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 Module sets 
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Joined: Wed Dec 19, 2012 1:00 am
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Hi,
what about having an option to make 2-3 own sets of modules to have mounted on ship per player ?

Reason:
As players rank up and gain decks = also more and more modules, from time to time we need to swith modules from uninstalled to installed for scanning, PvE, energy recharge/rank ups. More modules - more time to click, while the size of icons change and thus sometimes I personally almost sell my modules. I can not imagine the time needed for mid and high rankers with plenty of modules.

Logic:
- the cost 10% decrease upon uninstalling of modules would stay, so as need to repair (manually?!)
- the deck limit would apply - if the free decks would be lower than decks required for modules in set the switch would not be perfomed - error message would show up ("Modules not possible to switch, not sufficent free decks.")
- could take up to 5-10 secs (if required from technical reasons or in case of attack on ship etc)
- each switch could cause a symbolic amount of energy: 2/5/10 just to make people think (but it is not necessary to have it)
- number of modules per set solely per coding possibility 50/100 or maybe only 20 (TBD by Dan as dev)
- only one set of modules active/mounted on ship

The coding for "sets" could be also later used in case we would later have "Item sets" which would as set grant an ability to the owner.
"Regular Battlegrounds"

Questions/comments/suggestion? Post it bellow ;)

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Mon May 20, 2013 10:16 pm
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no feedback?

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Tue May 21, 2013 8:39 am
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I believe I've seen an idea like this is taken down for the reason : you're too lazy to install/uninstall mods ?

While I do support this idea (meaning it is only a way to do it quicker, not as a workaround to get lesser repair cost, lesser deck, etc.), some people always T-down this idea.

As for me : +1


Wed May 22, 2013 12:49 am
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The biggest reason to not implement this suggestion (which btw is brought up quite often) is that in essence, you would have to have 2 (or more) complete ship sets saved on the server. This uses more data storage and can potentially lead to an increase in system lag.

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Wed May 22, 2013 2:29 am
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Darth Flagitious wrote:
The biggest reason to not implement this suggestion (which btw is brought up quite often) is that in essence, you would have to have 2 (or more) complete ship sets saved on the server. This uses more data storage and can potentially lead to an increase in system lag.

This. Sorry flux.

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Wed May 22, 2013 2:53 am
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How about instead of this since it may cause lag just have it set up like the arti page is now where if you install or uninstall something from the page it leaves you on that page instead of taking you back to the start. I don't see how that would cause lag and it would save a ton of time for each player.

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Wed May 22, 2013 3:18 am
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mojo311 wrote:
How about instead of this since it may cause lag just have it set up like the arti page is now where if you install or uninstall something from the page it leaves you on that page instead of taking you back to the start. I don't see how that would cause lag and it would save a ton of time for each player.

Yes! Dan, while you're active in fixing some flaws with the game, can you address this too?

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Wed May 22, 2013 3:26 am
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Darky wrote:
mojo311 wrote:
How about instead of this since it may cause lag just have it set up like the arti page is now where if you install or uninstall something from the page it leaves you on that page instead of taking you back to the start. I don't see how that would cause lag and it would save a ton of time for each player.

Yes! Dan, while you're active in fixing some flaws with the game, can you address this too?


agreed. This won't really require anything server end as it's more likely more of a client end script matter.

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Wed May 22, 2013 3:34 am
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I think it maybe best to add a search mod box to ship builds. OR a lock page. that way you can search or go in the pages and not be bummed back to page one every time you try to switch mods. This would be eassy to program i think, and Cut alot of time out. Also part of SSB or MSB sadly id having to install or uninstall mods. one of the down falls. But speeding it up a little could be a good idea.

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Wed May 22, 2013 3:36 am
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Darth Flagitious wrote:
The biggest reason to not implement this suggestion (which btw is brought up quite often) is that in essence, you would have to have 2 (or more) complete ship sets saved on the server. This uses more data storage and can potentially lead to an increase in system lag.


I see your point, thanks for clarifying.
Just a side note... what if the the sets would not be for "complete ship sets" - as I mentioned, the number of modules would be limited.
Just wondering, as this solution I know from other game, that how they could achieve this functionality and pe rmy experience have no lag issues - althought the loading took max 2 seconds.

EDIT: what about a mini-Halcyon effect for module switch? Like 5-10 secs?

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Wed May 22, 2013 6:32 am
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mojo311 wrote:
How about instead of this since it may cause lag just have it set up like the arti page is now where if you install or uninstall something from the page it leaves you on that page instead of taking you back to the start. I don't see how that would cause lag and it would save a ton of time for each player.


Even a small change like this would make a huge difference!

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Wed May 22, 2013 1:39 pm
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Darth Flagitious wrote:
The biggest reason to not implement this suggestion (which btw is brought up quite often) is that in essence, you would have to have 2 (or more) complete ship sets saved on the server. This uses more data storage and can potentially lead to an increase in system lag.


This seems to be brought up by you a lot in your counter-suggestions, but lots of things have been implemented since you last said this, and I haven't noticed an increase in lag. (Legion Missions, Ship Allys, Legion Recruitment, etc)

Oh, and remember that technology isn't perfect yet. It does still take time for things to be processed, so what you're calling "lag" is likely nothing more than the server doing its job - That cannot be prevented, so I think your argument is invalid. :mrgreen:


(For the record, I haven't been feeling very well the past week, so if you do happen to come back with an ass-kicking argument, please be nice)

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