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[Beyond Rubicon] What Mobile Structures would you like to see?

First post First post
Drak d'Amral
Herrscher der Zeit
Test Alliance Please Ignore
#301 - 2013-11-13 18:28:07 UTC  |  Edited by: Drak d'Amral
mobile syphon unit t2 = > steals strontium and/or fuel form the tower :-P

edit: mobile thingy that allows you to manupulate the RF timer of things, maybe +/- 4 hours
Ferengi Trade Authority
#302 - 2013-11-13 18:31:16 UTC
My suggestion

-Mobile Jump Bridge Jammer.
Makes it so that no1 can use the a JB to jump into the system, similar to when a system has an incursion.

-Mobile Covert Cyno Beacon
-A Covert cyno where only covert ops ships can jump/bridge to


Please do not introduce mobile structures that promote camping them, fights would turn into "why wont you fight me outside of your mobile structure range".

I'm referring to structures like, mobile stasis web, mobile warp disruptor, etc.

Amarr Empire
#303 - 2013-11-13 18:33:46 UTC
A webifier unit that webify all ships in a specific area, 5km -30%, with no stacking penalty
A anti NPC unit that keeps those pesky npc's of the gate when you are camping in destroyer sized hulls
A cyno bakon unit where you can jump trough... jumping blind is fun :p
A target painer unit that increased sig of anyone that is close

Stuff like that maybe some more ewar ect
Zand Vor
Anomalous Existence
Spatial Instability
#304 - 2013-11-13 18:33:56 UTC
A larger version of the new Mobile Refitting structure that allows anyone in your fleet to use it.

A personal medical/jump clone (Only you can establish and jump to a clone there).

A local-chat supression system. Disconnects everyone from local-chat in that system or area of effect.

Please fix wormhole combat sites: c1 20mil - c2 40 mil - c3 80 mil - c4 160 mil - c5 320 mil - c6 640 mil

The Sinister
#305 - 2013-11-13 18:37:41 UTC
Mobile Probe Jammer!

Make safe spots really safe!

Deployed and active will make anything within that grid inmune to combat probes.


Mobile Defensive Units!

Similar to POS sentry guns!

Will atack anithing thats not friendly to it or to its owner. witha wide variety of choises like Webbing, Scrambling, Neuting, and Guns.

If you are going to make a city in the middle of space u need defences!

Mobile Energy Pylon!

Will power up any other active mobile structures within its power radius! (take out the Energy Pylon and all defensive structures feeded by it will go inert)

Iudicium Vastus
#306 - 2013-11-13 18:41:17 UTC
Something like the webbing tower you find in some missions would be pretty sweet.

[u]Nerf stabs/cloaks in FW?[/u] No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too)

kano donn
Ministry of War
Amarr Empire
#307 - 2013-11-13 18:43:13 UTC
Mobile Web bubbles. 10km range, 40% flat reduction in speed. OR, +1sec align time. (Numbers Adjustable)

Elfi Wolfe
University of Caille
Gallente Federation
#308 - 2013-11-13 18:44:57 UTC
Alpha Tenshi wrote:
What I would love to have is a deployable remote repair module.

For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.

So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).

What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.

Just a thought ^_^

Alpha out o7

You can replicate this with a depot and some modules. That is one of the things I am going to do with depots.

"Please point to the place on the doll where the carebear touched you."

GeeShizzle MacCloud
#309 - 2013-11-13 18:46:09 UTC  |  Edited by: GeeShizzle MacCloud
How about this:

Local Intel Mirage Generator / Local Chat Chaos Generator - you can deploy it anywhere in a system, it communicates with the gates in the deployed system and starts randomly creating ghost local contacts in both the deployed-in system and the immediately surrounding systems, based on whos in the deployed and surrounding systems, spreading confusion amongst anyone trying to track or use local as 100% accurate and instant intel tool.

Placing 2 of these within 2 systems of each other has the ability to spread local contacts between each other over a 5 system area. this works by ghosting the contacts that another deployable is creating extending the range.

Additionally it forwards warp commands so any warp to fleet member commands it receives sends the ship issuing the command to the stargate of the system that the fleet member theyre trying to warp to is in, causing people to possible land in gate camps thinking a friendly fleet is still in their system.

Takes 1 minute to deploy, requires activation to start effect.
Lasts 15 minutes until it expires
Can be probed down by a ship with bonuses / bonusing modules
Approximately 500m3 so it cannot be spammed by small ships
Limited to 3 deployed per Character.
Around 100,000 ehp
approximately 20-30m build cost.
George Boyter
Amarr Empire
#310 - 2013-11-13 18:47:03 UTC
Here is my wishlist :-)

Mining laser enhancer to make mining lasers more efficient (think command module but anchor-able and with limited range say only on grid)
A better version of a sentry drone that actually works for ships not dedicated to drones (read a mining ship)
A ore compressor, make it so the highsec kids can get in on that compressed ore action

A wormehole anchor, making a wormehole stay open as long as it is fed enough fuel (can only be anchored in w-space) that should make for interesting debates in the w-space community

Of course a local cloaking unit allowing you and possibly others within range to hide your presence from scanners (but keeps you visible for those in range)

Alvatore DiMarco
Capricious Endeavours Ltd
#311 - 2013-11-13 18:47:07 UTC  |  Edited by: Alvatore DiMarco
An evolution of the mobile depot of some kind with an assembly line and a refinery.

ONE assembly line. Not two, not five, ONE assembly line. So that you can stay in hostile space without having to worry about where your ammunition / cap charges / drones will be coming from as long as you have the minerals to keep making them.

The refinery is obviously to let you grind up rocks and scrapmetal into the minerals for construction.

Make it corp/fleet accessible via user-selection like the Orca's bays are.
#312 - 2013-11-13 18:47:58 UTC

  1. Mobile decloak field, 100km, last say 20 minutes. Decloaks all that enters.
  2. Stasis webber.
  3. Corpse gatherer.
  4. Wormhole generator. This would draw things into it, making them disappear. Great for denying wrecks to your enemy.
Matthew Dust
Sebiestor Tribe
Minmatar Republic
#313 - 2013-11-13 18:50:43 UTC
The mobile structure I would like to see the most? Satellites, satellites that display a real time map of what is going on the district my DUST MERCS are fighting on so I can provide real time intel to them. +10 if I can deploy them and simply chill in station and watch it in my captains quarters on the screen like in the trailer,
Hibernator X
Test Alliance Please Ignore
#314 - 2013-11-13 18:50:52 UTC
Giving a nod to RP and player created content:

The Player Owned Mobile Billboard Projector.

Instead of using named cans this item will allow players to create a short blurb or advertisement , possibly with the ability to select images such as corp or alliance logo, possibly player portraits, the applications are endless really.
John Holt
Brewmaster Armada
Virtus Crusade Protectorate
#315 - 2013-11-13 18:53:06 UTC
Mobile repair station for wormhole space especially.

Done my time in null sec, now I'm just a Privateer wandering around High and Low Sec.

Gallente Federation
#316 - 2013-11-13 18:53:27 UTC

Mobile weapons platform configurable like a T3(but on a much smaller scale)
High and medium slots only, using actual modules from the market. using the fitting much like ships and dusties with a limited amount of CPU/PG

with a limit to how many can be active with 50km of its anchor point(including other structures like a POS or bubble)

Weapons - Drone, Guns, Missiles or Electronic warfare
Flight of 5 or 10 (Lights only)
1 Large gun/missile, 2 mediums and 3 or small
Ewar would replace defense slots and be able to fit all modules accept short point

Defense - Cloak or shield
Cloak so no one sees it before attempting a attack
Shield defense so it could take some damage before being disabled

Mobility - Fixed or Moving
Fixed would receive a increase in damage, range and tracking speed, but would be easier to kill
Mobile would have a small signature radius

so why would we choose a mobile version?
Mobile version could have an option to deploy mines or charges that could drain cap(De-cloaker \o/)

Materials would be a Mix of Salvage and PI with a small amount of trit
The Scope
Gallente Federation
#317 - 2013-11-13 18:54:12 UTC
Abdiel Kavash wrote:
[quote=Glasgow Dunlop][quote=Abdiel Kavash]A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.

Join my corp SPAM! Good idea... annoying in practice.
Aleksey Diaklov
Caldari Provisions
Caldari State
#318 - 2013-11-13 18:56:04 UTC
With the continued theme of "Taking power from the empires" and "Scaled-down POS bits":
Research Outpost
Mobile Manufacturing Depot
Basically like the POS equivalents of the Mobile Lab and Ammo/Component/Drone/Equipment Assembly Arrays but on the scale of the Mobile Depot, for use by single players. Cheaper for use by single players or small corporations to afford, but have only a couple of slots and slower than NPC stations. Of course, like the Mobile Depot, it could be attacked, reinforced, and then destroyed. Be careful with your BPs!
If you scoop them up while in reinforcement, materials are lost for manufacturing and tons of time loss with the research lab.

Speaking of other structures to reinforce:
Shield Emitter. Set it up around other structures, if they don't have reinforcement timers. The more structures it has to look over, it requires more fuel/hour to run.

In response to other ideas:
D-scan jammer/D-scan decoy:
These sound like fun. Drop a few decoys just to mess with people. Make d-scan jammers not show up on d-scan but they can be scanned down. Anyone that scans them down need to be cautious that anything being hidden from scan won't murder them into little pieces when they go to destroy the jammer.

Cloak disruptor:
This would absolutely neuter cloaky ships. With a very small range, on the order of dictor bubbles, maybe. As for gate camps, the cloaky ships still have to warp and recloak while on the way away from a gate.
#319 - 2013-11-13 18:58:20 UTC  |  Edited by: Lifelongnoob
CCP Fozzie wrote:
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you'd like to see out of the future of our new space structures!

i'd like to see mobile wormhole stabilzers. these are destroyable and require pos fuel cubes to run but double the lifetime but reduce the mass limit or increase the mass limit of a wormhole at the expense of halving the lifetime of the wormhole.

small wormhole mass stabilizer - 100% increase to mass limit of c1 & c2 wormholes 50% penality of wormhole lifetime
medium wormhole mass stabilizer - 100% increase to mass limit of c3 & c4 wormholes 50% penality of wormhole lifetime
large wormhole mass stabilizer - 100% increase to mass limit of c5 & c6 wormholes 50% penality of wormhole lifetime

small wormhole duration stabilizer - 50% decrease to mass limit of c1 & c2 wormholes 100% increase of wormhole lifetime
medium wormhole duration stabilizer - 50% decrease to mass limit of c3 & c4 wormholes 100% increase of wormhole lifetime
large wormhole duration stabilizer - 50% decrease to mass limit of c5 & c6 wormholes 100% increase of wormhole lifetime
New Edens Freeports
#320 - 2013-11-13 18:59:14 UTC
So many good ideas people have... Take a hint CCP...

Heres what i would like.. Deplyable structures to:

- Single manufacturing line with ability to manufacture up to large pos towers in it... And anything smaller... Could be slow, have big signature so easy to scan down... Large tower packaged is 8000 m3 so it rules out BS/BC manufacturing..

- Mobile miner support structure: Ore storage, refine, compress. Again slow, large ore storage, easy to scan down... or fast with small batch sizes, runs automatic. Solar powered.

- Mobile repair station: Slow but repairs are free, might help a bit i those hard missions by helping you stay alive, short range

- Personal research lab: single line that can do either me/pe research, copy or invention. Might not have time bonuses, maybe slower then npc stations?

- Deadspace pocket stabilizer: deploy to stabilize that mission pocket to have your own little safe haven, uses fuel of course

- Shield generator, eats any pos fuel to generate small shield bubble like around pos. 1/4 of hit points of small tower, super easy to scan down due massive electronic signature. Weak but gives extra protection to you small home...

- Mobile ship hangar, no refit service. Regular one upto destroyers, faction ones: cruisers/bc/bs sizes... 1-3 ships. large thingy, easy to scan down even by one day old noob

- Personal Sling accelerator: Single use structure to allow you to warp anywhere inside system withing the System boundaries, Up, down, left, right. Withing bookmarking range of systems central star. BTW this is thing we cant currently do. Since straight up docent have anything to warp into This structure would use small amount of fuel and lets you pick any direction in 3D space and range as mentioned above. You land within +- 0.5 AU of destination.

And bossibilities are infinite.... expecially once we get the new pos system up... Could link some of these, so that group of players could come together and form temporary space colony by deploying individual structures and creating temporary links between structures...

We are Minmatar, Our ship are made of scraps, but look what our scraps can do...