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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Rual Storge
Caldari Provisions
Caldari State
#1861 - 2013-05-02 14:51:02 UTC
Buff nosferatu's a bit so its more usefull
CCP Ytterbium
C C P
C C P Alliance
#1862 - 2013-05-02 16:53:40 UTC
Unstickied.
Omnathious Deninard
University of Caille
Gallente Federation
#1863 - 2013-05-02 17:20:06 UTC
CCP Ytterbium wrote:
Unstickied.

WHAT!?!?!?!

If you don't follow the rules, neither will I.

General Guardian
Perkone
Caldari State
#1864 - 2013-05-02 17:58:27 UTC
As there are soooo many Pages/Posts I didn't read the entire thread, so I hope this module idea hasn't been mentioned already.

A probe launcher and probes with high training requirements but use new scanning technology which enable you to combat scan cloaked ships.

This won't be an issue for people that aren't AFK

Alx Warlord
The Scope
Gallente Federation
#1865 - 2013-05-02 18:45:10 UTC
CCP Ytterbium wrote:
Unstickied.


So you are sentencing the topic for death!? and this also means that all the Ideas with it? And CCP have no more use for it?

ok...
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1866 - 2013-05-02 18:58:10 UTC
Hi-slot module that reduses shiled regeneration in 35%, range 20-24km, frigate class. As there are too little modules that can be used in hi-slots
Hopelesshobo
Hoboland
#1867 - 2013-05-02 21:28:29 UTC
Heat projector – Hi Slot
Projects heat onto the modules of the target ship which causes a random module to take heat damage.
Add a role or skill bonus to certain EW boats to increase the range/effectiveness of this module.

Nanite Projector – High Slot
Projects nanites onto the target ship, repairing heat damage to a module that is not completely burned out. It favors modules that have received more damage.
Add a role or skill bonus to logis to boost the range/effectiveness of this module.

Heat Sink – All slots
Absorbs all heat damage that is generated on the rack the module is fitted on when the module is activated. The module is effective at dissipating heat on itself as well, which causes it to receive half the normal damage as other modules normally would. It also has more health then a standard module. Only 1 module per rack can be active at a time. Can be repaired with nanite repair paste when offline.


Player A attacks Player B with his Heat projector
Player B activates his Heat Sinks, mitigating half of the incoming damage on that specific rack
Player C repairs the damage Player B is receiving

Alternatively
Player A overheats his modules and turns his Heat Sink on. Once the heat sink has taken a fair bit of damage, the player turns the heat sink off, causing his modules to take heat damage. The player then uses nanite repair paste to repair the heat sink. Once repaired, he turns the heat sink back online, causing it to absorb heat again.

Lowering the average to make you look better since 2012.

Cygnet Lythanea
World Welfare Works Association
#1868 - 2013-05-03 02:57:34 UTC
High slot CIWS passive module. has a chance per module to inflict damage on missiles/drones. Can only be fitted by cruisers and up.
Vega Umbranox
The Scope
Gallente Federation
#1869 - 2013-05-03 05:26:00 UTC  |  Edited by: Vega Umbranox
1 time use module/long ass cooldown

-increase turret ROF 500% for 5 seconds
decrease optimal 50% for 10 seconds
careful not to use it while overheating ;)

-increase resists 50% for 10-15 seconds
Decrease speed 90% for 25 seconds

increase weapon damage 500% for 10 seconds
decrease ROF 1000% for 15 seconds

new module ideas

specialised probes that can only scan down cloaked targets, and have less strength than normal probes

Micro jump drive range scripts

Drones that attach to enemy ship and do damage over time. drones have chance of being destroyed but can be recovered if ship is destroyed. to extend the drones could come in damage variants as well as versions to lower resists/cap/sigradius/ability to warp to drone on enemy ship

i know this one will nevver happen but point defence turret. Battleship/capital module only: when active automaticaly fires upon targeted frigates within x range. can only fit 1 per ship, highslot, can only target frigates and deals constant damage just enough to make a frig think twice about approaching. short range.

omni energy tunnel. takes 0 heat damage when overheated, saps cap from target normaly, when overheated gives target cap

new EW: Cyber warfare system, possible effects that have chance to occur: has a chance to cause target to lock other ships and use modules on them eg guns, drones, neuts etc
effect 2: chance of activating overheat on random(or all) modules on enemy ship for x seconds.
effect 3: chance to cause enemy ship to fly directly away/towards you.

either it could be scripts for each effect or a small chance of each one
more to come..
Hannott Thanos
Squadron 15
#1870 - 2013-05-03 07:19:21 UTC
General Guardian wrote:
As there are soooo many Pages/Posts I didn't read the entire thread, so I hope this module idea hasn't been mentioned already.

A probe launcher and probes with high training requirements but use new scanning technology which enable you to combat scan cloaked ships.

This won't be an issue for people that aren't AFK


We have an entire thread for collecting threads about this topic.
tl;dr: NO

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Merciless Hobo
Republic Military School
Minmatar Republic
#1871 - 2013-05-16 07:54:40 UTC
tags: [0.0] [afk] [local] [cloak]

Here is an idea
What if CCP invent a module (only for: covert ops, force recons, recon-T3, black ops), which deactivates or corrupts a list of pilots in local chat window?
This module can be activated only in 0.0 (in WH too, but it is meaningless)
The module cannot be activated when a cloak device is running.

Applying this module can cause a new kind of activity in 0.0 :
cloak-hunters, that stay for days in carebear's systems will not be obliged to sit a lot of time before carebears undock.
Meaningfull detail: corrupting local list is not safety - coz now carebears can scan down the cloak-terrorist and deal with him.

Another feature: scouts will be able to navigate serious fleets without momentally been uncovered in security-channels.

What do you think about this?
Sry, if doubled some1's thoughts.
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#1872 - 2013-05-16 08:36:29 UTC
I'm not sure if I have already posted this in this thread (I probably have) so I'll post it again.

Ship disguise module.

Similar drawbacks to a cloak except the speed reduction and you should still be able to warp.

It will allow you to disguise your ship as another ship of similar size.

Like this.

Amarr T1 cruisers can disguise as T1 Amarr BCs, destroyers and industrials, amarr T2 cruisers and T1 cruisers of other factions.

Disguise is selected with scripts. Like a +1 size script ( ie, frigate to destroyer), Tech script (Assault frigate to T1 frigate), race script (caldari BC to minmatar BC) etc etc.

Would not work on capital ships and battleships would not be able to use the +1 size scripts.

Could be used to confuse your enemies, bait, disguising your industrial as something dangerous, or vice versa (curse disguised as omen).
zerquse
Center for Advanced Studies
Gallente Federation
#1873 - 2013-05-19 04:58:18 UTC
Umm this just seems silly that there isnt one. A fed navy drone damage amp. I mean gallente love there drones right? would do wonders for there lp store, not that I even use it anymore but still.
Ach4t1us
Atrocity.
#1874 - 2013-05-25 10:09:11 UTC
Point Defense Systems.
They would give Fleets a good defense option, by targeting missiles and other small stuff (like combat drones for anything supcap and fighter/bombers for capitals)

It should use a medslot (cause it's much like E-War) and could be specialized on one kind of threats, like missile point defense or drone point defense.

It also shouldn't onehit things, instead doing wider spread damage to multiple Targets...

just a suggestion cause Defender Missiles suck and locking on drones can be a pain in the arse, smartbombs are nor real option if it goes into highsec
Ach4t1us
Atrocity.
#1875 - 2013-05-25 10:12:47 UTC
Max Von Sydow wrote:
I'm not sure if I have already posted this in this thread (I probably have) so I'll post it again.

Ship disguise module.

Similar drawbacks to a cloak except the speed reduction and you should still be able to warp.

It will allow you to disguise your ship as another ship of similar size.

Like this.

Amarr T1 cruisers can disguise as T1 Amarr BCs, destroyers and industrials, amarr T2 cruisers and T1 cruisers of other factions.

Disguise is selected with scripts. Like a +1 size script ( ie, frigate to destroyer), Tech script (Assault frigate to T1 frigate), race script (caldari BC to minmatar BC) etc etc.

Would not work on capital ships and battleships would not be able to use the +1 size scripts.

Could be used to confuse your enemies, bait, disguising your industrial as something dangerous, or vice versa (curse disguised as omen).



I agree, cause Ruses are in use since like forever
Jureth22
State War Academy
Caldari State
#1876 - 2013-05-25 12:10:58 UTC
x-l shield extender/bs version.
3200mm plate
Adunh Slavy
#1877 - 2013-05-25 22:54:59 UTC
Smuggler's Hold

Mid Slot or Low

Has about 50 m3 of cargo space, can stick contraband in there. Can't be scaned by customs agents, but can be scanned by players

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1878 - 2013-05-25 23:19:54 UTC
[AoE]

Rainbow Ponies

Releases a torrent of unicorns controlled by an Exotic Dancer. These unicorns will do 80,000 thermal damage in a 1,200 km radius and will immediately overheat and burn out every module in that radius. The unicorns will then proceed to invade hostile ships and let exotic dancers loose, mesmerizing the crew and rendering the ship immobile. The unicorns will then start pooping rainbows, blinding the capsuleer and calling more unicorns to the area for support.
Swiftstrike1
Swiftstrike Incorporated
#1879 - 2013-05-25 23:41:17 UTC
Idea for a one-use (consumable) module.

Cynosural Corruption module.

Targetted module. Can only be "fired" at a (covert) cynosural field. Instead of trying to decrypt (hack into) the fleet communications of another gang, this module uses the latest in quantum entanglement and cryptography to add another layer of encryption to their systems. The target fleet will then be unable to lock on and jump to their own cynosural field for 60 seconds while this new layer of security is decrypted.

Penalty: the procedure permanently burns out the solid state electronics required for this level of encryption. (module receives 100% heat damage after 1 use).

Penalty: the calculations involved in this procedure require 10s to complete before the module can be activated. (10s "spool up time" like the MJD)

Penalty: The entanglement procedure necessarily results in the encryption of the host ship's navigation systems as well as the target. (max velocity bonus of -100% for 60 seconds)



Intended use: anti hot drop module.

Potential addition: if a (covert) jump bridge has already been opened to a cyno before this module hits, anyone who uses the bridge after this module has been activated will arrive at some random (x,y,z) coordinate in the target solar system.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Ordellus
Doomheim
#1880 - 2013-05-26 06:25:55 UTC  |  Edited by: Ordellus
Goose99 wrote:
Rigs that add a hig/mid/low slot.Big smile


Iris Bravemount wrote:
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)


Bienator II wrote:
heavy tractor beam, can pull ships.


My two cents:

Gas Cloud "Strip Miners" for mining barges.... or possibly rigs that allow pilots to fit harvesters to the barge ( 1 for 1 seems fair)