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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Fidelium Mortis
Minor Major Miners LLC
#1161 - 2012-07-17 18:23:59 UTC
FOF HAMs and Rockets - hopefully with a bit better targeting AI.

Defender missiles that are actually useful, possibly for fleet defense.

EWAR drones that have a decent chance of catching fast-ish targets (faction and T2 versions would be nice).

ICRS - Intergalactic Certified Rocket Surgeon

Deena Amaj
Native Freshfood
Minmatar Republic
#1162 - 2012-07-17 20:55:56 UTC
Fidelium Mortis wrote:
FOF HAMs and Rockets - hopefully with a bit better targeting AI.

Defender missiles that are actually useful, possibly for fleet defense.

EWAR drones that have a decent chance of catching fast-ish targets (faction and T2 versions would be nice).


Would love to see the FOF stuff for targeting missiles approaching friendly targets. A step closer to a defensive flak-ship style vessel.




Oh well, my imput below.

*****



A quick module idea focused on the lighter varients to interdictor and recon vessels.
Again, this is focused on T1 variants.

T2 Interdictors' little brother, the T1 Destroyer could receive a lesser-yet-interesting probe-launching Hi Slot module that projects a sphere.

This sphere could be similar to the "Gravimetric" one suggested above, only that it negatively impacts on Mass and Agility stats, which could lengthen the time a ship attempts to align and warp away. Those two or three seconds more means quite a lot in Eve Online.


However, the magnitude of two-three seconds is too strong and would impact negatively on balance. The value should probably be based on the ship's general hull class; frigate, cruiser, BC/BS (doubt we need to include capital ships).
The magnitude could rely on Science skills, such as Gravity Physics (which is already a requirement for Interdictor-Bubbles) or other skills in the Science field.


This shall be a first step to helping players learn how to use Interdictor bubbles.

The 0.0sec-only usage system rule shall still apply though.

New minor tackling" module: Gravimetric Field Generator

(buzzword of the day is "Gravimetric")


To make it quick. It is to be something like a Stasis Webifier, but simply does the same as suggested above somewhere - It applies a negative impact to Mass and Agility causing the target to require more time to align and also make it more sluggish due to the higher inertia.
It cannot be activated if a Stasis Webifier is active; following the ruleset to Afterburner and MWD.

Nonetheless, this module can act as another and new "Tackling Option" for various capsuleers. It won't scram/warp disrupt a target or web, but it is certainly a mix of the two, making them sluggish and perhaps raising the chance of applying a real tackle.

Somewhere, I'd like to this as a module that does not have high fitting requirements, making it a neat addition for lighter ships like frigates and destroyers. Preferably, frigates using these should be able to "lengthen the align time" of a larger target notably.


As a gimmick for the "Light Recon" sort of T1 cruisers...
Bellicose, Celestis - These two could receive an additional fixed Role Bonus to Gravimetric Field Generators.

Okay. There is a slight "ship" problem here.
Blackbird and Arbitrator (but BB specifically) are quite solid and have their well deserved identities on the battlefield. Nevertheless... I think it is okay if these two are excluded from the suggested role bonus.

But remember, these are T1 cruisers that cannot have the EHP of their T2 variants, so they are vulnerable enough.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Alticus C Bear
University of Caille
Gallente Federation
#1163 - 2012-07-17 22:26:51 UTC
Even in a drone hit point bonused ship I am finding my drones very vulnerable to attack removing key DPS.

Drone Damage Control Unit

Provides Shield, Armour and Hull resistance bonuses (hull is currently zero and yet most drones have a fair amount of Hull hitpoints.)

High Slot Mod

Requires activation, and therefore vulnerable to neuting

Fitting requirements similar to turret weapons, sizes mean larger ships need appropriate sized mods.

Small - Affects Light Scout Drones CPU 9 PG 6
Medium - Affect Medium Scout Drones CPU 20 PG 82
Large - Affects Heavies and Sentries CPU 33 PG 1040

Drone Nanite repair field

High Slot Mod

Requires activation, and therefore vulnerable to neuting

Fitting requirements similar to neuts, sizes mean larger ships need appropriate sized mods to get range benefits for expected engagement ranges, ranges give a small amount of leeway to not be active against an opponent at the edge of the expected engagement range.

This Mod Repairs Hull and Armour of drones with range. Heavier Mods rep more.

Small 7.5km
Medium 20km
Heavy - 40km
Alticus C Bear
University of Caille
Gallente Federation
#1164 - 2012-07-17 22:31:58 UTC
Target Transfer Relay

Range 250km

Is used on friendly ship, allows that ship to target any ship you are also targeting regardless of range.
Master Ebonwolf
Imperial Shipment
Amarr Empire
#1165 - 2012-07-19 12:46:49 UTC
My Idea is a high slot item that allows you to increase the stably of a worm hole so as to,
1) make the idea of wormholes more wanted by people that like the idea of the worm holes.
2) expend on a mechanic you already have in play
3)it adds and new set of ways to play with out adding to much

i also think that at some point i would hope to see a structure for systems that let you stabilize a worm hole long term maybe even permanent

thank you for you time.
Freelancer117
So you want to be a Hero
#1166 - 2012-07-20 10:48:39 UTC  |  Edited by: Freelancer117
A module that goes in a high slot, and that switches a low slot for a medium slot OR vice versa
With a script you can select which one you want.

So fit a new high slot module and get +/- 1 medium slot and +/-1 low slot, depending on the script Bear


Reason:
To make ships with only 2 medium slots a more viable tackler, or to give armor tanking ships another low slot for extra dps module.
Futher more, you have now no idea what the enemy brings to the field, and it will be a real challenge to counter fit (death to cookie cutter fits ?)


Obviously there is the 8 slot restriction,
and maybe your passive shield regeneration gets a hit when fitting it, which can be somewhat countered with a certain skill

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

whaynethepain
#1167 - 2012-07-20 12:50:52 UTC
Defender missile battery, small medium and large and x-large, for when I get a Titan.

I want to launch a hail of defender missiles from each battery, I would like each battery to go for the nearest in-bound trajectory missile, on activation.

Tec II defender missiles would be nice also.

Getting you on your feet.

So you've further to fall.

whaynethepain
#1168 - 2012-07-20 13:16:18 UTC
Also,

I would like a target Boinger module for Interceptors.

When an Interceptor acquires lock on another ship, it shrugs off any ships locking it's sig, using this module, onto its target.

Getting you on your feet.

So you've further to fall.

Deena Amaj
Native Freshfood
Minmatar Republic
#1169 - 2012-07-22 15:02:03 UTC
These are ideas based on the already suggested idea and concept of "Field Generators".
Here's a different take as the stuff below are based on interacting with atrributes of ships that commonly are left untouched (or are simply undesirable).

I would call this one something like
"Designated Support Module: Sensor Link/etc"

Area of Effect/aura-based module variantes based on current support modules like:

Remote Sensor Booster
Sensor Link
Projected (aka remote) ECCM

I'd prefer these to be exclusively available for T1 "Support" cruisers such as
- Scythe, Exequror, Osprey, Augoror
- And perhaps T2 Combat Recon vessels, as a minor gimmick.

I'd refrain from T2 Combat Recon access since the buffs are significant and it is easier to balance as the T1 Cruisers can't tank all too much at all.

Similar in fashion like how it is with the 10000 CPU req on Covert Ops Cloaking module; these ships having a -99% bonus to CPU requirements to the suggested AoE modules.

Due to the fact that their superior T2 cruiser variants are already "well endowed", I thought this could be interesting especially for players who are quite new to the game but can also immediately find a welcoming hand from those who normally fly the expensive T2 ships in fleet.
Plus I don't see these ships that much in action.

Shall be hi slot modules; and only one may be active at a time.
Same could apply for a secondary set of med-slot aura-modules.
And just like with heavy/interdictor bubbles - There is no friend-or-foe.

When one of these modules are active, the AoE shall be visible in similar fashion to the anti-warp bubble effect of a Heavy Interdictor - but just as respective colors like red, blue, green, yellow/orange.

Players within receive the respective buff.
The magnitude of the respective buffs should not be extreme but should apply a decent addition to the current value of friendly ships' stats. The magnitude should be slightly inferior to the basic module (Designated Sensor Link < current Sensor Link)

What's the use of such AoE Module? (penalties and disadvantages are further below)
Can augment countless vessels within a radius of 10km with one distinct buff.

Types of AoE buff modules:
First, the classic variants like Sensor Link, Remote ECCM, Remote Sensor Booster etc

The new and unique ones (probably more interesting):


  • "Gravimetric" - Mass reduction/Agility buff; makes vessels a lot more agile, allowing a significant improvement to acceleration and align time (Aura radius should probably be +10km)
  • Use: Best results for cruiser/battleship fleets; also great for shorting "transit/slowboating" from gate to gate
    Could come in two flavors. Medslot aura makes ships more agile.
    The Hislot variant does the opposite and makes ships heavier, sluggy, etc.

  • "Magnetometric" - Apply's positive buffs that lowers sustained damage applied by turret-based weapons and/or missile-based weapons. (marginal magnitude!)
  • As an explanation, the module utilizies combination of grav and magnetometric fields.
    Some of the projectile shots are deflected by the fields; Hybrid/laser could be explained by "mistargeting zero-G calculations" due to the fields' erratic frequencies. I'll leave the technobabble to you.
    Missiles damage calculations could be done by virtually improving a small set of missile-dmg specific values like lowering Signature Radius of vessels, raising the Explosion Radius of the missile - things like that.



Remember, these are not a god shields as it only lowers damage marginally. In fact, I'd love to see their magnitudes higher, but therefor also come with a penalty. Something in the fashion of Good and Bad; you get here less missile and hybrid dmg but therefor more projectile and laser damage. But that is too complicated.
Nevertheless, remember it would be easy to take down a Scythe or any other of these T1 cruisers using these.


  • "Unified Sensor Link" - Applies a sensor link buff to all ships within the aura, applying Optimal and Fallout buffs to turret-based weapons. pretty straight-forward.


I'll just leave it there, since more examples would just be tedious.

To wrap it up quickly,
AoE buff support modules; auras featuring Sensor Link buffs - as well as such that improve agility/mass.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Takeshi Yamato
Ministry of War
Amarr Empire
#1170 - 2012-07-29 17:14:06 UTC  |  Edited by: Takeshi Yamato
Probe Jammer

The ship fitting this module and all others within 400 km become impossible to probe down. Requires strontium as fuel.

Basically it's a way of bringing sniping and old fashioned fleet fights back.
Recoil IV
Caldari Provisions
Caldari State
#1171 - 2012-07-30 16:20:37 UTC
Selar Nox wrote:
AoE:
Range based Ganglinks (instead of the systemwide old ones)



do i really need to comment?
Recoil IV
Caldari Provisions
Caldari State
#1172 - 2012-07-30 16:21:23 UTC
Selar Nox wrote:
Heat:
Heat exchanger:
active (midslot?) module
works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine Cool)
because of the huge dimensions of the device it uses two fitting slots



seriosly?
Recoil IV
Caldari Provisions
Caldari State
#1173 - 2012-07-30 16:22:04 UTC
Fitting/Slots ideea


rigs for h/m/l slots
Noslen Nosilla
Federal Logistics Initiative Conglomerate
United Interests
#1174 - 2012-07-31 01:38:08 UTC
We now have web drones....


Warp Scrambler Drones

Works the same as a warp scrambler module

Be polite.

Be professional.

But have a plan to kill everyone you meet.

Noslen Nosilla
Federal Logistics Initiative Conglomerate
United Interests
#1175 - 2012-07-31 01:56:07 UTC  |  Edited by: Noslen Nosilla
Jet Can Boobie Traps

Jet cans that have a bomb built into them...as a reaction to canflippers ORE designed this feature into jet cans which causes the can to explode inside the cargo bay of the thief's ship. This increases the risk vs reward.

Set as an option when a pilot jets his can, only other fleet/corporation/alliance members may remove contents.

Once the thief flips the can they will get a warning that the can had a bomb..they have seconds to jettison their cargohold, but there is a chance (50%) that jetting the cargohold will set off the bomb (risk vs reward). If the thief has the Hacking skill the chances of the Bomb exploding are decreased by skill level

If the cargohold is jetted the cargo is destroyed when the bomb explodes harmlessly in space.

On Explosion in ship:

  • 75% damage to hull (it explodes in the hull)
  • 50% Armour damage
  • 100% damage to shields (the shield power supply is disrupted)


A further enhancement would be to allow pilots to set their wreck to have a boobie trap as well.

Be polite.

Be professional.

But have a plan to kill everyone you meet.

Bender 01000010
Caldari Provisions
Caldari State
#1176 - 2012-07-31 06:08:03 UTC  |  Edited by: Bender 01000010
What if:

- you make local chat beacons (which authenticate, detect and show every player in - LOCAL chat - of the current solar system) to be an upgrade which can be purchased and can be anchored in your newly conquered solar systems)

- you need to place more than one of this local chat beacons in a solar systems, in order to have a good coverage so you can detect and authenticate automatically any player in that solar systems. This have some flaws because there will be blind spots where you cannot be detected thus you can "disappear from local chat" as you left the solar system.

- you could scan with your covert ops frigate for some blind spots in a solar system, where you can warp in that area and disappear from local, because the local subspace beacon don't have coverage in certain areas (like behind planets, certain space clouds, etc).

- Black Ops ship will have native the ability to see the coverage of the local chat beacons on map and be able to warp to blind spots in order to disappear from local chat for some serious guerrilla action.

For comments, click for this thread
Deena Amaj
Native Freshfood
Minmatar Republic
#1177 - 2012-07-31 23:32:38 UTC
Perhaps this idea is better if it is introduced to the Sensor Links module, so that there is more sense to it and emphasizes on the interest of fitting these on Scythes and Scimitars (and other ships)

EIther make a new Sensor Link sort of module and/or add this to the existing Sensor Links modules;

For Sensor Links:
+ improves Missile Explosion Velocity
- Decrease Explosion Radius

~ The new buddy-buffing Sensor Link module for missiles fans
+ improves Missile's Max Velocity (thus more range, reaches target faster)
+ improves Missile Bay Rate of fire
// %-Magnitude shall be affected by Science Skill "Rocket Science"

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

CCP SoniClover
C C P
C C P Alliance
#1178 - 2012-08-01 13:42:40 UTC
Andy Landen wrote:
Is CCP reading these ideas?


Yes, I regularly go through this thread and harvest all ideas into an excel sheet. Of course, no promise of if/when something is implemented, but a lot of good ideas have been generated already. Thanks guys and keep it up Smile
Kirin Intarca
Lezaruss Industrial Systems
#1179 - 2012-08-01 17:08:53 UTC
Noslen Nosilla wrote:
We now have web drones....


Warp Scrambler Drones

Works the same as a warp scrambler module



oooh the horror of a warp scramble.... from 75km away.

Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance.

Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance.

But a useful idea is to have drones similar to web drones that work more effectively on MWDs
Noslen Nosilla
Federal Logistics Initiative Conglomerate
United Interests
#1180 - 2012-08-02 12:43:33 UTC
Kirin Intarca wrote:
Noslen Nosilla wrote:
We now have web drones....


Warp Scrambler Drones

Works the same as a warp scrambler module



oooh the horror of a warp scramble.... from 75km away.

Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance.

Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance.

But a useful idea is to have drones similar to web drones that work more effectively on MWDs



I'm not sure that your correct here, besides a balance change might be interesting, and a Domi can only use 5 drones at a time, perhaps the drones would be light drones and for an effective warp scram all 5 have to be on the target ship

Be polite.

Be professional.

But have a plan to kill everyone you meet.