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

First post First post
Author
Mournful Conciousness
Embers Children
#1181 - 2014-01-24 11:54:56 UTC  |  Edited by: Mournful Conciousness
Biointelligence Vampiric Nosferatu Array:
================================

Input: 1 corpse
Input: 1 POS fuel block
Output: 1000sp to the toon that placed the corpse in the recycling array.
Effects: -1000sp to the toon whose corpse was devoured
Corpse is converted to food.

Restrictions:
Will only work if the victim has more SP than the user.

Note:
Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.

Effects on Gameplay:
=================

Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope.

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".

Mournful Conciousness
Embers Children
#1182 - 2014-01-24 12:10:10 UTC
Systemwide Mega-EMP Pulse Override Emitter
====================================

Attributes:
Deployer enters a 4-digit pin code
Single-use, may be activated by anyone with the PIN code
Destroyed on use

Effects:
Note: Drains 2 million skill points from the person activating the Emitter (memory shock) (use with care)
EMP pulse overwhelms all station launch mechanisms in system. All logged-in toons in all stations in system are immediately launched.
Stations are unable to facilitate docking for 15 minutes
All POS shield FoF sensors overloaded. All POSes in system immediately treat all ships as hostile, thus the force field forcibly ejects them. FoF sensors recover after 15 minutes.

Notes:
May not be used in Hi-Sec (concord would erase your clone files in punishment).

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".

Mournful Conciousness
Embers Children
#1183 - 2014-01-24 12:21:42 UTC  |  Edited by: Mournful Conciousness
Autonomous Single Structure Weaponised Independant Personnel Enclave (ASSWIPE)
====================================================================

Attributes:
Single Use
Destroyable without reinforced mode
Must maintain comms link with actiavtor in order to function - will only continue offensive function while the owner is in system, in space and not cloaked.

Use:
Deploy near an enemy structure (on same grid), set the target structure in the ASSWIPE unit.

Effects:
ASSWIPE sends out a stream of space-suited personnel who get to work dismantling the target structure.
The longer the unit is left unmolested, the more personnel are emitted up to some upper limit
Personnel may be target locked and destroyed and will die to smartbombs etc.
POS defenses will not automatically target personnel (eve structures will not target humans), but manned POS defences may do so (eventually).
Personnel have a signature radius of 2m (obviously) so it's clearly a good idea to use a frigate to kill them.
Personnel have jetpacks that enable them to move at 200m/s

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".

Phoenix Jones
The Markoni Dragons
#1184 - 2014-01-24 14:22:15 UTC
Agression inhibitor.

Once anchored, prohibits people from docking in a station if they have an suspect timer on them.

1) if someone becomes suspect, they can no longer dock at that station. They cannot dock in their ship or pod till timers over or this module is destroyed. Basically if you undock and go blinky, you can't dock back up.
2) can be anchored at one per station.
3) applies to highsec, lowsec and nullsec.

Yaay!!!!

Vincintius Agrippa
Crimson Serpent Syndicate
#1185 - 2014-01-24 17:29:42 UTC
1. how about this: small mobile pos? like the mobile depot but more pos like? you can use it, and you can let corpies use it.

2. How about a command post that gives fleets a boost in that system, give it high sensor strength and slots for modules, cap usage etc...
it should have racial versions , meta and t2. 3 sizes, small, medium, large: aka, small forward outpost, medium stronghold, large command center. each increase in size grant more ehp, slots, sensor strength and booster slots till max available on any ship.
small's ehp=>150,000-200,000 ehp, medium's ehp=>450-550,000, large's ehp=>1-1,200,000. Deploy time: small (10minutes) medium (20minutes) large (30minutes). Base is visible untill fully deployed. Ideally, larges would be used on sov space.

3. maybe a mobile repair bay with 3 sizes?
Only YOU can prevent internet bullying!
Demotress
The Scope
Gallente Federation
#1186 - 2014-01-24 19:38:20 UTC
mobile cyno field generator. lasts for 2 minutes and disappears after it goes down. takes 30 seconds to online and anchor. could also make a covert one.
Ritsum
Perkone
Caldari State
#1187 - 2014-01-25 09:26:57 UTC  |  Edited by: Ritsum
Drone Interference Module.

Makes all drones in the field stop working until destroyed.

Drones.

- New drones cannot be deployed.
- Cannot be recalled.
- Shop shooting current target.
- Requires you to connect to them after the effect has ended.

Field radius is undecided but it would need to be large enough to fit in with the anti carrier theme.
Small in capacity to allow fast agile ships to be the deployers.

High EHP and low sig so Dreads take a while to lock one and reduced damage from dreads to stop it being alpha'd by dreads.
Could also add 3 sizes to it for different uses.
Would require a sub cap support fleet to dispose of these modules fast enough.


15 second deploy time with a 1 minute 30 second run time ~ can be changed, just my thought.


Cheap enough to be thrown out by the hundreds for large drone fleet fights but expensive enough not to interfere with smaller scale drone fights unless someone wants to spend the money.


If designed properly this modules will prove quite the tool used Vs Sentry alpha fleets while not being too overpowered as all it would require is a support sub cap fleet to bash them down fast enough and has some other uses such as defence against Fighters and heavy drones if deployed on your own fleet as the drones would get affected as they come into the field.

Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows.

Vaju Enki
Secular Wisdom
#1188 - 2014-01-25 09:45:35 UTC
Mobile structure that delays/removes local.

The Tears Must Flow

Vaju Enki
Secular Wisdom
#1189 - 2014-01-25 10:19:35 UTC  |  Edited by: Vaju Enki
Their should be a new mobile structure that when deployed in highsec would disable concord in a 30km-50km range (1 hour duration, very expensive isk cost and couldn't be deployed near stations, gates, etc).

The Tears Must Flow

Stabdealer Tichim
Hedion University
Amarr Empire
#1190 - 2014-01-25 11:36:11 UTC  |  Edited by: Stabdealer Tichim
We can use part of Sansha Invasion's mechanism.

The mobile Concord Communication Disruptor will redirect 20% of ratting income to the owner of structure, from the whole constellation

Only one CCD can be anchored per constellation.

When a CCD is anchored in a constellation, an floating info window will appear with the location of CCD, owner, owner's corporation and alliance.

A constellational wide message will be sent when a CCD is being anchored.

Anchor time: 15 minutes

Toughness: 100k EHP (not tough at all, which means as far as the defender can field 10 tornados, they are deserved to gank it)



Yes we are talking about "actual ability" to control the space.


It is not a null-nerf, it's totally fine to boost null-sec's raw income if you are going to implement this idea.
Goldiiee
Bureau of Astronomical Anomalies
#1191 - 2014-01-25 11:44:28 UTC
Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.

I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Samuel Wess
Doomheim
#1192 - 2014-01-28 12:43:38 UTC
Mobile Gate Jump Effect Inhibitor. Please.

Walk into the club like "What up? I got a big cockpit!"

Daichi Yamato
Jabbersnarks and Wonderglass
#1193 - 2014-01-28 20:13:33 UTC
one for compressing ore at a belt?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Daichi Yamato
Jabbersnarks and Wonderglass
#1194 - 2014-01-28 20:14:31 UTC
Goldiiee wrote:
Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.

I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.


like when u want to afk mine?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Little Dragon Khamez
Guardians of the Underworld
#1195 - 2014-01-28 22:47:58 UTC
Mournful Conciousness wrote:
Biointelligence Vampiric Nosferatu Array:
================================

Input: 1 corpse
Input: 1 POS fuel block
Output: 1000sp to the toon that placed the corpse in the recycling array.
Effects: -1000sp to the toon whose corpse was devoured
Corpse is converted to food.

Restrictions:
Will only work if the victim has more SP than the user.

Note:
Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.

Effects on Gameplay:
=================

Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope.


It will also put an end to the much used and under appreciated pod express service popular in null.

Dumbing down of Eve Online will result in it's destruction...

Mournful Conciousness
Embers Children
#1196 - 2014-01-29 00:33:01 UTC
Little Dragon Khamez wrote:
Mournful Conciousness wrote:
Biointelligence Vampiric Nosferatu Array:
================================

Input: 1 corpse
Input: 1 POS fuel block
Output: 1000sp to the toon that placed the corpse in the recycling array.
Effects: -1000sp to the toon whose corpse was devoured
Corpse is converted to food.

Restrictions:
Will only work if the victim has more SP than the user.

Note:
Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.

Effects on Gameplay:
=================

Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope.


It will also put an end to the much used and under appreciated pod express service popular in null.


Self Immolation Cyclotron Kiln Oven (SICKO):
=============================

Inputs:
1 corpse

Outputs:
carbon

This module is immediately activated upon drop. Having been activated it remains in operation it has completed an incineration.

Function:
The SICKO unit will continuously seek corpses within a 250km range. Having acquired one, it will tractor the corpse into its internal Cyclotron Oven, wherpon the oven will immolate the corpse, reducing it to carbon. At this point the unit will self destruct.

Note that this module will auto-deploy whenever it touches open space. If it survives a containing ships' destruction, it will deploy immediately.

The SICKO serves to prevent corpses being consumed by a BVNA, and to prevent ritual humiliation of corpses, a popular pastime of Eve pirates.

The SICKO may be destroyed by ordnance.

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".

Mournful Conciousness
Embers Children
#1197 - 2014-01-29 00:55:01 UTC  |  Edited by: Mournful Conciousness
Multiple Offensive Fleet Ordnance
==========================

Once deployed this unit needs to be charged with 160 cruise missiles (may be pre-changed before deployment). It will then continually scan the grid for ships hostile to the launcher.

Hostile shall be defined as:
1. Not in the launchers fleet
2. Having a 0 or negative standing with the launcher
3. Not being in hisec space

The MOFO shall select a hostile target at random and begin launching missiles at it until the hostile ship either leaves the area, is destroyed, the MOFO is ECM jammed or the MOFO is destroyed. The MOFO shall launch cruise missiles with the cruise missile skills of the launcher with a rate of fire of 1 missile per 5 seconds.

Any member of the launchers' fleet may issue a "change target" command to the MOFO when within 3km of it. The target change may either be random or a selected target.

Each time the MOFO changes target, there is a cumulative 5% chance that it will malfunction.

Upon malfunction the MOFO shall attack a friendly ship at random but with double the rate of fire (1 per 2.5 seconds). Further, there is a 15% chance of it entering Simultaneous High Intensity Tracking mode, in which the entire stock of missiles is launched simultaneously at its target. In this case, the missiles shall travel at 20% of normal speed.

At this point, the target pilot is well advised to engage GTFO mode in order to get as far away from the MOFO as possible.

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".

Sabriz Adoudel
Move along there is nothing here
#1198 - 2014-01-29 01:47:12 UTC
Highsec Encounter Surveilance System

Cost - Cheap and reusable (Mobile Tractor Unit or similar)
Area of effect - Localised (only affects ships on grid)
Setup time - 45 seconds. While it is being set up, it has paper thin EHP and it is completely legal to shoot one belonging to another player.
Scoop time - Takes 20 seconds to scoop, during which the scooping ship is immobile.
Special - Has no effect outside high security space. Cannot be used in deadspace areas that do not allow battlecruisers (to prevent it being used to kill newbies in rookie systems).
Effect - Hacks into CONCORD's bounty payment system. CONCORD will pay 15% more than usual in bounties (not in ISK but in some form of legitimately useful LP), but, upon anyone killing a rat in the area, they will become suspect for as long as both they and the HESS remains on grid.


Use: An option that increases both risk and reward for missioners. Also can be deployed if you scan down a missioner that you suspect of being totally AFK - if they are not they will kill your HESS and get back to missioning, if they are AFK, they will go suspect on killing a rat after the 45 second setup time.

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

Sabriz Adoudel
Move along there is nothing here
#1199 - 2014-01-29 01:50:28 UTC
Arielynn wrote:
Read through the first 15 pages and didn't see this suggested. I appologize if it has been to the originator.

What about a EXPLORATION DECOY generator?

This would creat a random exploration site effect, which would be fake, where you could lure in unsuspecting explorers giving you a chance to set them up for some pirating. This causes them to be a bit more cautious and gives players a chance to get they YARR on.Pirate



Oh I love this one.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#1200 - 2014-01-29 20:59:03 UTC
'mobile structures decoy' came up with nothing when searched, which is silly i know. so forgive me if this has appeared before

Mobile structure that takes on the appearance of ships (on grid/overview and scan) when a corresponding blueprint (copy or original whatever) is placed inside.

players can change its name for d-scan purposes.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs