we adjust individual modules and easilly see the heat status of the ship without overloading the GUI?

Kala Veijo
Veto Corp
Posted - 2007.05.24 16:21:00 - [5]
 

Are overheated modules completely destroyed? Start a fight with new shiny Faction siege launchers, click "overheat all" button and crash to desktop. When I get back, have all my highslot modules just disappeared because I wasnt there?

Treelox
Amarr
Evolution
IT Alliance
Posted - 2007.05.24 16:26:00 - [6]
 

Will "Heat" be availble for my Roid Strippers?

Or is this another case of where the ship to ship combat gets all the love and us more passive types get nada?

Lord Darkness
Super Muppets Accumulated Space Holding Inc
Posted - 2007.05.24 16:42:00 - [7]
 

Will damage repair be added as a starbase module in the case that your ship overheats in deep space?

Dwindlehop
Uninvited Guests
Rote Kapelle
Posted - 2007.05.24 16:43:00 - [8]
 

*snip* No discussions, only questions - Wrangler

Two more questions:
Will your opponent be able to affect your heat level?
Will there be ways to manage your heat apart from not overloading your modules?

Doomed Predator
Red Federation
Posted - 2007.05.24 17:00:00 - [9]
 

Will every module have the ability to overheat?

Will every module overheat at the same rate?

Will there be any skills/modules/rigs that will influence overheating?

Will there be any units given so we can calculate how long until a module overloads and get destroyed?

Will the overhead be constant or will it be chance based( as it if you're lucky your module will last much longer than normal when overheat is turned on, but if you're unlucky your module will overheat and get destroyed in a few intervals)?

Callistus
The Scope
Posted - 2007.05.24 17:10:00 - [10]
 

Currently on sisi heat is seperated between the high, mid and low slots. So you can overload both your guns and tank with no added drawbacks compared to overloading one or the other.

Was not the original intention of heat to enable you to overload a certain aspect of your ship at the expense of another aspect? i.e. you could overload your guns at the expense of your tank, or vise versa. Why the change?

--------------------------

To address some of the questions about the UI, this is what is currently on SISI at the moment:

http://img456.imageshack.us/img456/252/heat1mq1.jpg

http://img452.imageshack.us/img452/614/heat2tp5.jpg

The green segment at the top is the button for activiating the overload and the red segments represent the damage to the module. Once the damage reaches 100% the module is destroyed.

Terghon Tu
Amarr
Posted - 2007.05.24 17:23:00 - [11]
 

Edited by: Terghon Tu on 24/05/2007 17:25:08

  • Will Thermal damage affect Heat for modules (making it riskier)?


  • Can there be anti-Heat modules like heat sinks (not the current module) that reduce the potential damage or lessen the chances of damage?


  • What is being done to address the potential abuse of "gank" setups where you only need a couple salvos? Current gank setups make for very fast combats, which you said before you want to slow down. Heat would seem to go in the opposite direction.


  • More of request than a question; please don't create rare faction mods that can benefit greatly from being overheated without too much risk of damage (like when paired with a rare faction heat moderator for example).


  • What is being done to make sure that Heat is an optional play tactic, and not a "must" to be competitive?


  • Modules being damaged or destroyed isn't much of a drawback for rich players. Are you planning any other drawbacks to make choosing to "overheat" a real choice instead of just another expense or "operating overhead?"


  • Will existing modules like Heat Sinks get additional abilities to mitigate overheating damage or will it only be new modules (assuming their are any mitigation modules at all).


  • Combat is still fast, and lower framerates make module-by-module changes annoying now. For example changing crystals on eight lasers can take me a full minute or more if I'm lagging a bit from too many missiles. Is Heat going to be an on-the-fly adjustment that could be too much of a bother or will it be a "setting" that people change for a combat and leave alone?


  • Are there any plans to make Heat affect individual modules only? For example: could I fit 6 Mega Pulse lasers and 2 Dual Heavy Pulse lasers and choose just to overload the Dual Heavy ones to equal the punch of the Megas?


  • Timeline beyond Soon™?


  • Can I write stories about Heat or are the main details still in flux? Smile

Tipz NexAstrum
Celestial Horizon Corp.
United Corporate Ventures
Posted - 2007.05.24 17:39:00 - [12]
 

Edited by: Tipz NexAstrum on 25/05/2007 04:41:47
<edited>

Thought about it, turns out I don't care Razz

DigitalReaper
Posted - 2007.05.24 17:46:00 - [13]
 

if modules are heavily damaged will this increase their chance of being destroyed with the ship?

If so is there anything being done to stop people purposely damaging their modules so that most/all of them will be destroyed if they die, leaving the attacker with very little to show for their trouble?

Cailais
Amarr
Diablo Advocatus
Posted - 2007.05.24 17:46:00 - [14]
 

How long (roughly) will a take for a heat stressed module to cool?

Any plans for other modules to effect, or be effected by heat? i.e Nos draining cap and heat from a target while adding cap and heat to your own ship?

C.

Valator Uel
Caldari
X-pell
vae Victis .
Posted - 2007.05.24 17:56:00 - [15]
 

Will certain races (or ships) have better heat disipitation than other races (or ships)?

Cyberus
Caldari
Macabre Votum
Morsus Mihi
Posted - 2007.05.24 18:52:00 - [16]
 

Edited by: Cyberus on 24/05/2007 18:52:14
Just was on sisi. Looks awesome that heat thing. Once i did turn on overload modules start poping so fast that i was not even able to turn them off.

So question: Is it already balanced? Because if it yes, then i will for sure stay out of overload the modules cause they pop like after 2-3 actiavations (just seconds) but heat indicator still between 50-75%. :(.

Inspiration
Posted - 2007.05.24 18:57:00 - [17]
 

* Will there be an automatic failsafe option that prevents module destruction?

* Will such a feature be part of a damage control module or another new one?

* What is the scale of the abuse we can be expected to put at work here before they fall back into safe mode or break.

* Will there be something that repairs damage done to modules.

* Will damage to modules be gradual or instant?

* If not instant, will the associated cost of module repair at stations be substantialy increased and become a potential new ISK sink to counter inflation? You guys are in constant fight iirc to control mission inflation and hence the constant nerfing. This looks like an oppertunity...will you take it?

Blind Man
Caldari
Point Blank Carebears
Posted - 2007.05.24 19:02:00 - [18]
 

Edited by: Blind Man on 31/05/2007 19:29:36
will the heat mechanics be changed so that a module gains heat over time, and if left overheating for too long THEN it takes damage? because at the moment heat takes no skill to micro at all, it is just overloading = damage over time to the mod, if it stays like this imo nobody will use it as you will have to be near a station after every fight to repair modules, it would be much better if it took player skill to overheat/let cool off mods and have to manage it by yourself in order to prevent damage/destruction to the mod...

Adam C
Rionnag Alba
Triumvirate.
Posted - 2007.05.24 19:12:00 - [19]
 

REPOSTED

If answering questions only related to HEAT then I got this;-

Comment: Going by the sisi UI of heat and hud (thus far) its pritty *bleep* No indication of whever a module of "overloading or not" (for what i could tell on my limited time on sisi)
Q: Will the UI for heat have the proper colours (ie red overlay for heat)
Comment: and indications for speed is a bit ugly looking try changing the speed indicator to blue n stuff.

If devs will answer any questions i'd much rather ask this;-

Q: Will they be a support mechanism in coming patches to show whom has advanced leadership skills &/or gang modules in gangs (ie icon next to name in gang or something in overlays.


Thanks and happy dev blogging. o/

Ridjeck Thome
DEATHFUNK
Atlas Alliance
Posted - 2007.05.24 19:14:00 - [20]
 

is heat part of the mechanics envisaged to give Amarr 'oommphhh'?

Polysynchronicity
Amarr
Posted - 2007.05.24 19:20:00 - [21]
 

Will there be a matching option to "underload" your modules so that you can overload other modules with less risk?

icarus braciolini
Blue Republic
Posted - 2007.05.24 19:59:00 - [22]
 

Edited by: icarus braciolini on 24/05/2007 20:01:05
when and what is being done to fix the glitches in the drone region (exploration bugged) and can we have a definative hint at any goodies that are planned to be released for this specific area?

on a related topic does ccp plan on doing anything to fix the mineral economy? seems like low ends increasing in value only help to support macro miners who mine these empire minerals.

finally, any hint at all of mining fixes? perhaps a count down or a movement on the screen like a clock to show the depletion of an asteroid?

Jim Lovell
Gallente
Best Path Inc.
Ethereal Dawn
Posted - 2007.05.24 20:09:00 - [23]
 

Will Tech3 handle heat more efficiently, how will t3 manufacture occur, will bpc's be found via exploration or a lottery etc?


Hunlight Faithus
Heroes.
Posted - 2007.05.24 22:20:00 - [24]
 

Will each race have heat affect them in different ways?? and also do different mods have different thresholds to heat so u can overload some mods more than others?? Also i remember reading somewhere an amarr boost was planned, what will this invole or is it just rumour.

n0thing
Wreckless Abandon
Posted - 2007.05.24 22:24:00 - [25]
 

Will heat only be applied to active modules, or can also modify ships stats like capacitor overcharge, maybe even some sort of drone/fighter hardwiring that would have chance of completly loosing control of drones?

Tareen Kashaar
Gyoza Society
Posted - 2007.05.24 22:31:00 - [26]
 

My primary concern is what kind of UI will be used to control heat: Will it be another right-click intensive mouse-slugfest (like for example switching ammo types or controlling drones), or are there any plans to streamline the UI with more keyboard shortcuts to increase the usability and handling of our ships in already hectic combat?

One thing that comes to mind is removing the UI auto-focus on the active chat window whenever any standard letter key is pressed. Removing this and adding, say, a hotkey to activate the chat window (like pressing Enter before you can type) would free up much more keyboard space for useful shortcuts to control aspects of our ships. What are the devs' thoughts and philosophies on this matter?

Callistus
The Scope
Posted - 2007.05.24 23:57:00 - [27]
 

Originally by: Tareen Kashaar
My primary concern is what kind of UI will be used to control heat: Will it be another right-click intensive mouse-slugfest (like for example switching ammo types or controlling drones), or are there any plans to streamline the UI with more keyboard shortcuts to increase the usability and handling of our ships in already hectic combat?

Check my previous post.

Sinnbad Mayhem
Posted - 2007.05.25 01:43:00 - [28]
 

Sup Tuxy

1. Do you plan to introduce Heat bonuses on any of the ships?

2. Can we preset the use of heat before a fight? Or at least set a limit ?
or is this simply on the fly usage?

3. How do you repair a heat damaged mod at a pos?

4. Will mods destroyed by Heat simply disappear from the fitting and CPU/Grid be available instantly? (allowing you to online another mod in another slot that was offline)

Sounds kinda neat. Anything that that makes each combat experience more unique gets my vote.

S&M

Seramyr l'Ethia
GoonFleet
GoonSwarm
Posted - 2007.05.25 01:48:00 - [29]
 

Edited by: Seramyr l''Ethia on 25/05/2007 01:47:07
Are there any plans to implement overload bonuses more tailored to the strengths of any given module rather than a blanket RoF/cycle speed increase for most fitting types?

Artillery/missiles get more frontloaded alpha rather than dps over time, ECM jammers get stronger delock strength rather than swifter activation time, and so on.

w0rmy
Destructive Influence
IT Alliance
Posted - 2007.05.25 02:15:00 - [30]
 

Edited by: w0rmy on 25/05/2007 02:17:46
My question is a 2 part question:


What assurances do CCP have that this new feature, and the additional calculations it does, will not have any impact on Server Performance and in turn lag caused by Server Performance.

If the answer is none or the equivilant ramble of none, why oh why are you implimenting it???



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