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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Elepherious
Aliastra
Gallente Federation
#921 - 2012-05-16 15:18:38 UTC
Thoughts.

Gang link mod,
Generates a bubble around the ship, all hips within that bubble become cloaked, however the command ship emitting has a draw back of no remote repairing, and a -50% speed. The emitting ship is however not cloaked.

Interdiction Nullifying low slots,
Takes two low slots to fit, but when encountering an interdiction field it nullifies the effects (built off of sleeper tech like the TIII ships)

Feed back pulse unit,
Used to counter nos' (not neuts)
the pulse uses cap from the ship, however it sends a feed back pulse either to the heating of the nosing ships nos unit (after x amount of pulses the unit is over heated) or damages the nosing ship in general.
Would call this one either a mid or high slotter.
Seishi Maru
doMAL S.A.
#922 - 2012-05-16 15:46:22 UTC
Didn't read all 47 pages so sorry if its a repeat.

Directional Scanner Disruptor: Module that when active reduces the range on directional scanner that your ship can be detected by HALF.

That would be helpful for pirates but at a price of spending a full slot to gain a few more seconds undetected when incoming in warp.


Amplified Directional Scanner antena: Using active signals increase the range of directional scanner by X% but at same tiem making yourself easier to detect by same x% distance.
kKayron Jarvis
#923 - 2012-05-16 15:50:33 UTC
a ider for a "Tracking Disruptors to affect missiles" is a smartbombs like, add Attribute to Missiles "Missiles confused" if it hits 0 then the Missiles missis.

so that do you thinkQuestion
Bob Niac
Aliastra
Gallente Federation
#924 - 2012-05-16 17:01:31 UTC
Remote Resist amplifier

1. 5 s cycle
require ammunition (cap 100's maybe?)
increase resists of target ship x%
severe stacking penalty


Unstable Repair Matrix
Non capital reconfiguration module
requires script (armor, shield, etc)
Requires fuel (nanite paste?)

cannot be remotely repaired

This module has a dual effect. It stops cap regen for the time it is activated. At the end of its' cycle, it produces an aoe repair field which varies in intensity with how much cap you have left. More cap = more repair. So, you can continue repairing your m8s or wait for the warm up to finish.


Warp Beacon Launcher

Specialized drone bay (high slot. ) Drone travels out at 500m/s and creates a beacon for anyone on grid or anyone in fleet. Probably easier as a bomb, but drone adds strategic value

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Alx Warlord
The Scope
Gallente Federation
#925 - 2012-05-16 18:56:27 UTC  |  Edited by: Alx Warlord
We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...

Emission Suppression Structural Modification: (Low-Slot)
Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.

Active Emission Suppression System
As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD)
Andy Landen
Deep Core Mining Inc.
Caldari State
#926 - 2012-05-16 19:20:32 UTC
Wow, post after post of: 1) Reduce my signature so my BS can be as small as a cruiser, 2) Decloak all cloaky ships, 3) Change the directional scanner results, and 4) Bubble for webs, for shields, and for cloaks. #1 is good for a specialized ship .. maybe Black Ops? #2 and $3 are both bad ideas entirely. #4 is good.

In response,
1) Fact, your BS is big for a reason. If you want an "SR-71" style ship, a large plane which looks like a bird on radar, then ask for a new ship class which does that.
2) Whatever limitation you put on decloaky modules, it has the same effect of rendering cloaky ships impotent. The cloak is their main bonus and weapon. Can you imagine a module which makes an entire ship's guns go offline permanently for an entire battle? Then don't seek anti-cloaky modules.
3) You want to hide from directional scanner? Then cloak up, man. Dscan is the last line of defense against gankers, and it is useless if you cannot depend on the accuracy of the results.
4) Web bubbles sound fine. Shield bubbles, too. Cloak bubbles sound good if the ship that can use it is Black ops, and it also is cloaked .. But then again, that only matters if you have non-cloaky ships with you. Would be nice if you could see the other ships a little in space to make moving around a little more practical than constant bumpage, and being able to orbit the Black Ops to stay within the cloak field. Cool idea.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

sylvester stallowned
Trotters Independent Trading
#927 - 2012-05-16 23:02:00 UTC
ECM ships have Rigs that improve the jamming strength and Range of their ECM Modules.

There is currently no rig available to improve ECCM (sensor) strength.

ECCM (Sensor Strength) Rigs

I propose two types of Rig to parallel the Jamming Strength and Range improvement Rigs:

Sensor Strength Increase Rig by absolute amount

Sensor Strength Increase Rig by Percentage


I am unsure what the negative effects of the Rigs should be, Ideas?
Laso Mbra
Herrscher der Zeit
Pandemic Horde
#928 - 2012-05-16 23:08:27 UTC
If you are in 0.0 you should not be save for weeks, while you are in space. But you are if you are cloaked, even if you are afk for hours/days/weeks, you are more save than on a station.

So i want a module that show me cloaked ships on directional scan. Only directional, nothing else. It takes lots of time to locate a person in space only by directional scanning and it is nearly impossible if this person is not afk.

Module: see cloaked ships on directional. directionals scan takes 30sec or 30 sec cooldown.
Andy Landen
Deep Core Mining Inc.
Caldari State
#929 - 2012-05-17 00:45:49 UTC  |  Edited by: Andy Landen
Interdiction Nullifier I
Electronics Superiority rig
Renders the ship immune to warp bubbles.

Interdiction Nullifier II
Electronics Superiority rig
Renders the ship immune to warp bubbles, and warp disruption field generator infinite point script (not regular points).

Warp Core Solidifier I
Electronics Superiority rig
Increases the warp core strength by +1

Warp Core Solidifier II
Electronics Superiority rig
Increases the warp core strength by +2

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Frothgar
State War Academy
Caldari State
#930 - 2012-05-17 01:17:46 UTC
I'd love to see more subsystems, namely hybrid systems that work like pirate faction systems that can be used by multiple races T3s.

I'd also like to see more classes of Tech 3 ships/modules.
Paranon
Independant Explorations
#931 - 2012-05-17 01:50:09 UTC
Something I've wanted for a long long time. Ever since I started exploring.


A module akin to the "Lost in Space" hyper drive.


The hyper drive cannot be targeted, it takes you to another system at random in the galaxy, in known/w-space.

Potential for escaping PvP?

But with associated cost - cool down timer 60+ minutes OR hull damage OR 60min sp loss?

I thought it would go well with T3 hulls.

But perhaps it could be fit on non T3 but take up 2 module slots?

Anyway,

That's what I'd like.

Para
Nemo Halftard
Native Freshfood
Minmatar Republic
#932 - 2012-05-17 03:30:15 UTC
New Module:

Smugler Compartments

Low Slot Module - Converts a percentage (20 to 30%) of your ships cargo hold to a separate partition for smuggling/transporting contraband. Contents of the compartment will not show up when scanned by CONFED, Customs or other player ships. Could use up twice as much regular cargo space.

DoT and Environmental Effect:

Ionized Plasma Cloud

Large area "Bubble" effect from deployable object similar to Warp Bubble from specific ship types only. Area of effect would be huge say 60 to 80 Km. Plasma Cloud would damage all ships passing through it based on an exponent of ships velocity. Ships traveling under 50 mps would take little or no damage, but damage would increase exponentially as ship velocity increased, as the ship would be plowing through the Plasma Cloud faster it would encounter more particles thus more damage. Could be scaled so that ships moving upwards of 200 mps or so would encounter enough damage to chew through battle ship class Shields and Armor. Object generating Plasma Cloud could be targeted and destroyed by weapons fire.

Alx Warlord
The Scope
Gallente Federation
#933 - 2012-05-17 04:06:48 UTC
Factional Subsystem? wasn't T3 overpower already?
Andy Landen
Deep Core Mining Inc.
Caldari State
#934 - 2012-05-17 06:22:50 UTC
Alx Warlord wrote:
Factional Subsystem? wasn't T3 overpower already?

not at all. But faction subs seem like they would be prohibitively expensive .. 1 bil per, maybe?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Tyrion Moath
Browncoat Industries
#935 - 2012-05-17 09:06:36 UTC
Just read through the devblog... I'm wondering why there's a drawback for the CPU enhancing rig, when there isn't a drawback for any other electronics rigs.

The tidbit about Tracking Disruptor module working for missiles not working quite right actually sounds like you could make it work perfect like that. If it only affected guided missiles, wouldn't that make sense? As in, torpedos, rockets, and HAMs get a pass?

As to new modules I'd like to see... I'll echo some other people and say more T2 modules, and T3 modules would be cool too. Perhaps T3 modules use something like scripts to make them unique?

Thanks for reading!
Evelina Rakovic
Imperial Shipment
Amarr Empire
#936 - 2012-05-17 16:55:15 UTC  |  Edited by: Evelina Rakovic
Add new capital modules like : energy neutralizer / nosferatu and smart bomb;
add remote shield/armor/energy Fighters t2 version also

new smart bomb for decloking ship with % of distance like 50km from you, you can have 10% to declocking a ship and 10km from you you have 80% to decloking ship.

in siege mode capitals can be receive remote repair and energy transfert (it can be promote use of dreads)
Uylear
Organic Crack Pony Farm
Good Sax
#937 - 2012-05-17 20:05:25 UTC  |  Edited by: Uylear
* Self Destruct Mutually Assured Destruction Module/Rig

Hi-slot
Can only use once in hull and in low sec/null.
Takes out your pod as well, or damages it to hull.
Hi Damage to all ships in area of effect.
Affects all ship types with uniform damage dealing (all types)


* Emergency Auto-Eject

Hi slot
Only used with 80% capacitor charge
Ejects your pod 100 km using AB Tech rather than MWD or Warp
Fred511
Caldari Provisions
Caldari State
#938 - 2012-05-18 07:27:13 UTC  |  Edited by: Fred511
New Modules:

Capacitor Energizer - Mid slot module that is a hybrid of a cap recharger and booster. Uses Cap Booster charges, but releaes the energy over time.
    -This mod would provide very high capacitor regen for as long as your cap charges last. This would be advantageous to some fits, such as ships using energy vamps (to keep cap low) or for cruisers, which have a small capacitor and typically use Cap Booster 800s which practically recharge the whole capacitor (which can be neuted away before being used). This module would allow greater control over capacitor usage and would require a good degree of rl skill to use properly.

Enviromental Distortion Field - A high slot module usable only by strategic cruisers with a (new) subsystem fitted (see below). Based on wormhole enviromental effects, this mod would allow the ship to generate a localized enviromental disturbance that changes ship attributes, determined by the script used. This could only be used in null sec. Usage in wormhole systems could have random, possibly dangerous consequences - spawning sleepers, causing you to jump to a random wormhole, dealing damage to your ship, giving huge negative or positive attribute bonuses, etc
    - This would allow some very interesting tactics both in terms of buffing your fleet or possibly nerfing an enemy fleet. For instance, if your fleet encounters a missile fleet while you are using guns, turn on a missile nerfing or gun buffing effect. This could be overpowered or intrude upon command bonuses however.

Enviromental Control Interface - Electronic subsystem that allows the use of the Enviromental Distortion Field

Mass Amplifier - A new class of EWar mod that would increase a ship's mass or (maybe) change the inertia multiplier. Uses a mid slot.
    - This mod would be used for several purposes: Hunting nanos, bumping, preventing ships from escaping (has longer range than a point), or to collapse/deny entrance to a WH. A skilled pilot could use this to catch a nano unawares by burning away, then turning around and getting in scram range before it does the same. It could be used on a friendly ship to increase its mass to improve bumping performance, or on an enemy ship to stop it warping off while the player gets in point range. It could be extremely useful in WHs however, as several of these on a cap ship could prevent it from escaping, or even a BS in a low class WH, or to decease the number of jumps necessary to collapse an unwanted WH.

Target Scrambler - Another class of EWar similar to ECM, but instead of jamming the target, it causes the targeting order to be mixed up and switches the active target. Uses a mid slot. This would have a much lower success rate than ECM, but a quicker cycle time.
    - This mod would could cause alot of confusion in fleet battles, particularly for spider tanking fleets, resulting in split or even friendly fire. This could also result in some hilarity if a pilot isnt paying attention...

(Drone) Logic Disruptor - A mid slot EWar mod that attempts to override the target drone's control systems. If successful, the drone begins attacking its owner or friendly brethren, self destructs, shuts down temporarily, or flys off in a random direction. 
    - Currently there is a lack of drone related EWar, which in light of the new drone damage module means that a weapon system doesnt have an EWar counter (blowing them up with smartbombs or weapons isnt EWar). This mod would be useful against almost any ship if the pilot is willing to use a mid slot that might be used for tackle or another EWar mod, since almost every ship has drones of some type.

Spatial Disruption Detector - A High slot anti cloak device. When activated, it allows the player to see cloaked ships on the directional scanner. This can be used to narrow down the ship's position. Cannot be activated during warp, and the player's speed is severely decreased while active (to make finding cloaked ships a slow task that would require two or three ships to do efficiently - two scanners to triangulate and a fast ship to decloak the target)
    - Some sort of cloak detector has been lacking for quite some time, as a person cloaked is practically invincible. This would make afk cloaking dangerous but cloaking in general still very viable, as an active pilot would be able to avoid the hunters fairly easily. The issue is that cloaking would no longer make a person undetectable in WH systems, thus it might require changing to only detect ships on grid.


Logistics Drones: Now that we have all sizes of EWar drones, we should get their logistics counterparts - Tracking Link, Cap Transfer, and ECCM drones.

Improved Functionality:

Tracking Computer/Enhancer - Affects missile expl radius, expl velocity and missile flight time/velocity (or both) with associated scripts
    - Doesn't make sense that missiles have all the same modifiers for damage and rigs but no modules that serve a similar purpose to tracking comps and enhancers. This could also be made into a seperate module. Would allow specialization into anti frigate or sniping roles.
Uylear
Organic Crack Pony Farm
Good Sax
#939 - 2012-05-18 07:53:21 UTC
To defend against missiles, move fast. Get away from the point of impact. Missiles are penalized purely by being a missile in the first place....
Maru Sha
The Department of Justice
#940 - 2012-05-18 13:14:30 UTC
*bumper*

What is it?
I had this idea for a long time, since tractor beams were introduced. A tractor beam is pulling an object in your direction, the bumper should do the opposite and push it away from you.
It can either be a new item (high slot like tractor beam), or something deployable with charges and area of effect (like the old mines) or a script for the already existing tractor beam.

Why do we need it / what is it good for?
Bumping is already part of the gameplay though it only includes ships versus ships. I think with a equipment for professional bumping this will improve and introduce new possibilities in the "bumping business". Here a few examples:
- if it is an equipment you should be able to charge the item and as soon as it is charged it releases the gravitational force on your target, which get's pushed away in the general direction of your alignment axis; you can bump ships away from stations, you can bump ships out of alignment (if they want to warp away), you can speed up mates to have a rocket start e.g. if you want to give your fleet member a little push so he can catch another guy, etc.
- if it is a deployable item with area of effect then I could imagine to drop this in order to disperse a horde of drones around me, you could even think that it effects the accuracy of incoming missiles (and delete FOFs from game instead)
- if it is a script for the tractor beam I can imagine mining ships in a belt and they fill cans with ore which they catapult in the direction of the hauler or other industrial ships AND (my favourite)
- (in case you make it possible to apply several tractor beams on one object) you would introduce the universe of ball games in space into EVE by doing so, because suddenly people could build teams with fast ships, take a can as "ball" and tractor beams and bumpers to play a nice round of space balls (might work well with the new item of MagSheath Target Breaker)

The force of the applied "push" depends on the size of the bumber and the meta level, the direction of the "push" of your own alignment or in the case of area effect of the position of the object to the center of the deployed "bump". Of course physics should be applied like a fregate bumping a carrier with the bumper module will result in no real trajectory change of the carrier but in a fast and backward flying fregate; and in the case of two frigate bumping each other, ships will be pushed away in even terms (unless one of the pilots applies a tractor beam on the other ship [which of course is not possible with current game mechanics] :D).

What might the bumber "break"aka what is the downside of this new module?
Well, 1st it might make bumping more easily accessible to anybody so the skills of fitting and flying a ship for bumping is losing its importance, though I think this is evened out with the new possibilities you have now. 2nd, I guess in case of a area of effect solution and being able to bump drones or even missiles, it might put a heavy burden on the calculation of trajectories on the server side. 3rd, sorting out what kind of act of aggression this is (with Concord interference or just being flagged) but be a difficult task. 4th, I can already imagine the annoyed posts on the forum of people with freighter or miners in belts being harrased by "bumpers". 5th, what about webbers and scramblers ... will they lose importance in a close combat fight?


Alright, that's it from my side. Let me know what you think. I think "space balls" would be awesome. I would organize the first tournament if we can have bumpers and a slight change of game mechanics/physics.