These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

New modules that I want to see

Author
Istvaan Shogaatsu
Guiding Hand Social Club
#1 - 2012-05-22 00:16:17 UTC  |  Edited by: Istvaan Shogaatsu
Auto-loader I - lowslot passive, 20 cpu, 1 grid - reduces weapon reload time by 50%
Auto-loader II - lowslot passive, 30 cpu, 1 grid - reduces weapon reload time by 60%

Antimatter Beam Infuser I - lowslot active, 20cpu, 1 grid, 12cap/10sec - converts 50% of laser EM damage to Explosive
Antimatter Beam Infuser II - lowslot active, 30cpu, 1 grid, 15cap/10sec - converts 60% of laser EM damage to Explosive

Tactical Tractor Beam I - highslot active, scripted, 40 cpu, 200 grid, 25cap/5sec - able to fit push/pull script - push script pushes target ship away from firing ship at 100% of max target velocity (able to stop approaching ship from approaching) - pull script pulls target ship toward firing ship at 100% of max target velocity (able to stop fleeing ship from moving away)
Tactical Tractor Beam II - highslot active, scripted, 50 cpu, 250 grid, 30cap/5sec - able to fit push/pull script - push script pushes target ship away from firing ship at 120% of max target velocity (able to push away one approaching ship) - pull script pulls target ship toward firing ship at 120% of max target velocity (able to slowly pull in fleeing ship)

Minefield I - highslot, deployed from launcher, active - creates 15km radius bubble that inflicts sig-radius-dependent damage to any ships inside, friend or foe (in the same way the gas cloud in Recon 3 does damage.) Frigates barely receive damage - heavy ships take heavy damage. Once minefield reaches a certain number of HP damage inflicted, it goes away.

The more I drink, the more of these I can come up with.
mxzf
Shovel Bros
#2 - 2012-05-22 00:41:34 UTC
Well, the auto-loader I could see adding in. Not really a need for it, but atleast it's not horribly broken though.

As to the rest:
Lasers are designed to have limited damage type selection. They have other benefits to make up for it. Cross-train if you want Exp damage.

A ship tractor would cause many problems for no real benefit (just because Star Wars and Star Trek have it doesn't mean Eve needs it). Just get a web or two and an AB and you have the same effect.

Mines were in the game at one point, they were removed because they caused issues. I've never seen any compelling reason for them to be added back into the game.

Also, stop posting ideas you get while you're drunk. Write them down and then go back the next day when you're sober and look over them again. There are way too many horrible and broken ideas posted that people think were good ideas when they were drunk.
Istvaan Shogaatsu
Guiding Hand Social Club
#3 - 2012-05-22 01:49:53 UTC
mxzf wrote:
As to the rest:
Lasers are designed to have limited damage type selection. They have other benefits to make up for it. Cross-train if you want Exp damage.


Counter-argument: in my hypothetical view, gaining the ability to do some explosive damage... takes up a slot. It's a bonus with a penalty, as that slot could be used for say, a damage mod or a dmg control or whatever.

mxzf wrote:
A ship tractor would cause many problems for no real benefit (just because Star Wars and Star Trek have it doesn't mean Eve needs it). Just get a web or two and an AB and you have the same effect.


Counter-argument: the problems it will cause will all be goddamn hilarious.

mxzf wrote:
Mines were in the game at one point, they were removed because they caused issues. I've never seen any compelling reason for them to be added back into the game.


Counter-argument: The mines that were in game (which, mind you, I was around to witness and repeatedly deploy) were single objects. Think of a single missile. Now imagine 20,000 of them seeded around in space. You don't want to jump into that system. What I'm proposing is far simpler: a warp bubble, except it doesn't scramble you, it just hurts you a bit. The mechanic is already in-game. If you make them expensive enough (unlike the dirt-cheap mines of old) people won't drop as many of them - just enough to get the job done, whatever it may be.

mxzf wrote:
Also, stop posting ideas you get while you're drunk. Write them down and then go back the next day when you're sober and look over them again. There are way too many horrible and broken ideas posted that people think were good ideas when they were drunk.


Never, you miserable wretch. You've lost your ability to feel the joy of alcohol, and I won't let you infect me. I will propose the drunkest of ideas when it feels right, and when I am sufficiently drunk. In fact, I'm about to propose one right now. Soon as I finish my drink.