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Player Features and Ideas Discussion

 
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Utility High Slot Modules...Need a few more, at least for Frigates?

Author
Dhaaka Vincatar
Tribal Liberation Force
Minmatar Republic
#1 - 2012-12-17 08:43:45 UTC
I know utility high slots aren't on every ship, and there seems be a lot of modules for the slots at first glance:

Energy Neutralizers
Energy Vampires
Drone Link Augmentor
Cloaking Device
Automatic Targeting Systems
Salvagers
Tractor Beams
Logistics Devices (Remote Armour, Hull, Shield and Energy Transfer)
Probe Launchers
Drone Control Unit
Interdiction Sphere Launcher/Warp Disruption Field Generator
Remote ECM Burst
Bomb Launchers

But if you rule out all non-combat applications and specialist gear meant for certain ship classes, you really only have four options:

Energy Neutralizer, Energy Vampire, Drone Link Augmentor or Autotargeter.

Out of these, Drone Links are useless without drones, and extremely niche with drones, and Autotargeters are currently also extremely niche or useless.

Out of the remaining two options, both Small Energy Neutralizers and Vampires need to be at about 5 km to work, this does not increase from overheating either. In fact, all sizes of Neutralizers and Vampires are very short range for the class of ship they are in.

I am not suggesting we change the range of these items, but I would like to hear some thoughts on a new utility high slot module or two, specifically for use at around the Warp Disruptor range or greater. For example, ships like the Punisher or the four Attack Frigates have nothing to fit in these slots if they happen to be fighting at greater then 5k, which at least for the Attack Frigates is normal procedure.

Many people leave these slots open for a "heat sink' to allow more overheating time for their guns. Even a High Slot module called "Heat Distribution Unit' (since heat sink is taken, thanks Amarr) which reduces heat produced by guns and launchers (only) would give us another option. Needs to be cheap on the grid and CPU too :)

Any thoughts?
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#2 - 2012-12-17 09:01:58 UTC
Why are you ruling out cloaks, probe launchers, and logistic mods?
Mary Clarissa Titor
#3 - 2012-12-17 09:20:55 UTC
Call it a "Peltier Cooling System". :) Such an option to use the 'utility' high for the main mission of a combat ship would be very handy.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#4 - 2012-12-17 10:43:52 UTC
Put anything in an empty high slot, offline it, theres your heat sink. Even better, no fitting requirements what so ever.

Your asking for more utility highs, but your not suggesting anything. Just feels like you have basically said: "Someone make something I want to use because I have space!" Except you haven't even said what you want made.
Mascha Tzash
Ministry of War
Amarr Empire
#5 - 2012-12-17 13:18:06 UTC  |  Edited by: Mascha Tzash
I still would like to be able to fit fins (looking like angel wings or perhaps like some hot rod fire tail) into the high slots. :) Or imagine a pair of Minmatar solar sails attached to an incursus.
Or a holo projector to display adds n stuff.
A confetti mortar (smartbomb mechanics but dishes out confetti).
Subwoofers and disco balls for the shiny fun.
Bull horns, plush dice, extra large exhaust pipes (with the wrooom sound please).
Skelletons attached to my hull (Serenity style).
Halfdomes filled with animated textures of the exotic dancers (looking like a disco scene) or a fish tank.

Not really usefull stuff. But could bring up some more fun to New Eden. :D
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#6 - 2012-12-17 13:54:24 UTC
Mascha Tzash wrote:
I still would like to be able to fit fins (looking like angel wings or perhaps like some hot rod fire tail) into the high slots. :) Or imagine a pair of Minmatar solar sails attached to an incursus.
Or a holo projector to display adds n stuff.
A confetti mortar (smartbomb mechanics but dishes out confetti).
Subwoofers and disco balls for the shiny fun.
Bull horns, plush dice, extra large exhaust pipes (with the wrooom sound please).
Skelletons attached to my hull (Serenity style).
Halfdomes filled with animated textures of the exotic dancers (looking like a disco scene) or a fish tank.

Not really usefull stuff. But could bring up some more fun to New Eden. :D

I want a mobile disco/brothel! +1
Dhaaka Vincatar
Tribal Liberation Force
Minmatar Republic
#7 - 2012-12-17 20:45:21 UTC  |  Edited by: Dhaaka Vincatar
Shepard Wong Ogeko wrote:
Why are you ruling out cloaks, probe launchers, and logistic mods?


Well, the cloak launchers that every ship can fit give a big scan resolution penalty. Though I suppose you can fit them, of course, it seems to be along the lines of Warp Core Stabilizers in that you shouldn't fit them if you intend to fight.

The Covert Ops cloak of course is only for specialist ships, so I consider cloaking devices a 'specialist' model, along the lines of Bomb Launchers and Drone Control Units.

Probe Launchers are the same; neither type is useful in a fight anyways.

Logistic mods are useful in a fleet and perhaps I was wrong to rule them out so quickly. However, why not leave logistics to the specialist ships? And a logistics mod does you no good if fighting alone.

@Hakan MacTrew: I did suggest a mod, the Heat Dissipation Unit. I realize an offline module in the highslot soaks heat currently as well, but it seems to me to be an unintended result of the addition of overheating, and counter-intuitive as well. In my opinion, slots on a ship are meant to be filled with useful items, not mods whose only purpose is to fill space.

You could also have things like an Autoloader Array, which can prep another 1 or 2 ammo types for faster switching in combat (not useful for Amarr, of course, and they have the most utility slots of anyone as far as I know)

Or why not Shield Vampires as well as Energy Vampires? How about a Heat Tunnelling Field Emitter that cools your ship and heats theirs (as long as they are overheating modules as well, of course)? How about a EMP Distortion Beam that randomly turns off a module on the enemy ship per activation?

I have plenty of ideas, not all of them good, but the reason I posted is because I wanted to hear yours, or if you feel that we have enough utility highslot modules and no more are necessary.
Crimeo Khamsi
Viziam
Amarr Empire
#8 - 2012-12-17 20:50:04 UTC
Why do you NEEEEED to be able to fill every single high slot all the time?

What's wrong with just having extra high slots on some ships so that they can fit those specialty mods if and when they need specialty mods? That's not a broken game. That's just essentially a specialty module slot.

As mentioned above, if you have nothing to put in there, you can always use it as a heat sink. Put it somewhere other than on the end, and put the cheapest possible thing in, then offline it.
Bienator II
madmen of the skies
#9 - 2012-12-17 21:30:01 UTC
surround sound system would certainly need a high powered slot

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Rams Trough'put
White Knight's Production inc.
#10 - 2012-12-17 22:14:50 UTC  |  Edited by: Rams Trough'put
Mascha Tzash wrote:
I still would like to be able to fit fins (looking like angel wings or perhaps like some hot rod fire tail) into the high slots. :) Or imagine a pair of Minmatar solar sails attached to an incursus.
Or a holo projector to display adds n stuff.
A confetti mortar (smartbomb mechanics but dishes out confetti).
Subwoofers and disco balls for the shiny fun.
Bull horns, plush dice, extra large exhaust pipes (with the wrooom sound please).
Skelletons attached to my hull (Serenity style).
Halfdomes filled with animated textures of the exotic dancers (looking like a disco scene) or a fish tank.

Not really usefull stuff. But could bring up some more fun to New Eden. :D

I would love the idea of vanity mods... Disco balls, holographic displays, wings... who knows what else.

I would pay for a mod that made my frig sound like the Jetsons' space car LOL

And I'd put the holo display with exotic dancers on my Itreon, be like my hooker ship going from station to station.

Shepard Wong Ogeko wrote:
Or why not Shield Vampires as well as Energy Vampires? How about a Heat Tunnelling Field Emitter that cools your ship and heats theirs (as long as they are overheating modules as well, of course)? How about a EMP Distortion Beam that randomly turns off a module on the enemy ship per activation?

I have plenty of ideas, not all of them good, but the reason I posted is because I wanted to hear yours, or if you feel that we have enough utility highslot modules and no more are necessary.
I like the sound of a shield net or vamp... BUT it would be WAY over powered. Whats the point of having shield tanked ships if it was so easily over come. You'll need something to defeat armor.... Like acid rounds like on Resident Evil or something crazy.

The EMP generator.... MAYBE..... But it should be a area of effect weapon and It should have a MAJOR affect on you too. maybe disable 2 or 3 of your systems or ur sheilds and warp and if your gang is hits them too. But it would be good to get in the middle of an enemy fleet and set off.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2012-12-18 01:17:17 UTC
high-slot target painterBear

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs