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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Heimdallofasgard
The Scope
Gallente Federation
#1321 - 2012-09-19 12:50:36 UTC
KAMAKAZI DRONES!
Tek Handle
Vanishing Point.
The Initiative.
#1322 - 2012-09-19 17:42:42 UTC
kai dragonstorm
2ND TO NONE
#1323 - 2012-09-19 18:59:13 UTC

warp navigator module: when turned on your ship will follow your target into warp in the same corridor
Loius Woo
Sebiestor Tribe
Minmatar Republic
#1324 - 2012-09-19 19:24:45 UTC
CCP, is anyone still paying attention to this thread?

Can we get a little feedback? Its a two way street.
Elvin Gizza
Gerek Ore And Moon Surveying
#1325 - 2012-09-19 21:50:37 UTC
Mid slot : Point defense module

the modules links to a highslot gun and makes this into an anti missile gun

being a midslot module, it can link to any type of gun in the high slots, small, medium, large, t1, t2, faction, etc etc

also the module itself comes in t1, t2 and faction, with accordingly levels of gun control

the module will probably require a skill to determine the procentile chance of hitting incoming missiles




Janeway84
Insane's Asylum
Evil Monkies Incorporated
#1326 - 2012-09-19 23:07:49 UTC
There is a rig for making remote armor repair require less capacitor.
CCP should make a rig to improve remote shield transfer.

Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair.
Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click.
Saying jetcan 3 items in a row or something.
Harvey James
The Sengoku Legacy
#1327 - 2012-09-20 18:56:49 UTC
Janeway84 wrote:
There is a rig for making remote armor repair require less capacitor.
CCP should make a rig to improve remote shield transfer.

Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair.
Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click.
Saying jetcan 3 items in a row or something.


do you mean for local active armour tanking?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Cheopis
Cheopis Industries
#1328 - 2012-09-21 01:42:32 UTC
A couple ideas.

Reflection arrays. High slot item which has a potential, based on meta level and skill of pilot, to reflect an ECM pulse. This should NOT be trivial to fit, but it would be a very nice item to have for ships with a non-weapon high slot. Interdiction beams and bubbles from interdictor ships and bubble generators should not be reflectable, but pertty much every other ECM should be. Only one reflection array per ship.

Reconfiguration arrays. Allow one to reconfigure a single slot to operate as another type slot. For example a High to Mid reconfiguration array would be placed in the high slot, and would then open up an extra mid slot. Only one reconfiguration array per ship. Perhaps make it so that any active device put in a reconfigured slot would take heat damage whenever activated, and double heat damage when overheated. This will allow for some... significant changes in ship configurations. It might need to be looked at very closely for certain passive shield tanking ships though.
Martin0
The Scope
Gallente Federation
#1329 - 2012-09-21 06:27:16 UTC
Drone Love Module (name can change LOL)

High slot
When activated you can move drones from you cargohold to your dronebay while in space .
BUT
While the module is active you can't target nothing or launch any drones and you can't move.

WHYYYY? You will ask.
To make droneboats more viable in roams.
Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more?
Amaroq Dricaldari
Ministry of War
Amarr Empire
#1330 - 2012-09-21 07:17:11 UTC  |  Edited by: Amaroq Dricaldari
Martin0 wrote:
...while the module is active you can't target nothing...

Um...
Martin0 wrote:
Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more?

Speaking of which, [directed towards CCP] where are those Dedicated Munitions Bays for Destroyers that I keep mentioning?

This is my signature. There are many like it, but this one is mine.

Lallante
Blue Republic
RvB - BLUE Republic
#1331 - 2012-09-21 10:33:35 UTC
I would really, really, really love the equivalant of Tracking Enhancers and Dmg Mods for Smartbombs.

Low slot modules that increase range, reduces reactivation delay, increases damage etc.

TBH I'd love a ship built around the smartbomb weapon system.
Chakarr
Native Freshfood
Minmatar Republic
#1332 - 2012-09-21 11:49:42 UTC  |  Edited by: Chakarr
Heat/consumable module

3x modules, similar functionality -

High slot module - Thermal Power Sink

Mid slot module - Thermic Capacitor

Low slot module - Thermalite Relay


Basiclly a heat sink, absorbs a percentage of heat from the rack it is in until it burns out itself - modules in the rack would abosrb less heat / take less damage when it was online

Only repareable with nanite paste

Non reparable when completely burnt out
Irate Fox
Aideron Technologies
#1333 - 2012-09-21 16:17:21 UTC
I am liking the idea of some kind of mines; Lowsec/Nullsec area denial tools.

Sized for Cruisers, Battleships and Above. Racial damage variants and small, medium and large for Cruisers, Battleship and Capital Ships.

Smart and Dumb variants for denying reds and/or neutrals or for general area denial respectively. (Targets only reds and/or whites; targets anything that comes within range after the laying ship drops them). Will not target or decloak for rats.

Cloaked and only de-cloak when someone gets close enough to de-cloak them; say 10 KM. On de-cloaking they will attempt to make contact with the ship that entered their field and explode, should take off about 50% of default shields as a rough damage estimate. Improperly sized mines may do less damage to improperly sized targets.

Offer a module on destroyers and frigates to find and sweep mines. Destroyers and frigates will not set off mines but may de-cloak them by presence.

Should be fairly cheap but unreliable tools.
Harvey James
The Sengoku Legacy
#1334 - 2012-09-21 20:56:20 UTC
i would like to see the shield extenders and plates sorted out properly for example why should a cruiser use the same sized plates and extenders as battleships? it makes no sense.
Same with prop mods too small mods should be designed and used by small ships etc.
This ofc means that the meds/800's and large/1600's would need to be modified in terms of fitting and HP and maybe cut away some of the inumerate amount of different sized plates who uses all these its surely confusing for noobs to work out.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#1335 - 2012-09-22 07:22:50 UTC
Cloaking Field generator.
A high Slot module with fairly high CPU cost. Only able to be fitted to Black Ops ships but gives those ships a bit more utility. When activated this module cloaks other ships in the vicinity (though they require the apropriate module fitted to make use of it. Requires the skill Cloaking Field Generation; the prerequisite of this skill is Cloaking V (or maybe just IV) and each level in this skill increases the radius of the cloaking field. Can be kept active during warp


Remote Cloak Receiver. Fittable to any ship and functions just like a regular cloaking device when active, but can only be activated when inside a cloaking field generated by someone in your fleet (I am actually thinking it should require the Cloaking Field Gen ship to be set as the Squad Booster) ; it requires Cloaking IV (or maybe V) to use. The trade-off is massively decreased penalties compared to regular cloaking devices. It is able to remain active during warp as long as the ship warped with the accompanying Cloaking Field Generator


Essentially Black Ops will allow regular ships to warp while cloaked; the downside is the black Ops itself still can't warped cloaked and you have to form up before hand for it to work, so you can;t stay invisible the entire time from gate to gate due the distance the gates drop each person from each other and the need for all the ships to be aligned before warp. If used properly, it can let you get the drop on somebody, but using it well requires some skill and attention by everyone involved.

Another possibility is having a T2 version of the Remote Cloak Receiver allow normal ships to use covert jump portals (or maybe have that as a separate module or rig)
TurAmarth ElRandir
Anomalous Existence
Spatial Instability
#1336 - 2012-09-22 07:58:44 UTC  |  Edited by: TurAmarth ElRandir
Items:

Salvage Drones (but as I understand it they may actually be on the board...)
Tractor (Green w/ a Running Deere on em!) Drones;
Hull Rep Drones;

Abilities:

Probe (all, NPC and Player) wrecks to 100%;
-maybe new specialty probe & skill set?
Killed Drones leave (smaller) wrecks;
Killed Drone wrecks made lootable & salvageable;
ANY and all destroyed assets/mods (IE POS Mods etc.) made lootable & salvageable;
POS Spikes, after say, 2 months 'unfueled' (offline) by owner corp, once taken to 25%structure can either be:
-unanchored by attackers and repaired (expensive but less [75%, 50%?] of the cost of a POS spike) or
-destroyed and made lootable & salvageable;

Do you see a Buff Loot & Salvage pattern here?

Now for one I would really love... the ability to set (no more than 2) repper drones (any flavor) to "assist YOURSELF"...
-maybe new specialty drone & skill set?

Stop for a second and really imagine the implications... across the board, PvE and PvP.

Just idea's... just idea's... =]

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

Harvey James
The Sengoku Legacy
#1337 - 2012-09-22 11:15:07 UTC
it is a bit odd you can't tell your own drone to repair your own ship

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

K'Loth Mech
Incendiary Industries
#1338 - 2012-09-22 14:37:45 UTC
Hull Obfuscation Matrix -
Scripted module which changes the ship's reading on DSCAN: make a Magnate appear to be an abaddon. Downside: high CPU to prevent co-fitting a cloak.

Communications Jamming Array-
Disable a ship's appearing in local listing, also disable access to local listing, Again, no cloak. Active module. High CPU/High Cap/Cycle. Create Pirate Ship to have ship bonus for one or both CPU/CAP cost, but on pirate ship: no cyno.

Hull Echo Processor
Disable DScanning of ship, all-together, again, no cloak.

^^ Potentially benefit from Cloak Bonuses, have similar CPU fitting




Andy Landen
Deep Core Mining Inc.
Caldari State
#1339 - 2012-09-22 17:05:29 UTC  |  Edited by: Andy Landen
Drone Control Unit II, which requires Adv. Drone Interfacing level 5, to give a 10% bonus to hp and dps of drones while active.

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

Alara IonStorm
#1340 - 2012-09-22 17:36:25 UTC
Secondary Laser Capacitor.

It is a second line of Heat Sink that is somewhere around 80-90% the DPS bonus of regular Heat Sinks but all to Dmg.

The end result being a small increase to volley and no increase to Capacitor use in return for less DPS.

Note: Would have to find some way for it to stack with the Heat Sinks RoF bonus or one SLC + one HS would = more Dmg then using 2 Heat Sinks.