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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
#1701 - 2013-03-27 16:28:14 UTC
MWD that runs on cap booster charges.

Provides the same speed boost a regular MWD does, but only whilst charges remain. Is not deactivated by warp scramblers. Once it runs out of charges, it will either deactivate completely, or provide the speed boost of an equivalent meta level afterburner whilst still incurring the MWD signature penalty.

Could start out as a 1MN-only item to make interceptors more relevant, then eventually proceed up the size scale.
Shattered Foundations
#1702 - 2013-03-27 20:15:43 UTC
CCP SoniClover wrote:
Hello capsuleers!

One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover



Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs)
- swap hardpoints ie swap mid for low
- swap cpu for pg vice versa
- software upgrades that enhance the range/strength of rack modules
- software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)

this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements

on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Caldari State
#1703 - 2013-03-27 22:01:38 UTC  |  Edited by: Andy Landen
Loki Feiht wrote:

Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs)
- swap hardpoints ie swap mid for low
- swap cpu for pg vice versa
- software upgrades that enhance the range/strength of rack modules
- software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)

this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements

on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec

The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions.
CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations.
So I guess I am asking: Are you wanting more T3s?

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

Gallente Federation
#1704 - 2013-03-27 22:40:29 UTC
Jommis wrote:
A ship that allows sub caps to refit in space.



Do you mean like the Orca ?
Caldari State
#1705 - 2013-03-27 23:21:57 UTC
Utremi Fasolasi wrote:
Jommis wrote:
A ship that allows sub caps to refit in space.



Do you mean like the Orca ?

and carriers. I think that he meant to say "A sub cap ship that allows sub caps to refit in space."

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

#1706 - 2013-03-27 23:47:21 UTC  |  Edited by: paritybit
Might as well post something, everybody else is.

Network Disruptor - Disrupts communication between to and from the target ship. Completely negates any bonus on the target ship from nearby warefare link ships. Additionally, when used against a ship with active warfare links reduces the effectiveness of the warfare link bonuses by some percentage. Active mid-slot module used against a single target.

Web Repulsor - Reflects energy streams commonly used by stasis webifiers thereby reducing their effectiveness by some percentage. Active low-slot module affecting the user's ship only.

Beacon Launcher - Launches locator beacons which attach themselves to the target vessel which then report the system of the target and serve as a warp-to beacon for a limited amount of time. Single-use consumable high-slot module.
Gallente Federation
#1707 - 2013-03-28 00:09:10 UTC
paritybit wrote:


Beacon Launcher



Thought it said Bacon Launcher at first and got excited. That would be a good gift item sometime though. Cool
Caldari State
#1708 - 2013-03-28 01:53:16 UTC
paritybit wrote:
...

Beacon Launcher - Launches locator beacons which attach themselves to the target vessel which then report the system of the target and serve as a warp-to beacon for a limited amount of time. Single-use consumable high-slot module.


Can't see this one getting abused.

Insta-lock tagger ship tags all suspected or scan confirmed high-value cargo ships in HS at gates around Jita. His gank team track the targets into low sec or null sec, or intercept and alpha it with cheap ships in a 0.5 system. No abuse there.

Better suggestion:
Mobile Hostile Tracking Beacon Launcher - The sovereign owner of a system may anchor a Mobile Hostile Tracking Beacon Launcher at any gate. It instantly locks and tags all ships not blue to the system's sovereign owner with "beacons which attach themselves to the target vessel [once attached, they] then report the system of the target and serve as a warp-to beacon for a limited amount of time [even if the target is cloaked]. .."

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

Amarr Empire
#1709 - 2013-03-28 08:07:03 UTC
anchor module. we were flying ships after all. if you can anchor a can, why not ship with a module? just a low slot and make it similar rules to the GSC, but 10,000 instead of 500 for nearest in-space object.
#1710 - 2013-03-28 09:50:08 UTC
Was thinking about drones, one issue with them is travel time. Which makes drone vulnerable to fire which also cripples heavy drones in pvp. So I was thinking about jump system that could sent drones within your control range but not to return them back. So it could solve some issues but wrongly used also screw you up big time.


Mod name could be something like
Micro jump portal generator

Description/attributes
Warps orbiting drones to target within drone control range. Med or high slot.

If this module would exist it could also give interesting tactics with sentries. If you could send them to friendlies.

Anyway think about :)
#1711 - 2013-03-28 10:50:44 UTC
I would like to see a module that could modify the damage caused by turrets not significantly but enough to make difference. You could call this module "the crit module". That either would cause increased damage to target on single hit, or hit random module within target.

Precision targetting module
Automated turret target coordinator that target key elements within target. Causing damage to key components.

Attributes:
Ability to hit critical sub system (this could occur as increased damage or as hit to random module in target)
Slight debuff in tracking and/or rate of fire
Med - active
#1712 - 2013-03-28 10:57:28 UTC
Sentinel zx wrote:
Damage Absorber Forcefield

it´s restricted only to fleet commanders
you can have only one ship with this module in the fleet and he must be the fleet commander

when it is active,

-it´s generate a small forcefield (10-15km) around the Command Ship
and the damage is caused to the Ships in fleet would automatically damage only the command ship
-your sic Radius will also be increased to 500-1000%
-it´s not possible to use this in High-sec
- Command ship velocity would reduced to 90%
-Command ship itself cannot be repaired (or the repair effectiveness would be reduced to 98-99%)
if the module is fitted (it does not matter if it is active or not)
Passive shield regeneration is also reduced to 90-95%
-your Warp drive and the warp drive of your fleet mates is deactivated

for example a mining op
if somebody would shoot the hulk the damage would go directly to the ship with this Module

this Module only for Cruisers, Battle cruiser and Heavy Interdictors available


Hmm I like this idea a lot Sentinel but I belive we would need new ship type for this and possibly new game mechanism since this could be easily overpowered feature. Could be null sec used module that would icrease damage resistance. / buffer for a blop but give them weakness against bombs / smartbomb. Could be module for logistic ships or rather carrier. Anyway worth idea to consider bump!
#1713 - 2013-03-28 10:57:28 UTC  |  Edited by: Jeanne-Luise Argenau
Ok my new mod isnt really a new mod but making it worth training for it and using it.

I want a missile defense racial system and here is as i would do it.

3 "basic" skills:
missile penetration - adds 7.5% chance that the missile will penetrate the missile defense
racial anti-missile weapon system skill - increases hit probability by 15%
racial anti-missile weapon spec system skill - increases hit probability by 5%

Weapon Systems
Grapeshoot for gallente - range 2000m | rof = 0,395s
Flak for minmatar - range 4000m | rof = 0,790s
Laser Ring for amarr - range 7500m | rof = 1,481s
Defender for caldari - range 10000m | rof = 1,975s

Basic hit probability at all skill at 0 is 0%. Blink
Stacked Systems will automatically try to hit as many targets as possible.
All Systems shoot at incoming missiles and ignore locked targets.

Weapons Platform
Destroyer with 8 slots for the proper weapon system.
The ship dependent boni will be 10% range increase and 10% rof increase per level.

I know my numbers will need a balancing but it should make my basic idea clear as missiles are the only weapon system in eve which can be intercepted.

EDIT: reworked the skills and weapon system because of a flaw in thinking ^^
#1714 - 2013-03-28 11:07:07 UTC
Chanina wrote:
A remote repair disruptor

A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X %
This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.


And yes, changes to cloaking mechanic/device would be great.

We already have ecm and sensor dampening we do not need more ew modules. We rather need unification of existing ew modules. Such as that tracking disturptors would also effect missile system. Don't like the idea.
Amarr Empire
#1715 - 2013-03-28 15:07:51 UTC
I've been thinking about this one for awhile and not sure why they don't exist. We have low slot Tracking Enhancers and Medium slot Tracking computers. We have low slot damage modules ... Why are there no medium slot damage modules? This alone makes using shields in PVE 10x more viable than armor. Understand that currently Shield tanking ships have to sacrifice nothing in their mid slots for tanking. But an armor tanking ship usually sacrifices 1-3 slots for damage modules. This could also change the argument for armor tanking being different as they would then be able to plate fit without sacrificing their fire power.
Caldari State
#1716 - 2013-03-28 15:20:44 UTC
hello
may be I newbie, but....
i live in WH, and directional scan - all my all

but, i need click and click agai and again to see, who are near me

of couse, in XX century all flight ships, and all sea ships was RADAR screen. radar scan and detect any over, and radar screen show and log information

and on the planet Earth, we had fish radar, and metal radar, and over type of radar))

but in New Eden we lose this device. and very sad about this. we lose china porcelain and over...

but we strongly need to find RADAR)

Then I served in the army, in anti-aircraft defence, I used radar desk all time. and want to say - its really beutiful thing!


here 2 images what Im talking about:

http://gyazo.com/b4d33669c715ce5c8da6bd16f14e1400

http://gyazo.com/ddab6323b96fc27728f93b895187147c


THANKS for attention
Caldari State
#1717 - 2013-03-28 15:40:28 UTC  |  Edited by: Andy Landen
Fighter Sentries - Affected by all drone modules, sentry and other drone skills, Fighter skill, and carrier bonuses. Stationary, but can warp to follow target or return to carrier if more than 100-150 km away. Follow the regular sentry model for range, tracking, and damage type scaled to the Fighter equivalent.

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

C0VEN
#1718 - 2013-03-28 21:32:31 UTC
New module for Drones
What you think about new module like Drone control unit for sub caps ?
Example each modules can give 25 bandwidth and + 1 control drone and be fitted on High-slots.
And need 2000PG and 65 CPU.
Link for thread
https://forums.eveonline.com/default.aspx?g=posts&t=219949&find=unread
Minmatar Republic
#1719 - 2013-03-29 14:19:39 UTC  |  Edited by: Sparkus Volundar
Dear CCP,

I've arrived to this thread late and unable to read back through 1700 posts so I apologise is this post contains something that has been written several times and discussed in detail before.

My suggestion would essentially be a change to the distribution of E-War across races should you implement an ability to “tracking disrupt” missiles.

Recap on the current arrangement with T1 E-War
Amarr: TD
Caldari: ECM
Gallente: SD
Minmatar: TP (oddball)

The TP is well-known to be unique amongst the classical T1 racial E-War in that whilst it is a very effective module, it is essentially a remote Weapon Upgrade rather Disruptive E-War like the other three modules. And that consequently, once you have 4 or 5 modules in the fleet (e.g. one bonused hull), there’s no particular need for more (other than redundancy, which applies to any hull). Whereas as a fleet grows in size, there’s no particular down side to retaining the same proportion of TD, ECM and SD hulls in the fleet.


Suggestion for after missile disruption is implemented if it is
Amarr: TD (same as currently)
Caldari: ECM
Gallente: SD
Minmatar: Missile Disruptor
TPs: moved to Weapon Upgrades category

Since I started out flying Minmatar ships I have a bit of a bias towards them on a sentimental level so that’s a declaration of interests I wish to make openly. I don’t feel like I have an agenda to boost Minmatar but others could think that and that is of course their right. It’s worth noting however that I’m not suggesting a level of power for a Missile Disruptor in this post and I don’t have any preconceptions about how powerful it should be relative to the other 3 Disruptive E-War modules.

Summary
Amarr: Left with the ability to disrupt the weapons of their two racial enemies.
Caldari: Left with the ability to jam ships such as of their faster racial enemies.
Gallente: Left with the ability to force longer-ranged racial enemies closer.
Minmatar: Loses oddball Weapon Upgrade and gains ability to disrupt racial enemy weapons.

This suggestion would raise questions about what to do at the T2 level and I suppose my thoughts would be that bonused TPs wouldn’t be needed on EAS/Recons either. It also raises the question of should there be bonused TPs and if so, how and/or what ships? One simple approach could be to introduce a TP strength and range rigs and leave TPs as non-racial.

Thank you for taking the time to consider this suggestion.

Edit: This suggestion partly rests on the assumption that T2 Amarr hulls will retain a line of Khanid missile ships.

Regards,
Sparks

.

Spaceship Bebop
#1720 - 2013-03-30 06:55:51 UTC
Simple but interesting module Idea:


Low slot module that is an alternative to the damage control.. IE pick 1 or the other.


HEAT: Dramatically increases the duration that modules can be overheated, Or increases the effectiveness of overheating.

SCRIPT: 3 scripts to choose from. 1 for improving low slots, 1 for med power, 1 for high. must have script loaded to function.

CONSUMABLE?? : The "script" is consumed, upon activation, and the consumed script is the effect you get for the duration of the module.

Someone can come up with a creative name I'm sure.

Preferably a name that doesn't use acronyms that are already in use. Maybe Heat Dissipater HD

Goal of this module:
-Finally have another option besides a DC !!!
-Potential buff for local tanking, solo/small gang
-Not difficult to implement. (as in not adding a completely new game mechanic but just adding much needed variety)
-More variety in ship fitting?

Balancing:
- Consider reload/cooldown times
- Something has to balance the amount of scripts that can be held at a time. whether its artificial, like price of the item, by m3 or the cooldown, limiting the amount you would reasonably need to carry on a roam.
- The bonus has to be enough to make it viable to replace the DC and loose EHP for some ships/fittings.
- Cant make the DC useless, just want another useful option for players.
- Make it similar to the MJD, in that after its use it has a long cooldown, can not be removed, refit, replaced, until said cooldown is complete. (scotty says its still too hot to remove from your ship after its last use, if it was removed (insert humorous logic here))

****Alternatively:****
- 2 charges are available and the module affects all power levels.
- charge A increases the duration modules can be overheated, charge B increases the effectiveness.

This is just a much more simple option.

Thank you CCP, for checking out this idea!
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