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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Gevlin
Pator Tech School
Minmatar Republic
#1621 - 2013-01-26 21:40:59 UTC
Deployable


Requires minimum of a heavy transport
Once deployed between a moon mining array and a moon it will steal and collect some of the moon goo coming off a moon.

The item would be a small gang objective and can be a deployed off pos grid, but it is scannable via combat probe


This module would instigate wars, and allow garrila warfar

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gevlin
Pator Tech School
Minmatar Republic
#1622 - 2013-01-26 22:36:54 UTC
Module

grid only cyno jammer

I have never been a fan of the hot drop ambush, allowing the most heaviest of ship on grid in position with out the opportunity of the smaller and faster fleet to out maneuver them.

If a module could be in play, visible on solar system over view, prevent on grid cyno this would require an off grid cyno. Requiring small fast ship to first join the fight to tackle while slower/larger ships take the time to join the battle

This would in courage attacks to be done in waves as the advance fleets tried to alpha the grid only cyno jamming boat

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Saberlily Whyteshadow
Perkone
Caldari State
#1623 - 2013-01-27 00:54:39 UTC  |  Edited by: Saberlily Whyteshadow
Too long a post.. Going to start a new thread instead.. Look for Fast Pack thread Big smile
Naomi Knight
Ministry of War
Amarr Empire
#1624 - 2013-01-28 08:08:57 UTC  |  Edited by: Naomi Knight
Stargate probe:

probe for the probe launchers that can be activated on a stargate , it goes throu and gives you shiptype/distance scan info from the otherside of the gate

so you could scout without needed to jump into the system^^
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#1625 - 2013-01-28 09:21:13 UTC
Defender-Missile-Launcher.
Doesn´t need a Launcher-Hardpoint, so you can fit it in a Utility-High and can only use Defender-Missiles. When activates, stays at standby until a hostile missile is in its range and then starts a Defender.

This yould give the Defenders finaly a reason to be used whithout lowering your own Damage

Sorry for bad english
Unkind Omen
State Protectorate
Caldari State
#1626 - 2013-01-28 22:08:14 UTC  |  Edited by: Unkind Omen
Combat Maneuver Thrusters.

Concept

Such a module will decrease the chance of guns hitiing a ship at low angular velocities allowing ship to evade damage via speed tanking. The main idea is to make guns do less damage when they shoot at targets with low percentage of their maximal velocity. And to add a module that will contribute purely to speed tanking.

Modification to the gun hit/damage formula.

Assuming that the current hit rate formula looks like:

function1(distance,faloff,optimal) * function2(tragetsignatue,turrettracking,turretsignature,angularvelocity)

Where angular velocity is currently ([Traversal velocity]/[distance])

I suggest to modify the angular velocity equation to look like:

Angular velocity = ([traversal velocity] + [combat thrusters factor] *[max velocity])/[distance]

The combat thrusters factor will be a new ship hull parameter with some basic value of 0.01-0.05(May be some skill dependent) and modified using additive formula from the modules that provide additional 0.1-0.15 of CTF.

Reasoning:
- Such a modification will lower the extreme efficiency which guns have when shooting still targets or targets with direct approach course.
- This however wont affect pve interaction because npc's are not fitting such mods.
- This would be a nice tradeoff module for ships that want protection from their contresizes. Ie cruisers may fit those against BC and BS, frigates against cruisers.
- The efficiency of this module will be limited by stasis webification modules
- This module could also be used to increase the speed tanking on ships that lack transversal velocity withouth increasing the overall mobility as it allows the transversal velocity in calculations go above ships maximal velocity.
- Gun capitals will less likely owerpower large subcapital fleets.
Skelkie
State War Academy
Caldari State
#1627 - 2013-01-30 11:11:49 UTC
Couple quick ones that have no doubt been thrown around the CCP drawing-board already..

How about scripts for weapons (or mods) that allow you to partially ignore a resist type or shield/armor? ie. A weapon script (or mod) that allows X% of your damage to go straight through shields, overall wouldn't change your dps but could have some interesting fallout.

Maybe weapons/mods/drones/consumables that apply certain temporary effects to ships, ie. Reduced damage, reduced tracking/reduced sensor strength etc. etc. Same as the mods but make them last 10-30 seconds with a 60 second cooldown so they have bigger impact. Similar to the direction you guys have been taking with your ASB's. (Why not have a dot (loose term for lingering negative effect/debuff) that reduces a particular resist?

Mods that perhaps grant temporary but powerful bonuses to resists/tracking/sensor strength (think ECM counter) that last for 10-30 seconds on a 60-120 second cool-down.

Area of effect stuff is a fantastic stimulator, knowing that you have 5-10 seconds to GTFO or bad stuff happens can create some serious adrenaline if implemented correctly. Some projected effects (think bombs but targeted) that give a UI warning (visuals please) and apply things ranging from damage to debuffs. Perhaps there's room here for some new drones that deal aoe damage/debuff with extremely slow (or 0) movement could be interesting, help shake up the static-ness of fleet blobs.

Obviously counter-measures for the newly implemented aoe would keep things in check. (where did that mini jump drive go? little 10-20km 'shunt' to get you out of trouble.)

Some may have guessed I'm just regurgitating tried and tested concepts in an eve-friendly format, not sure if CCP deliberately strays away from mainstream concepts (which i appreciate at times) or whether they are simply viewed as impractical to implement/would be too game changing. My primary hangup with eve is this: Aside from flying your ship correctly and knowing when to/not to overheat mods there's very little in the way of decisions once you engage someone (working as intended?).

Would love to explore these concepts some more.
Cheers

PS. Would love to see CCP implement unit occlusion ... oh, the possibilities =)
Vaju Enki
Secular Wisdom
#1628 - 2013-02-03 19:59:07 UTC
With the buff to mining barges, the ore thief career is extinct (no one jetcan mines anymore....)

I propose the intruduction of a new module to steal ore from a mining barge ore cargo hold (for exemple, an active module that slowly takes the ore from less the 2.5km, around 1min. to complety take all the ore from the ore cargo hold).

You get the supect flag after stealing the ore.

The Tears Must Flow

Kesthely
State War Academy
Caldari State
#1629 - 2013-02-04 16:09:53 UTC
Rapid Heavy Missile launcher:

Battleship sized module, fireing heavy missiles at a slightly increased speed then a regular heavy missile launcher

Rowells
Blackwater USA Inc.
Pandemic Horde
#1630 - 2013-02-04 21:23:13 UTC
Sradoc
Sradoc Corporation
#1631 - 2013-02-05 16:39:13 UTC  |  Edited by: Sradoc
Couple ideas I've had with a buddy:


1. T3 Rigs that enabled a T2 ship to sacrifice a Rig slot and add 1 Subsystem slot. Basically trade in all rig slots for 1 subsystem slot. (Begin Rage/Love....)

2. Module that mimicked your signature (what shows up on D-scan) of another ship. Uses a script when activated (ex: Hulk Script). Ineffective against scan probes or when there is visual/on grid. (Epic Baiting)
Edit: Module would be size based, so a Drake could look like a Hulk but a carrier couldn't look like an interceptor.
PavlikX
Scan Stakan
HOLD MY PROBS
#1632 - 2013-02-05 18:45:16 UTC  |  Edited by: PavlikX
Rework of existing modules - resistance platings.
Today useless, cheap, low fit-demanded modules must find place in the game.
- Add armor hp bonus in %, not only resists
- Increase PG/CPU demands
- Adds mass penalty (new skill - reduction of mass penalty of armor plates must work here)
Jonas Nerub
Verteidiger des wahren Bloedsinns
#1633 - 2013-02-06 00:26:11 UTC

i want a range extender mod for missels ! (for fighttime and/or missel speed for e.g.) for low slot


it also could modify the explo speed or the explo radius ...


like tracking enhancer for turrets

additional a script loaded med slot modul should be very helpfull!


especially for that damn heavy missl nerf... we need more range!^^
Mamparratjie
Doomheim
#1634 - 2013-02-07 11:28:46 UTC  |  Edited by: Mamparratjie
How about enabling us to scan a cloaked ship BUT, you are only able to warp to it within 100km approximately. Then launch a probe that works almost the same way as a warp disrupt probe. Instead of warp disrupting, it merely discloses the position of the cloaked ship. You can then fly towards it forcing it to de-cloak. the probe you launched can not be launched with other ships in close proximity thereof. Say 30km or something like that. This method will ensure it cannot be used in gate camps where covert ops ships should be allowed to travel through with more 'safety'
The cloaking ship has ample time to get away before it is discovered.
It also force the cloaking pilot to be with his ship. Thus not login, cloak in a safe spot, and go to bed. I have seen this cowardly tactic being abused too much without fair chance of being discovered by the other players in the system.

If the person goes to sleep leaving his ship cloaked in a system, it should be a risky affair. And if afk for many hours, you should be able to lose your ship.

You may say it is game mechanics to allow cloaking to the extent it currently is. But what about changing the game mechanics to benefit all, not only the cloaking ship?
After all, when you are at very low security with a faction in high-sec space, your ship is unable to cloak due to 'external factors prohibiting it'. Why not extend the mechanics to give pilots some degree of discovering a cloaked afk ship in a low-sec or 0-sec system, instead of making it just impossible as it is at the moment.

Playing agains active cloaking pilots is very much different than playing against afk cloaking pilots. The active ones you can already discover if you are clever and use a couple of tricks. Not so if the ship is cloaked afk somewhere in a system.

Thanks
Lord Astral
BURJUVA holding
BURJUVA...
#1635 - 2013-02-07 11:44:01 UTC
Low Slot Tracking Enhancer for Drones

A low-slow drone tracking enhancer module just like the Tracking Enhancers for the turrets.

Scripts for Omnidirectional Tracking Module

Range and Tracking

Better Resists for T2 Drones

Theronth Valarax
V0LTA
WE FORM V0LTA
#1636 - 2013-02-07 18:07:49 UTC  |  Edited by: Theronth Valarax
Active Armor Tanking Implant Set:

Similar bonuses to Crystals.
Could replace the Edge set sold in The Syndicate LP store.
Not only would it replace virtually useless set, but also make Syndicate a more desirable place to live.

Passive Shield Tanking Implant Set

Shield equivalent of Slaves.
Could replace Centurion EW bonuses, sold in Mordu's Legion LP Store.

Considering there is only one Station in game with Mordu's Agents it could be nice to add a few of those, at least to match the Serpentis lv4 Agent's (there are only 3 of those in game).
Anaphylacti
Caldari Provisions
Caldari State
#1637 - 2013-02-07 18:23:02 UTC
FoF identifier module with 4-5 scripts you plug in so that FoF actually be comes useful.

It could be a multi-slot (high, med, or low) module to best accomodate the different missile ships out there.

It would be an active module that is essentially useless without the script. The script would act as an identifier so that FoF missiles shot out of a ship with a certain identifier wouldn't hit a ship with a similar identifier. Having multiple identifier scripts would mean that multiple fleets can fight at the same time with FoF and still hit each other. It would also provide a way to spy and completely counter the enemy fleet if you can correctly fit the right identifier.
Unkind Omen
State Protectorate
Caldari State
#1638 - 2013-02-07 19:51:18 UTC  |  Edited by: Unkind Omen
Anaphylacti wrote:

It would be an active module that is essentially useless without the script.

How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that.

As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected.

The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules.
Lethin
Gold Star Red Swords and White Shield
#1639 - 2013-02-08 02:19:26 UTC  |  Edited by: Lethin
Hi!
shotgun of ideas! some are ones i wished were in game. some are for themes, some just fo fun!



AOE/Module:

Worm Hole generator

slot: High, Activate, only fits on dreads/carriers/black ops.

upon activation, opens a worm hole to anywhere in K-space. uses isotopes to maintain whole being upon, follows standard rules for all c3 entrances. has a chance of creating an unstable hole in systems that have high numbers of attempts (non-linear, so the more you try, the greater the risk, resetting after a few hours of non activity) that becomes an anomaly that instantly sucks the creator, and all ships within 150kms from creator in and spits them out somewhere else in K-space. be it high or low sec, with 50% damage to hull. the point? lottery system for creating short cuts in K-space. but with all anomalies, can be scanned down on other side and used at someone else's advantage. can be used in wormhole space.


AOE Module:

Slot: High. PG/CPU same as a smart bomb.

on activation will bombard 200km around ship with a light radiation, doing no real damage to shields but causing any cloaked ships in the area to decloak, said ship will automatically recloak after 6 seconds.
or
On activation sends out a really loud, inaudible hyper sonic Ping wave, not like a real sound wave but radiation based, bypassing all the radar/light bending effects of a cloaking ship, allowing you to know if there is a cloaked **** either on grid or in system. has no other effect other then early warning system.


AOE-ish Module:

Anti-missile defense system.

slot: High, activated (needs to be turned on, sucks a lot of cap while being used), 1pg/10cpu

just like the military has now, uses a mini gun/lazors/explosive(racially determined, seeing as caldari already has defender missiles) rounds to shoot down incoming missiles/bombs, will detonate bombs that are hit causing them to explode pre-maturely. can only detect missiles/bombs under 20km. can also be used to target drones maybe?!


AOE Module:

Slot: Low, passive, you guys decide PG/CPU.

Bypasses the need to be assigned fleet booster but instead creates a bubble with ganglink/warfare mods that are active, that is applied to all ships within bubble. bubble can be either 50-75km in size. increases sig radius by 500%



Module:

Coolant Flush

slot: Medium. active, PG/CPU same as tracking comp or cap booster.

effect: reduces heat in all areas of ship, also gives a short term buff that negates chances of having heat being generated or heat damaging other modules. could use the PI coolant as its consumable. see what i did there!



Module:

Warp Hitchhiker

Slot: High. utility, 1/15 PG/CPU

upon activation, automatically sucks you into the warp field created by the fleeing ship. completely drains cap or shields. can only be fit on t1/t2 interceptors. Negated by:


Module:

Warp Bubble Hardener

Slot: Mid or high, utility, 1/25 PG/CPU

while active, ads +3 to warp stability. also negates the effect of small warp bubbles. maybe only fits on blockade runners?! also prevents warp hitchhikers.



Module:

Corpse Tosser (pirate in nature)

Slot: High, Active, you guys decide PG/CPU.

Converts Slaves and other humanoid cargo into grotesque, plagued corpses, converting the matter into a bio weapon , and launches the missile/ball of dead human matter into the lower atmosphere, ontop of where the Dust player calls for it.
effect: deals 50% health damage to all "humans" within area instantly, doing another 15hp/tick for 2 ticks. affects all humans even in vehicles.



Consumable:

SP Data Cube.

can be found randomly as a drop in high ranking ded sites/WH anomaly/Officer Loot.

grants 1000 skill points to the skill pool to be assigned. destroyed on use.



Consumable:

Exotic Dancer holo-disc.

Projects the image of a gallentian Exotic Dancer in cpt. Quarters! ... Just fluff!



Script:

used in Tracking computer OR sensor booster! see where im going with this?

Friend or Foe analyzer

enhance accuracy and damage of FoF missiles to their t1 counterparts. makes missiles target only recently aggressed ships/targets. focus fires all missiles to same target. increased damage to any ship using ECM mods.


new drones!

Anti-missile Drones

Will guard either the master or assigned guard target, automatically tries to shoot down incoming missiles, will fly out and start shooting missiles. does not count as a drone when deploying, uses 2.5 drone bay m3/bandwidth, max of 2 allowed in space. or converts a rocket pod to launch and control the drones. activates the drones when "firing" the pod.



Missile drones!

drones that use light/heavy/cruise missiles! stay in orbit around you while shooting. can have a rocket/HAM/Torp as t2 variant that flies to target.



Kamikazee drones

aka targeted smart bombs. flies to target, blows itself up doing a little more damage then 2 large Smart-bomb AOE blasts. racially controlled.



Ship!

Smaller Shuttles (or t2 variants):
more expensive but takes up the same space as a light drone. fights in either cargo or drone bay. NO CARGO SPACE!


another ship! 2nd last idea

Tech3 frigates.

Same as tech 3 cruisers. except less expensive and about as versatile. does not come with death penalty. as about as powerful as a destroyer with more EHP. no other details!

last but not least:

Galleons

Either Tech2 battleships (using tier 3 hulls) that can fit siege mods, uses cap instead of fuel for short term tower bashing. cannot move while active, shuts off once cap fully drained (or uses the consumable)

OR

Galleons
new tier of ships between dreads and carriers. flyable in highsec, works just like 1/2 of a dread/carrier but can JUST fit into a jumpgate but drains cap on use. used as a learning tool for dreads/carriers. kinda like a 1.5xBattleship.
Anaphylacti
Caldari Provisions
Caldari State
#1640 - 2013-02-08 07:42:55 UTC
Unkind Omen wrote:
Anaphylacti wrote:

It would be an active module that is essentially useless without the script.

How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that.

As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected.

The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules.


I meant active as in it uses cap, has a cycle time, maybe a reload time for scripts. think more like a sensor booster less like a sensor dampener. It basically broadcasts "I am broadcasting x script. I am a friendly dont shoot me" while The missiles shot from the same ships are programmed to shoot all targets that are not broad casting x script. so in effect a person with this module broadcasting "y" script could still be shot by a missile fired from a ship broadcasting "x" script. but a missile shot from a ship broadcasting "x" will not shoot a ship broad casting "x".

I guess a tag like a laser designator could work too but the idea was that it could work in large scale without a drone bunny like controller and without any targeting involved.