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Player Features and Ideas Discussion

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

First post First post
Author
Scatim Helicon
State War Academy
Caldari State
#541 - 2013-11-14 08:00:36 UTC
Temporary, low-ehp structures which affect the truesec or otherwise modify the income potential of a system would be a way to make underused areas of 0.0 more appealing.

Every time you post a WiS thread, Hilmar strangles a kitten.

Lavayar
Haidamaky
UA Fleets
#542 - 2013-11-14 08:00:37 UTC
IdeaMobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo)
Scatim Helicon
State War Academy
Caldari State
#543 - 2013-11-14 08:02:49 UTC
An AOE deployable which deactivates fleet bonuses.

Every time you post a WiS thread, Hilmar strangles a kitten.

Elmore Jones
New Eden Mining Organisation
The Craftsmen
#544 - 2013-11-14 08:17:24 UTC
Mobile PI disruption platform : fueled with livestock, gradually fills PI storage with fertilizer. Can also be used on forum threads Cool

+++ Reality Error 404 - Reboot Cosmos +++

ElDiabloRojo
Colossus Technologies
Project Wildfire
#545 - 2013-11-14 08:26:25 UTC
My Ideas:

Mining version of the auto looting structure, possible features are that you can set your drones to use it automatically, it can be accessed from further away (cargo drones?), it has a hangar for ORE and a hangar for mining crystals OR the absolute perfect module for mining. It could tractor asteroids to be mined.

System scanner, deploy one or more of these and get access to them in the probe UI. Probably not able to move them but they should have a lot of strength and range to find object very quickly. Possible integrate with a star base to effectively bring back the old system scanner POS module.

Cloak disrupter, a giant smart bomb that doesn’t do any damage, only reveals cloaked ships. It should have a visible charge glow or timer or both so that ships know when it will go and the time between bursts shouldn’t be perfect, ships should still be able to get past it. Anchor time should be a few minutes as well so it doesn’t just render all cloaking ships useless.

Surveillance station, ANY amount of remote information from stargate or wormholes would be great. Text based info on ships that got within range of the module. Could actively scan their ships/cargo and report on this as well.

Wormhole life extenders, keeps a wormhole open for longer or actively adds more available mass to pass through it. Should work on both sides of the wormhole.

Lastly a portable clone vat bay would be nice :)
Cardano Firesnake
Fire Bullet Inc
#546 - 2013-11-14 08:36:06 UTC
A Wormhole generator that will open a stable wormhole for 4 hours before being out of fuel.

The structure is visible on overview and open a wormhole (you do not know where it goes though)

On the other side, it is like a basic wormhole

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

adriaans
Ankaa.
Nair Al-Zaurak
#547 - 2013-11-14 08:36:34 UTC  |  Edited by: adriaans
Mobile forcefield. (For protecting your extended deep space visits)

Mobile Labs and Factories and Refinery. (mostly for limited deep space production, but rent-able in in say high sec and these could be extremely popular)

Don't forget a small drug lab!

Mobile scanner/prober thingy, scans out sites (not ships).

Mobile moon miner (doesn't require a POS, can only function if moon is empty)

Ohh, Planetary interaction siphon (like the moon siphon, siphons from PI colonies)

----True oldschool solo pvp'er---- My latest vid: Insanity IV

Cardano Firesnake
Fire Bullet Inc
#548 - 2013-11-14 08:42:19 UTC
A cyno generator that last 30 minutes then self-unanchor.
Anchoring time: 60s

Visible on overview like a basic cyno when active.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Shan Bayonne-Tian
Garoun Investment Bank
Gallente Federation
#549 - 2013-11-14 08:42:42 UTC
I would love to see a deployable that could generate a false Cosmic Signature at the point of deployment.
As a future user, I would envision that having the ability to choose the type of signature you would want to replicate (Wormhole, Combat Sites, Exploration, Gas) could potentially be a really fun way to create ambushes.

I think limiting this device to one active False Signature per system would be ideal, for several reasons.

1) Prevents a scenario where one group of players could bombard the system of another group with false signatures to the point of absurdity.

2) This limit also provides for another method of detecting a trap, in addition to Scanning and doing some recon with a cloaked ship. If you tried to deploy a False Sig Generator, and get an error message, something along the lines of 'Signature cannot successfully be broadcasted because of interference from another source.' In that case, you know somebody is already out there, plotting and waiting...

Love the deployable so far, I think it's a cool direction! Thanks CCP!
Armakoir
Entity 42
#550 - 2013-11-14 08:45:01 UTC
Decoy Wreck
The salvager becomes suspect. Give those who wish to defend their salvage an opportunity to do so.
Kaarous Aldurald
Black Hydra Consortium.
#551 - 2013-11-14 09:03:10 UTC
Scatim Helicon wrote:
An AOE deployable which deactivates fleet bonuses.


That sounds like a cool idea.

Command Interface Disruptor, or some such.

It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

seth Hendar
I love you miners
#552 - 2013-11-14 09:04:43 UTC
Titus Balls wrote:
Mobile warp gates

Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).

These areas could also be defended with deployable weapon platforms.

this sounds interesting, for balance purpose, they would need to be scanable with combat probes (or reg probes?)

acces would be restricted to alliance / corp / self.

has a RF mod like POCO, while in RF, still works and allow everyone to go through

for this to work, we should be able to have some kind of defenses at the gate / inside, maybe some pos modules, with some restriction either on side (med guns max) or by cpu / pg....
seth Hendar
I love you miners
#553 - 2013-11-14 09:06:33 UTC
Kaarous Aldurald wrote:
Scatim Helicon wrote:
An AOE deployable which deactivates fleet bonuses.


That sounds like a cool idea.

Command Interface Disruptor, or some such.

It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea.

or a new link, can be used on CS only but instead of providing boost, disable boost for anyone not in fleet in a given radius around the CS
Janeway84
Insane's Asylum
#554 - 2013-11-14 09:14:47 UTC  |  Edited by: Janeway84
Hi CCP Fozzie!

I have a few ideas :)

as a wormholer living in one of the more random and dynamic areas of the game I got a few ideas Big smile


  • Like the gap generators from the 1998 game red alert 1 it would be kick ass to have a deployable cloakying generator wich you could fuel and wich could come in different sizes like small, medium.

  • A mobile repair depot where you could repair hull damage would be kick ass , even better if you could rep better than the local hull repper.

  • going in style with classic command & conquer ideas what about a fake cyno beacon? So you could bait people in? maybe not as useful in wh's but still could find its niche.

  • A anchorable drone hangar platform. Wich could come in different sizes so you could launch different sized drones from it either as a player action or automated depending on what would be best for game balancing and performance.
  • A light platform could house 5 light drones a medium could house 5 medium drones perhaps ect.

  • Energy neutralizer platform comes in different sizes with different ranges.

  • Capital ship anchor, anchor your capital ship in your favourite safe spot, ship cant be boarded by anyone but you unless the anchor has been shoot down, hacked or unanchored.

  • Stationary tracking station that player could launch combat probes or regular probes from to scan signatures or ships down?
  • For graphics could reuse one of these antennas and maybe redo the platform they are standin on different mission site antenna dishes


  • And talking about the pic there I thought what about making player deployed acceleration gates for fun! Could setup a track where player ships race around in a player made dead space area? Or maybe a bit over the top?

  • Mobile refinery, you could have mobile ice refinery, ore refinery, gas refinery?

  • stationary sentry missile and sentry gun platforms think about playing team fortress 2 as the engineer class where you throw out your own turret , with limited HP it shouldnt be too over powered and you could have different sentry's in different sizes to give players tactical choice on what type of ammo and turrets to bring.


  • Player built stargates, setup a gate in one system and another player in your fleet or corp sets up the other gate and you send each other like a invite to connected the gates. And easy as vanilla ice cream players can jump between the 2 gates :)


  • Paint shop, like the customize your vehicle garage in the Gta games you could set one up and charge people a small fee to repaint their ships pink and black or whatever they prefer? :) Well within eve's color scheme that works perhaps.


  • Mobile moon mining array?


  • Commercial stuff like shopping for the citizens that live on planets ? Or if you want to be able to start a guns and ammo shop in nullsec? Since nullsec people sometimes complain about the lack of stations and finding goods in nullsec these could be a nice option. Could perhaps even have npc convoys fly over to them sometimes to deliver skill books for market ect.

  • Deep space scanning array to find new systems to explore if you ever break down the stargates in nullsec and make capsulers have to rebuild them. Or for finding new solar systems or where to go to scan for new solar systems.





Im sure there is more ideas, I mean there's prob some things people could do to connect these with Dust too like capsulers providing some services to dust troops or manufacturing parts for them or something?
Pobunjenik
Resbroko Liberation Fleet
#555 - 2013-11-14 09:22:27 UTC
Lavayar wrote:
IdeaMobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo)

I would need this.

Also, to that Goony: no WH generators, learn to probe.
GallowsCalibrator
Imperial Academy
Amarr Empire
#556 - 2013-11-14 09:28:20 UTC
Another idea, I think I may have originally floated this on Twitter as a kind of anti-command-ship prospect, but these structures would probably do the job as well. Essentially projects a grid-wide penalty to all ships on the grid on certain attributes, similar to wormhole effects but limited duration and range.

Should be a fairly bulky deployable, potentially needing an industrial or similar to bring along to the field for the more powerful effects, but bringing the right set of these that don't impact your own fleet or gang, but potentially can help counter an enemy doctrine would add an interesting additional dynamic, and force additional tactical decisions.

Bakuhz
NED-Clan
Goonswarm Federation
#557 - 2013-11-14 09:38:33 UTC
Mobile Service Station:
Repairs Overheated Modules even after burning out. will give you an Isk. bil close or slightly over the vallue it costs in station to repair.
also repairs shield / armor / structure out of combat when outside of any aggression timers.
will run on Nanite Repair Paste and Cap Booster Charges.

Mobile Genetics Facility:
allows the owner to have 1 JumpClone placed inside and can be anchored outside aswell inside POS.
will use 1 Racial Fuel Block and 1000 Liquid Ozone a day to maintain integrity of the Clone.
max fuel limited to 10 day's
will drop corpse and all current fuel that has been stored on destruction 100% drop rate.

Interdiction Support Module:
Can be Deployed on Grid and will support all interdiction Bubbles anchored / DIC / HIC alike
to negate the effect of Interdiction Nullified Ships
Will not discriminate Bubbles placed by allies or enemie's, bublle is a bubble!!!
Will consume 10 Coolant, 250 Strontium, per cycle (Cycle 30 minutes)
Max fuel capacity for 6 cycles (3 hours)

hitpoints on these structures i will leave that to fozzie

https://zkillboard.com/character/584042527/

Kagura Nikon
Native Freshfood
Minmatar Republic
#558 - 2013-11-14 09:48:24 UTC
Scatim Helicon wrote:
An AOE deployable which deactivates fleet bonuses.



As long as it works BOTH way.... and its grid only...

"If brute force does not solve your problem....  then you are  surely not using enough!"

Zerlestes
Caldari Provisions
Caldari State
#559 - 2013-11-14 09:48:54 UTC  |  Edited by: Zerlestes
Power Generator (generates Power from Fuel Blocks)
Shield Generator Generates a shield around the Complex aka Force Field
(if shield drops to 5 % reinforced mode is activatet needs strontium) shield needs power from the Power Generator


A Storage Module that links with the depot around 250.000m3
can link more than one also links with other storage modules

Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules
Making it possible to make a inspace refining Complex (Mining Base) needs Power

Solar power plant very little power generation but cheap for litte Bases without huge power need
Kagura Nikon
Native Freshfood
Minmatar Republic
#560 - 2013-11-14 09:52:26 UTC
M1k3y Koontz wrote:
Idea I heard that I like: structure that "hacks" and then allows for the unanchoring of dead POSs.

Chitsa Jason wrote:

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


This sounds brilliant. Sounds like a great way to create medium scale PVP in nullsec.

Arthur Aihaken wrote:
A communications structure that completely disables local while deployed.


While more reasonable than "REMOVE LOCAL!!!1!" it would be very easy to abuse unless its expensive...



I can be toned down to DELAY local...

"If brute force does not solve your problem....  then you are  surely not using enough!"