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

First post First post
hfo df
Ramm's RDI
Tactical Narcotics Team
#381 - 2013-11-13 20:52:17 UTC
Few thoughts:

1st: A structure that serves no purpose other then to appear on the overview/grid. (Mean thought: make it appear like a cyno.) Perhaps limit the life time? Purpose:

  • annoy people in local
  • organize my own arena's (two warp in, one warps out)
  • mark important fights going on (all fleets warp to beacon xyz)
  • prepare (pre-/during) fight warp spots for the bombers (that are somewhat underpowered)
  • perhaps appears only on the overview if anyone is on grid with it (good start for new inteltools, code already in the planetary beacon thingies).

These are oneliners:

2nd: A structure that complements the cyno jammer structure ... namely a 30min anchorable cyno. Its likely mentioned already. If not, covert cyno? (5min?)

3rd: The obvious: a gun platform (complements the stargate building idea, gates need protections). Great if you anchor 500 on a gate.

4rd: A mine, either explodes or a constant (slow cycle) smartbomb ... compliments the old mine blueprints. Great if you anchor 500 on a gate.

5th: A drone MBit jammer. Randomly picks up a drone on the grid and jams it's link to the originating ship. (Meaninghte pilot needs to reconnect his drone.) Cycle time increases if there are more drones on grid. Compliments the rough drones, the need to come from somewhere, right?

6th: dare to be bold: a collidable so -invisibly- big, people cannot cloak near it. great for gates.

7th: ratting blockade unit, add 10% dps to all rats in local, great for
Siobhan MacLeary
Merch Industrial
Goonswarm Federation
#382 - 2013-11-13 20:57:49 UTC
How about larger mobile structures that can be used by fleet, alliance, and corp-mates; require fuel; protect ships within a certain range of them from damage; don't decay unless unfueled; and can visually link to other mobile structures.

Shall I come right out and say it, or are people intelligent enough to understand what I'm getting at?

Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.” - CCP Soundwave

Schwein Hosen
DuckPus Fightclub
#383 - 2013-11-13 20:58:17 UTC
Currently there are a massive amount of leftover control towers on moons that have been abandoned offline but are still anchored. In most cases, the owners are inactive or unsubbed. Currently there is no way to get rid of these other than shooting them, but since (for whatever reason) they retain their full hitpoints (shield, armor, structure) and the shields still have passive recharge even when offline, removing them is no trivial matter.

I propose a mobile structure that functions similar to the way an sbu does for sovereignty, but for offline control towers. In other words, anchor the structure next to an offline POS, wait some period of time, and if no one blows the structure up, the tower/mods can be unanchored by you. (or maybe everyone?)

It is my original thought that these would only work for offline towers, but perhaps someone can think of a good way to modify the concept to be used for online ones too. Perhaps the same thing as the ciphon unit where guns don't automatically attack it, but can when told to. This would eliminate some of the terribleness of the POS Bash when defenders never show up. In the case that the owners do destroy the structure though, the current method of attacking a POS would still be required. If somebody sees problems with this though, just forget it. My real 'beef' is with offline POS mechanics.
Draconus Lofwyr
The Scope
Gallente Federation
#384 - 2013-11-13 20:59:02 UTC  |  Edited by: Draconus Lofwyr
personal mobile gravity well: deploy one of 2 types, repulsor or attractor

Repulsor will push all movable (even sieged capitals ) entities outside of 10 km from the unit away at an acceleration rate variable based on mass (the more massive, the faster the push) out to a maximum of 250km

Attractor will pull all movable entities towards the unit from out to a maximum of 250km into the unit at an acceleration rate variable based on mass.

these units will also affect movement through the grid based on the push or pull dynamic. slowing acceleration away from and speeding acceleration towards the unit. lateral movement across will cause a curved orbit of the unit.

these effects will also affect ships inside a pos shields so as do draw or push unanchored ships or structures out of the shields if not countered with an active effect. also cloaked entities on grid will also be affected.

both units have a 10k exclusion zone around the unit where the effect is not felt.
Circle of Friends
#385 - 2013-11-13 21:01:12 UTC
There's so many good ideas being posted here that I've given up trying to read them all and just posting my thoughts here. Some are ideas I've had (and posted) in the past, others are new ones I gained from reading other posts.

  • Proximity Detection System (PDS) - A Structure that detects when a ship enters its scanning area. It doesn't determine range nor direction, but sends an immediate message to the SO (Structure Owner) of the detection. The operational range of the structure can be adjusted via installed and reusable scripts, and can range anywhere from a few dozen kilometers, to a few dozen AU's. The larger the area coverage is, the less detail is returned on the ship(s) detected. Cloaked ships will trigger the PDS, but will not be decloaked by it. This was an idea I had a long time ago to allow for basic monitoring of a system without having to hit the System Scanner every 5 seconds like a hyper 5-year-old.

  • Mobile Wormhole Observatory (MWO) - A simple structure deployed within a few dozen KM of a Wormhole, it provides advanced monitoring of a Wormhole's statistics. It provides much more detail on a given Wormhole's Time, Decay Rate, Available Mass. It is only able to provide this data once per hour to the SO (the scans take a while to run) and although it may also be able to report the number of ships that have used it per scan cycle, the delay makes it unsuitable as a warning system (see the PDS above).

  • Wormhole Stabilization System (WSS) - This structure ties into a wormhole to decrease its decay rate, allowing the Wormhole to remain open longer. It decreases the Decay over Time, and the decay caused by ships passing through. It does not permit bigger ships to use the Wormhole, however. It either requires fuel, or is a fairly-expensive, 1-use structure.

  • Wormhole Destabilization System (WDS) - As the WSS, but this actively increases the decay rate of the Wormhole, forcing it closed faster. Note: The WSS and WDS could be combined into a single structure, with a script dictating its function.

  • Advanced Hacking Array (AHA) - This structure enables nearby "locked" containers or structures (i.e. anchored but inactive Control Towers) to be hacked by a Hacking Module, acting as a medium between the object and a capsuleer's hacking modules. The amount of time required for the AHA to "attune" to the object in question varies on its complexity. Anchored Cargo Containers may take a few minutes to a few hours (depending on their size), whereas Control Towers may take a full day. After the AHA is attuned, the capsuleer may then attempt to actually hack the structure (via the minigame). Repeated attempts are possible after a certain amount of time. If the Hack is successful, the object becomes the property of the SO. The structure is reusable, but does have a fairly steep fuel requirement (Strontium maybe?) so a skilled Hacker that can hack the object quickly is very important.

The Pannion Domin
#386 - 2013-11-13 21:02:37 UTC
Like to see a self repair station...for your ship and drones only.

I really like the turn off local idea....that would really be fun, and I mainly bear it up!

Mining defense also a great idea. The ganking crap has gotten out of hand but this would be a good balance, cost depending of course.

Would really like a uncloaking structure but not sure how that would work with fleet warfare. Scouting would suck. Maybe only deploy with an industrial, expensive, one time use, ten minute only?

Production and research....better than a pos but vulnerable.

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Jaz Antollare
UrAnus Probing Squad
#387 - 2013-11-13 21:03:52 UTC
Bumping machine!

After dropping and a time delay, it makes an impact that bumps all ships away from it in a certain radius. Comes in various sizes, small, med, large, so the bump strength and radius are changing too.

1 use only, destroys after 1 bump activation.
Eve Engineering Authority
Eve Engineering
#388 - 2013-11-13 21:04:03 UTC  |  Edited by: Centurax
ArrowArrow Smart Mine: Smart Bomb + Cloak = A fun automated defence. Area of effect and recharge time could be set so you can have one big hit or several small ones. Can be anchored near anything, but I guess not too near if you want to keep it Big smile.

Arrow Mobile Sensor Array: work like Sensor Probes, they are scannable and destructable.

ArrowMagnetic Anomaly Detector: this is an anti cloaked ship scanner, it gives an approximate area for a scanned ship that you can warp to.

ArrowSpy Satellite: park it next to a gate or Wormhole, POCO, Moon Depot etc.. and see who goes near it, then it is recorded and listed at the Mobile Command Center.

ArrowMobile Command Center: this is where all sensor feeds are collected and can be managed, give access to the system data with a password. This structure could be hackable to make things interesting, have a look round erase your presence and cloak up somewhere.

Arrow Mobile Graviton Generator: This structure would be anchored next to a Wormhole press go and 15 minutes later it collapses the Wormhole or at least something like that. Because jumping large ships through Wormholes is just stupid, with all the potential technology we have in Eve P.

Arrow Mobile Logistics Array: Repairs ships, maybe allow it to be anchored in a POS shield too, but have some limits to where it will work as well
Sofia Wolf
Ubuntu Inc.
The Fourth District
#389 - 2013-11-13 21:08:50 UTC  |  Edited by: Sofia Wolf
Auto repair structure

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Merciless Reckoning
#390 - 2013-11-13 21:14:04 UTC
Archare wrote:
Chitsa Jason wrote:

Structure which makes new sites to not spawn in system unless destroyed.

C5/6 farming is safe enough as it is... do we really need to make it even safer?

I read that as sites, not signatures, so K162s (and your static and dynamic) wormholes would still spawn.
Tau Cabalander
Retirement Retreat
Working Stiffs
#391 - 2013-11-13 21:17:29 UTC  |  Edited by: Tau Cabalander
Mobile Beacon : one-time use, persistent duration [fueled?], creates a warp-able system-wide beacon that anyone can warp to.

Mobile Cloak Disruptor : one-time use, lasts one hour, prevents cloaking within 100 km.
On second thought, no, would render Blockade Runners useless with no counter.

Mobile Graviton Generator : one-time use, lasts one hour, reduces the velocity of all ships by 60% within 100 km.
#392 - 2013-11-13 21:24:13 UTC
Guns'N'Ammo wrote:
Tyrendian Biohazard wrote:
Azami Nevinyrall wrote:
Local cloak detector...

All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...

^ This

Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius

I've been toying with a similar idea for some time now but always wanted to see the anti-cloaking field come from a ship rather than a deployable object. Maybe something like a pos mod that does the same thing would be cool but i'd like to pitch a different idea for the anti cloaky issue that comes up so often.

Presenting the Cov-ops Battlecruiser.

These ships offer a new form of combat as well as a way to sniff out those pesky cloakers. they would have 2 major functions.

The 1st being a cloak disruptor that sends out a sonar like wave in a 100km radius that could either disrupt a cloak all together or just offer a ping with general direction as to a where a cloaked ship may be. (I'd prefer something that does not turn off a cloak unless it was setup where only being hit by this at a short range would kill the cloak, like 5km. Anything over 5km would just get the directional ping.) The biggest limitation would be that this can’t just be spammed on a gate much like the way smart bombs currently are limited. Cloaked ships should still have a change to jump systems and cloak up but being in a system with a cov-ops bc adds the risk that they could be caught.

The 2nd function of the cov-ops battlecruiser would be an area effect cloaking field. the cov-ops bc would be able to turn on a cloaking field that is able to cloak a group that is within the field. Let’s say the field would be a 5km radius around the cov-ops bc. The drawback to this would be that no ship is able to move or have any mods on otherwise it will disrupt the cloaking field. So if you have one guy turn on his damage control to get ready for a fight he would bring down the cloak prematurely and possibly screwing up an ambush. Anything that passes through the fields radius while it is in effect would also disrupt the cloaking field bringing it down.

The cov-ops battlecruiser is not able to warp while cloaked and like a black ops battleship does not use a covert ops cloak but can also fit a covert cyno like every other cov-ops ship. These would also not be used for high dps and might favor smaller guns to be effective against tackle and smaller ships.

Think of the new forms of guerrilla warfare and gameplay that could open up with the introduction of the cov-ops battlecruiser, and rather than a deployable object that does little to add content and would have many issues on where they are able to be placed. I believe there should be some option out there to track cloaking ships but a passive object doing the job for you doesn’t seem right. Risk that bc to ping those bombers on grid and send some frigs to try an decloak them.

I love this idea!!

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#393 - 2013-11-13 21:24:55 UTC  |  Edited by: Abdiel Kavash
I want a structure that I can anchor in a thread, and it will automatically delete any duplicate suggestions.

Seriously, this thread has maybe 5 pages of unique content.

Yes we get it. You want something to obsolete cloaks, you want to block local, you want to expand local to other systems, you want deployable guns/EWAR/logistics, you want cynos without risking your ship, you want unanchoring offline POSes, and you want a replication of every existing POS module. Can we get some new ideas now?
Nero Pantera
Whale Girth
#394 - 2013-11-13 21:26:18 UTC
A structure for WH's let's call it Neutrino Echo device When deployed it tells you how many wormholes are in the system your in and what class of system each lead to. It also tells you how many wormholes are in each adjacent system but no details other than there are x amount of wh's in those.
Deep Core Mining Inc.
Caldari State
#395 - 2013-11-13 21:31:50 UTC  |  Edited by: Gamer4liff
At first I'd say new anchorable manufacturing and research modules, but really CCP should just focus on making the ones at POSes useable by the public first. After all the trouble of setting up an empire pos on an alt to manufacture and research at faster rates, it would be a copout to introduce as-good replacement systems that were not as hard to get. That said, maybe have lesser anchorable modules be not as good as POS slots with less overall slots and slower manufacturing/research? I could see a two tier system with optimal and specialized public POS slots vs general public anchored slots working well.

Regardless, being able to sell slots from player installations in empire to the public would be pretty great.

Also please make the advanced ship manufacturing POS arrays not garbage.

A comprehensive proposal for balancing T2 Production: here

Liam Inkuras
#396 - 2013-11-13 21:32:02 UTC
Mobile Gravity Well Unit. Pulls any ship within 35km towards it at an easily counterable rate, but still enough to screw up an orbit.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

The Grendalo
Caldari State
#397 - 2013-11-13 21:41:07 UTC  |  Edited by: The Grendalo
- An Ejection Burst 3 second POS shield (varying sizes) consumed upon activation, effectively ejecting reds from the immediate field and launching them outward as when a POS shield is first activated.

- A deployable micro-wormhole vortex that sucks everyone in at varying strengths related to how close they are to the event horizon, depositing everyone unable to escape the vortex at random locations within the same system.

- A pirate beacon that, depending on size/kind, calls various pirate NPCs to the location for a set duration or until the beacon is destroyed. The cost of the beacon would need to equal or outweigh the bounties on the rats so the beacon wouldn't be used simply for farming.

- A Scorpion deployable (think Mortal Combat not EWAR) that once activated will return all who activated it to it's location via "jump" after a set duration specified by the person deploying... maybe within system or even constellation range.

- Wormhole re-router deployable placed at the desired exit location in-system, causing a specific WH in system to no longer point to it's destination but to wherever the deployable is placed. (potentially turbulent balance issues, but fun idea)
Liu Ellens
Sebiestor Tribe
Minmatar Republic
#398 - 2013-11-13 21:41:39 UTC
Addition/Augmented siphon unit that targets customs offices. Owner of CO should be informed about lost income.

Medical Clone Storage: Good for one use (pops you out in a starter frigate) -- good for WH life, no?

Well, they oughta know what to do with them hogs out there for shure.

Sheeana Harb
Deep Core Mining Inc.
Caldari State
#399 - 2013-11-13 21:46:26 UTC  |  Edited by: Sheeana Harb
Emergency assembly line

A structure with five(or maybe just one) manufacturing lines that allows, for considerably increased cost (and potentially time, all subject to balance), to produce T1 modules and/or ammo without the need of a blueprint original. The idea can be further expanded to T2 modules, again without the need of T2 BPC, but with significantly higher material cost (and time). You load up minerals, preferably minerals only, select the output product, click 'yes' and wait.

Why this? To provide an access to modules you need while being cut-out from traditional trading hubs and sources (i.e. in a wormhole, deep in null, ect).
The assembly line should not be efficient nor it should serve to supply the current module market. Think of it as a last resort when you are short on for example Heat sinks :).
Gerrand Barrick
University of Caille
Gallente Federation
#400 - 2013-11-13 21:51:15 UTC
How's about em smoke, mirror and daggers?

Have a deployable unit that, for a period of time, takes on the illusion of a player in a starship. This would entail 4 attributes:
1) Say 2 minute activation, lasts for two hour.
2) Is activated stealthed and it's life span decays at double rate while stealthed.
3) Can either by unstealthed normally or unstealthed with the illusion of warping (or captial jumping) to that location
4) Can be customised pre-activation to appear as an actual player. This includes showing up in general chat with a name, possibly letting people respond in general chat on behalf of this "floating structure" and appearing as an actual ship - possibly even appearing to be mining or shooting despite not actually being able to do so.

Obviously the amount of preprocessing required to set up this illusion structure could be immense (unless there be different blueprints for a holo-mining vessel, a holo-battleship and (dare I say it) a holo-capital.

And the point?

Revenge; Panic; and the wolf in sheep's clothing finding his fellow sheeps are not sheeps either...

Some examples of the use being to set a fake mining ship up in null space and sitting cloaked to wait for some foolish ganker to attack it. Appearing to be amassing a fleet in one system - when most of the ships are hoaxes. Appearing to suddenly have a large support fleet warp into the middle of a medium sized fleet battle.

And all of these tricks are pretty obvious. Aren't they? So simple to spot, to dismiss. Exept perhaps for where they aren't. Is that a fool mining in low sec, a trap or a decoy? Oh my, how the shadow of doubt descends.

And obviously, there are people by far more creative then me :)