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Player Features and Ideas Discussion

 
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SFO [concept module]

Author
Emma Yobibit
Garoun Investment Bank
Gallente Federation
#1 - 2013-07-27 20:50:18 UTC
Ship Force Overload

This module disables modules remotely on ships, it takes 90% of cap off the ship it self, and is almost random, you can chose from different modules who do different things, High slots, Med slots, Low slots (3 different modules like ECM)
This module use's certain property's that also disables your ship from using warp or jump modules until the module cycle is finished(cant run, cant hid)
This module also gives advantages to your enemy, once used on a target, there cap over loads causing it to regenerate 30%-50% quicker, creating a situation where they could have more cap, this effect only stays until the cycle is over(stacking pens)
This module fits only once on the proper ship but could be fitted more then once with extra rigs modification.

The effect of this module is really shiny, and looks cool, turning you into a pinata

This module can also be used between friendly's to boost cap, although it does not make ships immortal's

This module can be fitted on BlackOps, Capitals, and T3 cruisers, the estimated value of this module is around 100-200 millions.
The cycle Lasts in theory around 4 minutes.
If you activate a second one there is a timer that adds up over the cycle you already had, after 4 minutes you will again lose 90% of your cap, and if you had a third one , repeat.

This is just a imagination thread, not something i think could fit properly into the universe, but the concept of a module that is good and bad is interesting enough i think.
Dont go ahead and spread sheet this to calculate balance issues is all i am saying
Ronny Hugo
KarmaFleet
Goonswarm Federation
#2 - 2013-07-27 21:11:14 UTC  |  Edited by: Ronny Hugo
Hm, dreadnought win-button (cuts damage by 33% every 4 minutes, bring lots of dread-untouchable T3's).
I value you spending time on trying to improve the game, but at the moment the most pressing needs are things like sovereignty system, overview (always better to be able to view more info in a way that still keeps it manageable), boring structure shooting, boring PVE, distribution missions (you should not run one way half-empty and back totally empty), mining missions (don't sense your ore hold size, and, well, quite uninteresting places in a universe of black holes and neutron stars, ancient rogue planets and dwarf-planets etc), and skill-tree demanding several months of training before you can realistically be of use in fleets (there should be a way to buy characters with the 25% armor, shield, hull etc bonuses already trained, or simply remove them in favor of something else, we'll pay to play even if we are not waiting for another important skill).
Trinkets friend
Sudden Buggery
Sending Thots And Players
#3 - 2013-07-28 04:16:15 UTC
newp
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#4 - 2013-07-28 04:36:20 UTC
The idea of targeted ECM( able to chose which mod you shut off) has been discussed before.. Although this same feature already exists with the proper use of current EWAR/ECM mods already in play....

You just don't have the ability of fitting 1 module to choose what you shut down(realistically Cap denial does most of them provided the enemy isn't tinker/injecting)