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Player Features and Ideas Discussion

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

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Author
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1041 - 2013-12-31 15:01:08 UTC
more of a deployable item than a mobile one, covert drop-ship for smuggling PI goods planet-side or vice-versa. If deployed within range of the POCO owners sensors you become suspect. Tied with this could be mobile sensor arrays for POCO owners to deploy (up to a limit). Means a POCO owner has to patrol to enforce customs effectively, and a good smuggler can find sites with no sensor coverage (maybe with an adapted scanning mini game to find the blind spots).
Katran Luftschreck
Royal Ammatar Engineering Corps
#1042 - 2014-01-01 00:59:19 UTC
Wormhole Stabilizers

When placed within 20km of a wormhole (one must be placed on both sides) they stop it's decay. The timer stops, and any number of ships may pass through. However, the stabilizers themselves require some sort of fuel (uranium? ice goo?) to keep the wormhole open.

Also, they won't get any of the usual "24 hour reinforce" stuff, meaning that people on the inside of the WH can nuke them on sight (if they want to), or anyone on the low/null side as well. If in hisec then CONCORD rules still apply for the one of the pair in hisec space, not that it makes much difference.

Thus powerful groups could arrange to have effectively permanent gates, so long as they can protect them.

http://youtu.be/t0q2F8NsYQ0

Hashatis
Sphere Foundation
#1043 - 2014-01-01 06:44:32 UTC  |  Edited by: Hashatis
A mobile detonator structure with a function that allows you to put certain amount of isks inside.

It can be remotely detonated. When it does, it does damage equal to amount of isk stored inside, average out to all targets in an area that's one hundredth kilometers of the same amount.

Hows that for an isk sink ;)
Leost
Aliastra
Gallente Federation
#1044 - 2014-01-03 12:32:58 UTC
Solar Collector units which attach to other units to provide a power source. Power output would depend on distance from the sun and you could chain multiple together to provide more power (at the obvious direct cost and also making it easier and easier to find).

Cap battery power source (or perhaps other fuel driven power source). Also chain-able with same effects as the Solar Collector.

Mobile Refinery/Repair//Manufacturing/Research/etc which work like station counterparts but require power from a secondary module (AKA the above). Each module could have different power requirements potentially needing multiple power modules to use.

Perhaps make the module which actually does the work desired very hard or impossible to d-scan/probe, but the power supply unit would be visible. How visible depends on the type. Solar Collectors which wouldn't require fuel are relatively big and easy to find while the fuel powered units would be smaller. Perhaps could make different varieties that use different fuel that could affect price of operation and also how hard they are to find. So if your in a "secure" system (not hi-sec or low-sec probably) you could try a Solar Collector which has the least operating cost. Otherwise you can pay the expense of needing fuel but get the benefit of being harder and harder to find.

I also like the idea of being able to deploy a certain number of completely un-scannable modules to provide stationesque services. Perhaps a module that makes every other modules and ships within some range (a couple km?) essentially cloaked. Limit would be 5 such units per player at max skills. There perhaps should be some restrictions on what other mobile units could be used inside the cloaking field (for instance other than the limited supply NPC station blue print research slots you must currently use a POS which is obviously a target, so being able to use one of these private bubbles to have a safe research base would seem to have some large implications, while I think the impact of a mobile ship bay or storage device I think would have a lesser impact and allow for some interesting system incursions that would currently be logistically less feasible). I would also have it act as a warp jammer within the cloak range. You have to move in and out of the cloak bubble manually and at least have some chance of getting scanned/probed moving stuff in and out of the field.
Felsusguy
Panopticon Engineering
#1045 - 2014-01-03 17:52:46 UTC
Point defense structures. So we can protect our other structures from structure-wrecking structure-haters.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1046 - 2014-01-03 18:11:58 UTC
Autonomous Simultaneous Smack Talk Unified Generators (ASSTUG). These modules generate even more ridiculous smack talk in local than we normally see. Ideally they will look like genitalia.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Adinor Asidi
Russian industrial corporation a name of G-gurda
#1047 - 2014-01-03 18:19:10 UTC
Sebastian Hoch wrote:

1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.


Excellent idea! Will add whole new chapter into the game.
Felsusguy
Panopticon Engineering
#1048 - 2014-01-03 18:21:36 UTC
Hashatis wrote:
A mobile detonator structure with a function that allows you to put certain amount of isks inside.

It can be remotely detonated. When it does, it does damage equal to amount of isk stored inside, average out to all targets in an area that's one hundredth kilometers of the same amount.

Hows that for an isk sink ;)

It wouldn't really be that much of an ISK sink. 1 ISK per point of damage? That's a bargain! Manufacturing fees for bombs likely have a higher ISK to damage ratio than that, and that's not even the main cost of manufacturing bombs.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Implying Implications
Sebiestor Tribe
Minmatar Republic
#1049 - 2014-01-03 23:14:39 UTC
Make the cynojammer work in hisec so concord can't hotdrop you when you gank somebody.
Felsusguy
Panopticon Engineering
#1050 - 2014-01-04 05:34:46 UTC
Implying Implications wrote:
Make the cynojammer work in hisec so concord can't hotdrop you when you gank somebody.

CONCORD is everywhere in high-sec. They'll just warp to you. Pirate

The Caldari put business before pleasure. The Gallente put business in pleasure.

Bienator II
madmen of the skies
#1051 - 2014-01-04 05:37:23 UTC
large depot
- can store a fitted ship (up to BC size)
- you can swap ships with the stored ship without ejecting as long your current ship would fit in the depot

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Coyote Laughing
#1052 - 2014-01-04 08:44:30 UTC
I've been watching this thread for a while. EVE is already lagging enough without added latency.

Any kind of deploy-able structure shouldn't be able to do anything that would normally require a ship to get an active target lock.

While I have no problems with a portable drilling rig like structure that anybody can come along and help themselves, it would encourage AFK mining. I would prefer that be made available as a capital ship sized high slot (ie - rorquals).

The only idea I like is a portable fleet hanger that also acts a beacon which shows up on overview to fleet members, with an extra ore and charge bay (for miners, crystals and ammo, etc). The same restrictions as anchored secure cans should also apply.

l8r \o/

Phoenix Jones
Small-Arms Fire
#1053 - 2014-01-04 09:20:07 UTC
Remote Mobile Bacon Dispenser.

At a gate? Need bacon. Drop dispenser and BLAMO.. Bacon.

Yaay!!!!

Rek Seven
University of Caille
Gallente Federation
#1054 - 2014-01-04 13:24:29 UTC  |  Edited by: Rek Seven
Maldiro Selkurk
Radiation Sickness
#1055 - 2014-01-04 22:38:55 UTC
I know you can do this already with the current deploy modules but the process is cumbersome so i'm proposing a localized drone repair module.

1. drone must be out of combat.

2. drone cannot be farther than a set maximum distance from module (short)

3. unit must be small, something like 10 - 50 m3.

4. unit repairs all damage to drones, shields, armor and hull.

5. other restrictions might be necessary but i hope you get the idea.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1056 - 2014-01-05 12:09:05 UTC
How about replacing current POS structures with mobile deployables, meaning you literally build the station like a big mechano set. Need more CPU? hook in another processor unit, not enough power? Hook up another solar array (lower power but takes more space for less CPU cost) or reactor core (higherpower output but takes CPU). This could make stations more flexible and allow the mobile structure POS to gradually replace the old POS structures (and code).

For those with BPO's for control towers etc these would need to be traded out for the BPO's for the equivalent modules.
Trusumi
The Cronos Syndicate
#1057 - 2014-01-05 16:20:38 UTC
+1 for Mobile Salvage Unit... or Creating a T2 Mobile Tractor Unit that can also salvage
Sabriz Adoudel
Move along there is nothing here
#1058 - 2014-01-05 22:27:00 UTC
Trusumi wrote:
+1 for Mobile Salvage Unit... or Creating a T2 Mobile Tractor Unit that can also salvage


Yeah I saw that thread and liked it. The issue would be that it would increase income for ratting/mission bots - they currently cannot use more than one MTU productively which limits the looting they can do; add a MTU that destroys the wrecks after looting them (which is part of what salvaging does) and they could drop 2 or more of them and loot the entirity of missions fast.


Other ideas:

- Mobile logisitcs unit. Provides remote repair to ships that are green, blue or purple to the owner of the unit. To prevent it being metagame-warping in PVP, the MLU needs to acquire a lock on your ship, then does not start repairing for 30 seconds, and if your ship takes damage, it loses its lock on you.

The intention is that this provides a way for small shield gangs to repair armor damage between fights, or for armor buffer tank gangs to repair armor and shields between fights in hostile space, whether or not they have a proper logistics ship with them.

Goal cost: 70m ISK


- Decoy unit. Can be named misleadingly and will appear as the false name on D-scan and overview, but it looks like a structure in space and comes up on scans properly. (Example: You could name the Decoy Unit "Sabriz Adoudel's Mackinaw" and put it in Balle Asteroid Belt 7-2. A person in belt 7-1 that D-Scans at a 1.5 AU range will see a result named "Sabriz Adoudel's Mackinaw", type "Mackinaw". Warp to 7-2 belt and you will still see that 'Mackinaw' on your overview, but it will clearly look like a structure if you look at it or hit 'Show Info'. Someone that scans it down with scanner probes will not see it as having the signature of a ship.)

Other uses: Set these up off-grid from a 0.5 asteroid belt, and name them "James 315", type "Catalyst" and watch vigilant miners panic. Or, make it look like you are running missions with an ally in an ECM boat.

Goal cost: 150m ISK (safety and messing with intel comes at a price).

I support the New Order and CODE. alliance. www.minerbumping.com

Implying Implications
Sebiestor Tribe
Minmatar Republic
#1059 - 2014-01-06 00:18:55 UTC
Mobile ammo shooter. You put lazer crystals or missiles or whatever in it and it shoots everything on grid for you.
Swiftstrike1
Swiftstrike Incorporated
#1060 - 2014-01-06 18:30:13 UTC
Mobile land mine. Takes 30 seconds to online, then immediately explodes and deals significant AOE damage within 15km. Can't be used in highsec or close to gates/stations.

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