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Player Features and Ideas Discussion

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Improving the Fitting Experience

First post First post
Ghaustyl Kathix
Rising Thunder
#221 - 2015-01-07 17:25:17 UTC
Allow us to link guns in the fitting window, and hopefully link guns in saved fits.
Pandemic Legion
#222 - 2015-01-07 17:32:35 UTC
Could you change the way EHP is calculated? Currently the in game stats give the lowest possible amount. Lowballing is all well and good, but it does some weird things when changing from armor to shield. It seems to select the lowest resist for each type of tank. That doesn't make any sense. Someone firing em at your shields is unlikely to perfectly switch to explosive when you go into armor.

If you're going to calculate and display the lowest EHP value can you just pick the lowest value from among the 4 damage types?
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#223 - 2015-01-07 18:18:35 UTC
Wishlist, optimizing a given fit.
As example a full t2 fit given from a vet for a newer player, it calculates automatically which modules to fit with the current player level and how it would differ from the original. If he gets multiple choices maybe a matrix with cap resist dps tracking and rep per second plus buffer.
Simulacra and Simulation
Goonswarm Federation
#224 - 2015-01-07 18:31:15 UTC  |  Edited by: Rain6637
Dersen Lowery wrote:
Rixx Javix wrote:
As usual I can't leave well enough alone and decided to quickly mock-up what I was talking about in the previous post. Again, this was done quickly and essentially used what is already available with some improvements taken from suggestions in this thread.

Fitting Window UI Concept

UPDATED to make the image larger and clean up a few things.

The biggest win of this design is that it reinforces the HUD layout. It's also clean and pretty, but the reference back to the UI that you use to fly the ship is pure win.

However, I'm not sure if it would be as intuitive for people like me who put all frequently activated mods on the top row, because modifier keys are annoying and/or bound to voice activation.

It looks pretty but It's so thrown around everywhere...
Lucas Padecain
Black Rebel Rifter Club
The Devil's Tattoo
#225 - 2015-01-07 18:35:24 UTC
Ghaustyl Kathix wrote:

You can already link guns in the fitting window by holding Shift and dragging a gun on top of another. Linked guns saved in fits would be cool, though.
Simulacra and Simulation
Goonswarm Federation
#226 - 2015-01-07 19:30:49 UTC  |  Edited by: Rain6637
It's really simple. Use the ship view as a simulation, and add the rack interface under the table.

for items not owned, allow drag and drop from market UI like normal modules. make them whited out / ghosted.

as for pretend skills, those five little squares that show a skill from 0 to 5... make them toggle-able like a checkbox.

(now that's more presentation and interaction than EFT or Pyfa are capable of).
Goonswarm Federation
#227 - 2015-01-07 20:04:12 UTC
When creating saved fits, does it currently remember the online/offline status of fittings? If I create a fit with offline modules (i.e. offline bomb launcher on a bomber) and save it, will any subsequent ships fit with that saved fit use the same module offline settings? (I have not tested this myself, hence my question)

If saved fits currently do not do this, I would request that this be added to saved fits: remember online/offline status of the fit when applying a fitting to a ship. If it already does this, then great!
#228 - 2015-01-07 20:53:11 UTC
What a great idea!

Some things I would like to see are:

A new button on Neocom / next to browse in Ship Fitting similar to Bookmarks for browser. Just with fittings for your current ship only, so you don't have to open 2 different windows and then browse through 50 different ships to find it. Simply click this button, and a small menu pops out with the fits for your active ship. and you click the fitting you want to fit.

For the little fitting window you get when you click a link to a fit, add cargo size, DPS, EHP, EHP/s, optimal, fall off, target range and drone control range to be displayed somewhere in it. These are the numbers players usually give together with their fits to compare them. This will spare a lot of exporting from Eve to fitting tools just to see basic numbers. For a simple solution I would personally prefer it be listed with maximum skills, so everyone see the same numbers. An option between no, yours and max skills would of course be nice, but would require re-calculating the stats nonstop and not just store 8 numbers as part of fit.

Rework of the fit command, so it fits unpacked drones / modules first, and not unpack new ones. It is rather annoying to have 20 ungrouped drones in Drone Bay every time you undock, and eventually 500 unpacked Hobgoblins in Item Hangar.

Loaded ammo being stored as part of fit (needed for DPS math, handy for missile mission runners who have to swap every mission) - this would require the fit command to be fixed as mentioned above to not make it unusable for laser people with damaged crystals.

Include all cargo in the fit so you won't have to do all the micromanagement every time you dock, just fit your combat fit and loot is automatically unloaded (its not part of the fit), weapons reloaded, ammo and drones restocked. Lore wise would be similar to a hangar crew giving your ship a checkup.

Module on/offline status being stored as part of fitting.

Weapon groups being stored as part of fitting.

Suggest Item function (EveHQ has this fx), right click a slot and the type of modules that can fit there are listed. It can be a quite overwhelming list, but as a newbie I found this function very helpful in helping me find out what options I really had. Possible make it a completely new window that opens with sorting and filter options. Sort of similar to Compare Tool, just with filters as well, so you can fx find modules that either increase cap or reduce cap recharge time, you have CPU left for, you got the skill for etc.

A complete In game fitting tool is a nice idea, but it is also a large project. I would want it to include the ability to just add and remove skills to the pilot similar to EFT. Not prerequisites (then you got no idea what you actually add, and it is impossible to undo it without completely resetting the pilot), just the ability to set any skill at any level to see the effect on DPS, cap etc, then set it back to 0 to go explore something else or leave it at that level and see the cumulative effect with the next skill you change. If it is made then planning should be done to integrate it with a future in game skill planner, please don't make more PoS code that prevents good changes because it is impossible to work with.
Ranger Corp
Vae. Victis.
#229 - 2015-01-07 21:15:28 UTC
I'd like to see a drop down menu off to the side that could show all skills affecting the current ship/fittings. Have the option to easily see how major stats (EHP, dps, range/tracking/falloff, speed, etc) are changed if you trained specific skills up just a little bit more.

For bonus points, include an option to hide the skills you already have to five.
For super-bonus-happy-fun-time points, include skills you don't even have yet that could potentially affect the fit (the advanced versions of the EW skills and the advanced gunnery/missile skills are good examples)

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in"

Ii Kusanagi
#230 - 2015-01-07 21:56:22 UTC
A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot.
Comrade Blade
Licence To Kill
Mercenary Coalition
#231 - 2015-01-07 23:12:50 UTC
Let us sit in and fit ships we don't have the skills to fly plz just don't allow us to undocked in them). Every Corp/alliance logistics guy will love you forever.
Ranger Corp
Vae. Victis.
#232 - 2015-01-07 23:32:07 UTC
Ii Kusanagi wrote:

you can do this right now. I drag lots of modules at the same time (ctrl + click on each stack) to the center of the ship in the fitting window, and all the modules go to their correct slots.

you can also highlight a bunch of different modules, right click on one, and click fit to ship, and they'll all go in correctly.

I got a Feature Added!


Dark Drifter
Sardaukar Merc Guild
General Tso's Alliance
#233 - 2015-01-07 23:57:32 UTC
add the following functionality to each rack in the fitting window.

1- a toggle for active state I/O (i showing stat modifications due to active modules)
2- a toggle for overheat state I/O (i showing stat modifications due to overheat status, also show time to burn out)

these 2 could be right click options on modules in the fitting window

3- a toggle buttons next each rack H/M/L for the same states as above but this applys the state to the entire rack


make the drone bay part of the fitting window where you drag and drop drones in to it and it will show thair stats (and altered stats)
im going to hate myself for saying this but make it like a mini spred sheet.

as for your 'fry b4 you buy' brain hemorage.
i would sugest that you make it an in station thing where you can try it out in 'vr'

make a few senarios. that the player can tackle. in what ever fit that want (must be imported from a saved fitting)
-no time limit
-no rewards

this will allow them to select a fit, select an enemy type, AI compitance (mission/clone/faction/sansha/sleeper/burner)
Simulacra and Simulation
Goonswarm Federation
#234 - 2015-01-08 02:04:57 UTC
I think you can do one better than letting people sit in ships they don't have the skills to fly, by making the fitting window a simulation center.

Allow drag-and-drop of ships and items from market to populate the fitting window, and allow skill queue to function as a ghost skill planner (like EFT). Also include a training time for all hypothetical skills. So my young pilot whose skill sheet looks like this can ghost queue whatever skills she'd like to view the simulated performance of the ship in fitting window.

Implants would work the same way, with drag-and-drop functionality to ghost over whatever is plugged in.

It would also be nice to apply effects to the whole thing, such as wormholes, leadership boosts, and ewar. I think this could be handled with drop-down menus for Fleet Commander, Wing Commander, Squad Commander, according to ship with links (and assuming all skills are perfect, and mindlinked).

So each leadership spot would have identical drop-downs or right-click trees like:



Command Ship

-Armored Warfare Mindlink
-Siege Warfare Mindlink
-Skirmish Warfare Minlink
-Information Warfare Mindlink
-Republic Fleet Mindlink
-Caldari Navy Mindlink
-Imperial Navy Mindlink
-Federation Navy Mindlink

T3 Warfare Booster

-Armored Warfare Mindlink
-Siege Warfare Mindlink
-Skirmish Warfare Minlink
-Information Warfare Mindlink
-Republic Fleet Mindlink
-Caldari Navy Mindlink
-Imperial Navy Mindlink
-Federation Navy Mindlink

And a system effect drop-down including things like:


-Black Hole
-Wolf Rayet
-Cataclysmic Variable
-Red Giant



Shattered Wormholes



-nerfed stuff
-blah whatever incursions do

Oh, and mining boosts.

-Mining Foreman Mindlink
-That other mining mindlink
The Scope
Gallente Federation
#235 - 2015-01-08 04:13:27 UTC
Just put EFT/EVEMON into the game.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#236 - 2015-01-08 04:38:52 UTC
I feel as though the fitting window should have two modes, one advanced and one condensed. The condensed one would look similar to todays however with updates.

Showing modules on/off or overheated along stats and accurate EHP and damage as well as dps for individual groups of drones and allowing "ghost fittings" showing you stats of fitting a ship with modules you don't have to test out before you buy would be among the improvements.

The advanced window would combine information from inventory, fitting, market, and item/ship info windows all on one screen. The screen itself would open full screen similar to ISIS or the in game map. This gives maximum fitting power for the player giving them a layout of what they have, what they need and what they can get while still adding information and ease of use for newer and old players alike.

That doesn't actually help with the design but those are all things I would love to see added to the fitting experience.
Simulacra and Simulation
Goonswarm Federation
#237 - 2015-01-08 07:23:47 UTC
Being able to drag-and-drop linked fits would be awesome. Two players could toss a fit back and forth through chat, while changing the modules, skills, and implants involved. Being able to generate saved fits without having to possess a ship and fittings (and especially rigs) would be great, too.

Could you make it possible to down-regulate skills for pretend purposes? Having everything trained is great, but then you have no way of knowing what the minimum skills would be, in reaching a performance goal. ISK value and grid/CPU are things to theorycraft around, but minimum training time is important too.
Malou Hashur
Enterprise Holdings
#238 - 2015-01-08 08:39:53 UTC
Ii Kusanagi wrote:

It already does. Just drag it to the centre of the circle.

CCP Philosophy ==>>

  1. If it works, break it. If it’s broken, leave it and break something else.

  2. Ignore all Forum comments that raise issues and concerns about our "features", and bring said "features" in anyway.

Casper Khamez
Ministry of War
Amarr Empire
#239 - 2015-01-08 12:37:04 UTC
afkalt wrote:


I would love this. I really want this to be on eft
Steppa Musana
#240 - 2015-01-08 12:45:58 UTC
custom resists profile for EHP determination, please