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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#981 - 2012-05-21 14:22:04 UTC
Andy Landen wrote:
Grenn Putubi wrote:
it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down

Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones.

Hobgoblin
...................shield..armor..structure
base........... 67.......144.....355
skills+Domi..126.....270......666
+125%........284.....608......1465 *
Domi still has same EHP and dps.

* With Adv Drone Interface maxed to 5


I believe you've just made my point for me.

That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand.

As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :)
Saithos
Doomheim
#982 - 2012-05-21 15:51:35 UTC  |  Edited by: Saithos
Nova Fox wrote:
Jump Sledges

Seige Weapon
Capitol Ship
Multi-system capable
Targetless
AOE

This cannon fits on capitol ships only.
Works in seige mode only.
Can only shoot at contellation or smaller Stargates Regional sized stargates are not allowed (thus cannot shot from null to low or low to high or vice versa.)
Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles.
Shells launched though the gate detonate as soon as they're on the other side allowing to clear out any mines, bubbles and camping forces too close to the gate.
Weapon is racial.


I like this very much so~

I was thinking about this for quite a while now...

What if some sort of station service was available to modify the bonuses and type of slots on a ship?

For an example~
If I had X amount of materials/LP/iskies etc, I would be able to convert the laser hard points of my Geddon to missile hard points. The ship would then be given bonuses to missiles instead of lasers. The bonuses would still be in line with the original. So~ If the bonus was to laser range it would convert to missile flight time.

This would allow players a MASSIVE amount of customization without causing undue havoc / things to be overpowered / rustling of jimmies etc etc etc.

Auto cannons should get an effect like the one used in Homeworld 1/2/ Stahgate etc, where you can visibly see the rounds moving through space. I'm bad at explaining this but I'm sure someone will know what I'm talking about (Stargate BC-304 Railguns?)

Redone drone models. It's always bugged the hell out of me watching my drones shoot sideways... Redo the models to include a small rotating turret. Same for fighters.

The new drone damage modules should be converted to highslot. Drones need to be seriously looked at again.

Also, a way to paint ships would be nice.
PostingAlt No27
Doomheim
#983 - 2012-05-21 17:43:42 UTC
Adaptive Shield Resistance Amplifier please
Cyndrogen
The Greatest Corp in the Universe
#984 - 2012-05-21 17:51:10 UTC  |  Edited by: Cyndrogen
Virus module,

Purpose: target enemy drones and inject a virus which makes the drones attack other targets.

Module could have an area of effect like a smartbomb or target a ship and upload the virus to the drones based on skill.

The higher the skill the faster you inject the virus and make the drones rogue.

Virus can either self destruct drones or have them attack a random new target by switching their directive, they can even target the ship that launched the drones initially.

The virus can be loaded with different strain scripts into the module.
Some cause the drones to slow down or stop firing fly away etc
others cause the drones to switch targets

Every day in every way I improve my skills and get better.

gallaoth
Asteroid Farm Unlimited
Goonswarm Federation
#985 - 2012-05-21 18:13:35 UTC
shield tanker get to fit x-large shield bosts and they get adaptive invulnerability fields when is armour going get a x-large repping modal that can fit onto a battle-cruiser

also when are armour going to get a mod that gives 25% accross the board on resists with stacking penalty like the T2 adaptive invulnerability fields in shield, and the new armour modal isnt that as it creates holes when use and takes time for the resists to change ( dislikes it only good for PVE and it isnt even that great for that ither )
columbo
Caldari Provisions
Caldari State
#986 - 2012-05-21 18:49:38 UTC
Webbing bubbles would be fun
MiggSigg
Brutor Tribe
Minmatar Republic
#987 - 2012-05-21 19:03:31 UTC
" stratops-Harpune"

- highslot, launcher (should be fittable for all kinds of ships with launcher slot)
- used with charges "harpune"
- Harpune range 2500m, if ships get out of range conection is lost and harpune destroyed
- if module is activated on target ship, target player will be asked for permission.
- after harpune is hitting target ship all modules will be offlined immediatly. (t3 subsys are not affected by the harpune)
- target ships atributes excludes skills and hardwirering (ship will be destroyed if damage is high enough allready)
- after all modules are offlined, targetting ship can see the fittingscreen of target ship and also cargohold and dronebays.
- targetting ship can exchange modules (not rigs or subsystems)
- exchanging has a reload time small 5sec, med 10sec, large 15sec, x large 20sec
- exchanging has a repair paste ammount small 10units, medium 50, large 250, x-large 1250
- exchanging drones in dronebay works immidiatly
- finishing the process onlines all modules of target ship immidiatly
- onlining modules consumes cap out of targetting ships capacitor. again different sizes equals diffenrent Amount, if there is not enough cap available to online all modules at once, the onlining mode will not be finished as long as all modules are onlined, or connection is lost (equals cap recharge time of targetting ship).
- while process is working involved ships cant move, and no other action can be done except for cap booster use.
- if targeting ship gets killed while process, targeted oflined ship will still be offlined but skills and hardwirerings will take effect again, same if ships are bumped out of range, this happens immidiatly, if a module was in "reloading mode", it will not be fitted and turn back into the cargo hold.
- after finishing the process harpune is destroyed

Thats about it, such a module would allow more stratetical options, especially for smaller fleets in enemy territory who are not able or willing to dock on a station. The fact that this module can be fitted by different shiptypes allows a bigger variety of use. it should not only be fittable by a "single roleship", while still allowing the possibillity of a new shiptype and ship, it could also be skillbased, like repair paste ammount, reloading time and onlining Cap amount.

Protector X
State War Academy
Caldari State
#988 - 2012-05-21 22:40:38 UTC  |  Edited by: Protector X
Rigs that add plus 1 either to low/mid/high slots.

Cloning Structures for POS's.

MUCH lower CPU req. for Expanded Probe Launchers

New Probe that allows you to search for anomalies (or possibly pilots) outside a given system using the universe map.

Deployable self powered sentry guns.

Moon mining ships - Moon mining Modules

As T3 cruisers add T3 frigates, T3 battlecruiser, and T3 battleships, OR allow certain T2 ships the ability to use subsystems.

X-Lg Armor Repairers

Boost Amplifiers for Armor Repairers

A crystal implant set for armor tanking and a slave set for shields.

(Improve armor tanking???)
Andy Landen
Deep Core Mining Inc.
Caldari State
#989 - 2012-05-22 00:01:36 UTC  |  Edited by: Andy Landen
Grenn Putubi wrote:
Andy Landen wrote:

Hobgoblin
...................shield..armor..structure
base........... 67.......144.....355
skills+Domi..126.....270......666
+125%........284.....608......1465 *
Domi still has same EHP and dps.

* With Adv Drone Interface maxed to 5


I believe you've just made my point for me.

That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand.

As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :)


Glad I could help. Please consider that you are likely comparing the drone to the ship hulls/unfit. On the battlefield, fit properly, a player's ship will be much stronger. Ijust fit a T1 Atron with 2 400mm plates and got 294 shield, 1655 armor, 313 structure plus room to fit normal pvp stuff too. So, about the same, but keep in mind this is with the domi's bonuses in effect. Average ship's drones would be weaker. PS, you would be surprised what smartbombing BS can do, but still, attacking a fully skilled player flying a domi is a much better tactic than attacking his drones. PSS, people like turrets because instant damage >> delayed damage from drones moving/missiles flying. I guess that only leaves the question of whether people will choose sentries over turrets. If the dps remains unchanged, then the only issue is drone ehp, which so far has NOT been a deciding factor. I imagine that the +1 to drones may effect the choice, but given that any other ship can also +1 their drones, the drone damage should increase equally across all ships, assuming their is no drone damage boost from the module.

So all in all, I see no issue. The SM/Med/Lg/Cap Drone Control Unit, as I outlined it earlier, seems like a great idea. We even have TiDi to handle fleet battles with increased drone numbers, so everything should work out well with the DCU module.

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

Madlax Nodos
Extremely High Voltage
#990 - 2012-05-22 02:14:25 UTC
we have tachyon beam lasers
any chance we could get tachyon pulse lasers as well
Ikech
Godless Horizon.
OnlyFleets.
#991 - 2012-05-22 03:50:53 UTC
Sentry Drones:

I aint sure if this has ever been spoke about but i love sentry drones, however i hate the way you have to burn back to pick em up and then sit there aproaching each one before you scoop them. Would be sweet if you dropped them, they do their pew whilst keeping still (were you droped them). Then you click recall, then they move back towards your ship (really slowly) so when you aproach them they're easier to scoop without having to manually aproach each one. It would make it easier to use the drones in pvp. You'd drop them, then burn to your target, kill the target and recall drones!

I like the idea, i doubt it would ever happen but i think its worth food for thought:)

Ik

CEO of Lost.

Rena'Thras
Aliastra
Gallente Federation
#992 - 2012-05-22 04:01:52 UTC
A few random ideas (just read http://community.eveonline.com/devblog.asp?a=blog&nbid=42269 , wanted to contribute to the cause. ^_^)

Construction ships/drones/modules - Think of construction on our Earth. We Humans tend to use specialized equipment in building our roads, buildings, and so on. Why aren't there any in Eve? Things that could improve anchoring speed or onlining of objects. I'm not sure the best way to go about this, it's just an idea, but might there be a use for specialized construction equipment (namely a ship class) in Eve?

Wormhole Probes - Forgive me if this is already in the game (from reading about Wormholes on the wiki, I didn't see anything about it), but in Star Trek, when they found various portals in space, they'd often send a probe through to see what was on the other side. For those that don't want to jump through and find out in person, might it be possible to have wormhole probes (use whatever name you like) that the player could fire into the wormhole which would report back on the status of the wormhole itself (approximate capacity and lifetime remaining) as well as the type of system on the other side, ect? They could be fire and forget items like moon probes so that no tracking or need to go in after them need be programmed in.

Specialist Mining Drones - I'm sure this is neither necessary nor particularly popular, but you never know. Could specialist mining drones be introduced? Drones that can more readily mine their specific ore type (Veld, ect.), but have reduced or zero capacity to mine other ore types? Not really a huge thing, just an idea that struck me so I decided to throw it out there. If nothing else, it might just be fun to play with.

Expanded Drone Bay - Is what it says. Increase the size of a ship's drone bay at the expense of cargo hold (well, that's the most simple and logical thing.) Might also add a separate "Increased Drone Bandwith" module (at the cost of reduced CPU/Powergrid) or roll them into one. Either way, the idea is fairly simple. And while you PROBABLY wouldn't do this for balance reasons...I think it'd be fun if it even worked on ships with no drone bays. /evilgrin But THAT'S probably because I've thought forever it'd be fun to run an anti-Pirate Iteron...basically a transport with some nasty surprises for Pirates looking for easy prey. ^_^

Tractor/TUG Drones - Effectively little micro tugboats you can send out in lieu of (or in addition to) tractor beams. Send them out to retrieve wrecks and bring them back to you, pull in cargo containers, ect. Nothing fancy, and would PROBABLY run into the same problems that were mentioned in the devblog on salvager drones...but it's just an idea/thought. Why not?

Cloaking Field Modules/Drones/Anchorable Emplacement - Okay, this is a crazy idea, but might be fun to play with. What if, in addition to the existing cloaking devices, there were ways to make "cloak spheres"? Basically, it would be much what the idea sounds like. A ship can engage the module/drone, and friendly/fleet/(all?) ships within the range of the sphere would be cloaked from ships outside. The downside could be just like the standard non-covops cloaking devices, making the cloaked ships have to recalibrate sensors before locking onto targets, ect. Or whatever you want (maybe go Star Trek and have it zap people's shields, whatever.) It's another "hey, what if..." idea I had that could present some interesting strategic decisions. I've also had a few times I was flying around cloaked near friends and thought it would be cool if I could extend my cloak to hide them from threats.

...of course, ships leaving the field would lose their cloak, meaning it would effectively make the cloaked ship group stationary unless they were very coordinated. This could be further cemented by making the module overload/shut down if ny of the ships get too close to each other or anything else (just like the standard cloak 2,000 m limit). Depending on the size of the bubble and especially if ships drifting/moving too close would cause the module to temporarily shut down, revealing them all...well, needless to say, fun times could be had with such a device, as well as colosal failures. Everything needed for a fun module idea, right? ^_^

.

Anyway, these were just a few ideas I had. Take them or (more probably) leave them. :) I just wanted to help out, too.
Onno Inada
The Organization of Fire and Steel
Elementium Alliance
#993 - 2012-05-22 04:08:29 UTC
I'd like to see a Hi-Slot Module that either boosts shields or armor and enables damage on ramming.

Also a module or drone that would create sensor ghosts in the overview / directional scanner or a holographic dummy of your ship would be nice as well.
Seranova Farreach
Biomass Negative
#994 - 2012-05-22 04:28:57 UTC
Scripts

( no ideas yet)



Heat

- heatsink moduals for H/M/L which are designed to disipate heat but have only that function.(ie nighthawk 7high launcher+heatsink allowing longer overheat duration of the highs/mid/low where the heatsink is fitted)

-small/med/large rigs to lower heat damage / improve duration that OH can be active.
"projected" Heat moduals allowing transfer of heat onto another player insted of yourself.



EW

-'fueled' energy neutralizers (same kind of idea as the fueled shield booster)

-"Drone hacking" see below

-AOE logistic interuptor



Drones

-drone control units (like for carriers/supers) for sub-capitals.

-drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)



Fitting/Slots

- XL-shield extenders

-Rigs for fitting slots to build a high med or low fitting slot rig giving +1 to either H/M/L
tech 2 could give +2 to H/M/L or +1 to H+M or M+L or H+L. not effecting total gun slots or missle slots available.

-Rigs for + x amount to Drone bay & Bandwidth (ie 5m3 dronebay would get 5 bandwidth also)

-Rigs for +m3 dronebay only

-Rigs for +bandwidth only

the drone rig ideas are more to coinside with drone damage modual and to kind of make mini carriers.



Area of Effect

-AOE logistic modual shield or armor or hull or capacitor (not all in 1 modual ofc)

-AOE cap neut (i think there is bombs which do that too but bombers go squish too easy in fights)

-AOE drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)

-AOE Tractor Bubble

-AOE salvager? (super carebear there huh? :P

-"Self Destruct modual" see below



One-use (consumable) modules

-Self Destruct modual allowing you to destroy your own ship causing AOE damage equal to *insert some 'balanced' equasion here* at a set distance depending on if its small med or large (possably like smartbombs but more powerful because you ARE destroying your own ship right?)



Ships

-faction ships/pirate ships being better then t1 counterparts their resists should reflect as such (not as good as T2 and T3 ships tough)

-Battle cruiser class faction / Pirate ships.

-Destroyer class Faction / Pirate ships.

-Pirate Dreads

-Pirate carriers/supers (we already got the sansha one)

-Faction Dreads

-Sub-Capital Drone ships with 0 missle/guns but have +1 drone per level up to 10(possably more with the sub-cap drone unit control unit [see above])

- T2 version of Noctis allowing use of the AOE salvage and AOE tractor moduals(see above[possabel limit of 1 modual of each 1 aoe salv 1 aoe tractor)

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

louloubang
Native Freshfood
Minmatar Republic
#995 - 2012-05-22 05:58:53 UTC
Salvaging/tractor beam drones
like a dog that fetches the stick

drone bay extenders like cargo extenders but just for drones
Sidra Necia
Imperial Academy
Amarr Empire
#996 - 2012-05-22 07:14:59 UTC  |  Edited by: Sidra Necia
Corpse salvager
Either as a ship module or sort of pos module(?).

Salvages implants that were in the corpse head Big smile (in space or in can in space... sth along these lines)
50% chance of salvage per cycle per implant for a given corpse.

With this there is actual reason to collect corpses and potentially make some isk while doing it Cool

As suggested before:

Moon mining laser. (can only be fitted on T2 exhumers)

Maybe Moon mining drones ?
Only medium size.
Uses "charges" (1 per planet per drone). Sort of like cheap small and mobile mining infrastructure that it drops on to the moon surface, after which the drone only serves as transport from surface mining infrastructure to ship.
Sjach Kothar
Immaterium Tombworld
#997 - 2012-05-22 09:12:51 UTC
Here are 2 Ship equipment mods i would like to see that will increase number of drones that can be carried as well as increase the size of drones ships can use as well as enable ships to be able to use drones that currently can't

Drone Bay Expander (Low Slot)
increases capacity of the drone bay similar to cargo expander

Small expander + 5 m3 (idle for industrial ships, and frigates through destroyer class ships)
Medium extender + 10 m3 (idle for Cruiser class and up)
Large extender + 25 m3 (intended for Battlecruisers and up)


Higher meta Lv's should have reduced CPU and PG requirements

T2 variants should have increased capacity of +5m3 at slightly increased CPU and PG requirements


Drone Bandwidth Expander (Low Slot)
Increases total bandwidth of active ship for use of larger drones (meant for use with Drone Bay Expander in most cases can also give bandwidth to ships that normally cant use drones when used with the Drone Bay Expander)

Small Bandwidth Expander + 10 Mbits/sec
Medium Bandwidth Expander + 20 Mbits/sec
Large Bandwidth Expander + 30 Mbits/sec

Higher meta Lv's should have reduced CPU and PG requirements

T2 variants should have increased capacity of +5 - 10 Mbits/sec at slightly increased CPU and PG requirements



At first look you would most will think that they should be just 1 piece of equipment with both effects, but i think that buy having them as 2 is far better as they are more of a support mod to augment current ships drone capabilities of current ships that have drone bays and only if used together can give ships access to the use of drones that presently do not have the capabilities.
Belsina
Noob Hole Project
#998 - 2012-05-22 09:28:33 UTC
i know a lot of people would like to have some kind of pos module that decloaks

so i thought maybe it could
disallow cloaking in the whole system as well as decloakes the already cloaked ones for a short period of time
maybe 10minutes ...
further this module shuld consume som kind of fuel AND should have a systemwide cooldown for every module of the same kind i suggest an hour because otherwise it would probably get too overpowered

the idea behind is ... getting rid of cloaky campers (or at least get the chance to do so)

so best using it would be get a handful of scan frigs ready launch the cloakinhibitor-thingy and scan the hell out of the system ... if u get him hooray if not ... he deserves to live a while longer or get out of there


maybe make the cooldown time longer or split it up like ... the module that actually launched the anticloakbubble could have a much longer cooldown then the other modules of the same kind in the system
so that it wouldnt be overused and the cloaks aren't compleatly useless

i hope u get the idea behind it :)
Udonor
Doomheim
#999 - 2012-05-22 09:43:22 UTC  |  Edited by: Udonor
Deception cloak -- creates ECM effects that change the appearance of ship to that of another hull type as real world ECM can + Visual effect at a distance.

Merlin can pretend to be Tempest


weaknesses:

Target takes damage based on any larger hull it pretends to be but gains no benefits from pretending to be smaller..

overview effect dissipates at a range from observer determined by sensor strength (consider this for regular cloak too)

look effect (visual mark I eyeball) unmasks at range of x10 ship length either actual or impersonated ship hull which ever is larger.

Probably should use lots of cap to fake much larger ship and may partially restrict cap or pg while faking small ship (temporarily offline stuff).


*imitated ship hull/fit is chosen by script. Ideally script can be built based on fits in player fitting tool at time of manufacture.

Limited scripts seeded on market should at least be good common fits.



basic specs like current stealth modules. Covert Deception cloak to maintain during MWD or arp.
Guru7
Templar Knights of EVE
#1000 - 2012-05-22 11:28:21 UTC
Parking Lock
(yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)


A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.

This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.

To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.

Weakness: uses up a mid-slot, or maybe its even a rig?