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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
Udonor
Doomheim
#1221 - 2014-02-03 03:32:15 UTC
Instead of "plain" stasis tower that slows all enemies (IFF dependent multiple beams) or everyone (bubble) --


how about Vortex Towers that either DRAW ships,drones and missiles INWARD to tower or PUSH ships, drones and missiles OUTWARD from tower (again enemies only via IFF or everyone via bubble field effects)?

That is affected ships have a velocity X from the tower added to their own propulsion attempts. An opposite -X velocity must be generated simply to stand still.

EvilEvilEvil *** Slower ships will be unable to resist the tower effect and be either drawn into tower or kept away at a distance -- depending on which tower type/polarity is in effect. *** EvilEvilEvil

Basically a trap that creates a tactical situation where ships may not be able to attain or maintain desired ranges from the enemy.

CCP option as to whether it affects alignment to warp (if it does many ship may have to align to "go with the flow" to attain warp velocity which may expose them to more damage before warp is attained & may prevent direct flight to certain locations like a desired station for repair or refit.

The push tower could create a King of the Hill situation where defenders at tower are only vulnerable to fast or long range attackers. And pull-sink tower could be like an ant lion trap bringing slower ships into range of ships with short range weapons...and if warp alignment is affected then you have to quickly decide to warp out or be unable to warp away if your ship is too slow versus pull speed of tower.

Suggestion: Towers with smaller radius effects should have higher velocities. But there could exist very large and very expensive towers (1B) with huge areas (300-500 km+) and just 100 m/s effect for fleet use. Also T2 version might have a small (500m-3km for non-fleet) "eye of the storm" area for defenders though that is set up for attackers using bombs but then defenders could have slower ships than assaulting force.
Proddy Scun
Doomheim
#1222 - 2014-02-03 04:50:15 UTC  |  Edited by: Proddy Scun
Salvage Tower

battlefield use or missions

could be drone based with extended range [integrated Drone Link Augmentor(s) ] drone speed [integrated Drone Navigation etc] and numbers of drones [integrated Drone Control Units] & priced and skilled accordingly

or it could be multiple beam based (extended salvager ranges and integrated tractors) -- more expensive than mobile tractor
?selector option to tractor loot that is not yours - criminal flagging tower and pilot as normal?

ideally it could be dropped by combat ship with larger hold & combat ship would then defend tower and wrecks against all comers.


Battlefield version could be x10 as expensive with x3 range and significant shields (250k ehp) as adaptation for live combat use.

And of course T2 version would be required to salvage T2 wrecks. And maybe advance meta versions salvage pirate (higher meta) wrecks at decent speed or can work on salvaging more wrecks simultaneously
Proddy Scun
Doomheim
#1223 - 2014-02-03 05:11:16 UTC
Salvage interdiction tower -- to prevent non-alliance/corp/personal salvage of wrecks. An EW effect on salvage sensors.

Criminal flagging to tower and pilot if used on volume of space including neutral wrecks in high sec but can include wardec opponent wrecks (basically wreck owners can shoot you automatically without penalty)

(?selector option to work only on wrecks you own for hi sec users?)

Suggest tower have modest shields and possibly significant attack as primary use will be wreck fields outside high sec
Proddy Scun
Doomheim
#1224 - 2014-02-03 06:02:57 UTC  |  Edited by: Proddy Scun
Rogue Drone Slave Hive --

this tower seeds a self-sustaining rogue drone colony which

(1) Each hive tower has only one passcard which cannot be replaced.
(2) Will NOT attack anything fleeted with the ship containing the passcard.
(3) When the ship containing the passcard is destroyed
(3a) The associated fleet becomes a rogue drone target for that hive
(3b) If not destroyed the passcard may be recovered by a new owner and protection transfers to their fleet
(4) Each tower needs to be planted near an asteroid field or the starter mining drones cannot start expanding the rogue fleet.
(4a) Suggest each tower start with 4-10 mining drones and 3-5 of the smallest frigate class combat
(4b) New drones will be randomly produced except prior goes to mining drones when number drop below a set level
(4c) As the rogue drone colony expands in size new levels will be reached for mining and maximum class of combat drone

Although miners may initially use rogue drones for protection - unless trimmed by attacks eventually hive size will consume all ore rapidly each day defeating player mining. Potentially huge clouds of drones could TD the system based on renewing ore belts so CCP might want to consider an upper limit for drone control by a single tower.


For code simplification and CPU cycle conservation, I can see CCP only making protection active when possess by a unit (fleet-wing-squad) commander and protection only extending to members of that commanders unit.
Also IDK if its simpler for CCP to have drones ignore all other bountied rats or fight them too.


Obviously planting rogue drone hives is a criminal offense in Empire and anyone planting one will be appropriately flagged.
Additionally anyone possessing a rogue drone passcard would probably be CONTINUALLY at least flagged as suspect whether that Hive tower still existed or not. Though I suspect contraband measures would be more server CPU cycle effective.

HIve may be targeted by ordinary ratters since drones have ordinary bonuses. Thus the hive may not get chance to grow.
Udonor
Doomheim
#1225 - 2014-02-03 08:13:30 UTC
Twisted SPAM message tower -- sends recorded chat message to any ships which appear in its range or probe it.

CONCORD jamming tower -- prevents CONCORD monitoring within its area, fast setup, but is contraband in all of high sec


Comm Jamming Tower - player chat become unusable within range of tower (except for CCP help etc)

False Target Tower - creates duplicate false targets which disappear upon being damaged but otherwise are lockable and can divert fire.

Pod Spray Tower - special version of False Target Tower which creates 2-4 duplicate pod images on sensors when pods are ejected but no other false images.

Udonor
Doomheim
#1226 - 2014-02-03 08:37:14 UTC  |  Edited by: Udonor
Anti-anchoring tower -- prevents any further actions requiring the anchoring skill & the areas available are HUGE optionally up to an entire system. ..though starter towers ought to be only single belt, moon, or planetary grid.

Talk about inciting warfare.
Udonor
Doomheim
#1227 - 2014-02-03 10:21:40 UTC
Structure Camouflage Unit - Disguises itself and any adjacent deployable structure as a single structure of a type of the users choice to anyone off that grid. For example a mobile micro jump unit may appear to be a mobile tractor unit until you jump onto that grid.

Ship Camouflage Unit -- the unit itself is stealth to long range scans and further adjusts sensor returns of ships in its area of effect to match ships in a user chosen ordered list. The complexity and expense of unit determines how long the list for disguised ships can be and how radically sizes can be adjusted. The simplest model would probably just sum the size change dictated by the list for each ship present until the total # of sizes the tower can change is exhausted. Extra disguises beyond ships present are not used and ship past tower capacity show as themselves.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1228 - 2014-02-03 23:50:41 UTC  |  Edited by: epicurus ataraxia
Very simple suggestion , repair deployable, range 500m, repairs structure and armor and overheated fittings /damaged drones.
Not fast enough to be of value in combat, deploy in safe spot and sit within it's area of effect for 5 or 10 minutes depending on damage.
Can be integrated into an advanced space yurt.

Handy when far from a station with repair facilities.

There is one EvE. Many people. Many lifestyles. WE are EvE

Sheeana Harb
Deep Core Mining Inc.
Caldari State
#1229 - 2014-02-04 01:40:20 UTC
Vanity items. Statues, monoliths, billboards and similar. Ideally upgradeable(with a lot of ISK and a long timer). Portion of the money required for upgrades could go to pilot/pilots who destroy it. Think bounties.
I wouldn't mind if the most 'prestige' upgrades would require months to upgrade (given they would be cool looking).
In other words, tool to allow corporations to customize 0.0 space they own. Or course sovereignty loss would reset any ongoing upgrades.
deseana
Imperial Academy
Amarr Empire
#1230 - 2014-02-04 04:25:20 UTC
sorry if this is a double post.

One of the things i would like to see eventually, is an acceleration gate like missions have.

if you attempt to warp to the scan destination you end up at the acceleration gate.

I have no idea if this is even possible as a deploy-able.

what can it be used for? I don't have a damn clue... but i'm sure some sneaky bastard will figure something out.
Destination SkillQueue
Doomheim
#1231 - 2014-02-04 08:15:19 UTC
A mobile structure that prevents the anchoring of any new kind of objects in the vicinity. Has no affect on already anchored structures and is free for anyone to shoot at.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1232 - 2014-02-04 13:02:18 UTC
Concord jamming tower

Blocks statistics from updating on the map and API

Requires an anchored ess to claim bounties.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Protoburger
The Scope
Gallente Federation
#1233 - 2014-02-04 13:12:29 UTC
Siphon to steal stront from towers ?

This would enable tactics to manipulate/reduce the RF timer.
Aneeda
Cosmic Chemicals
#1234 - 2014-02-04 20:42:54 UTC
Adunh Slavy wrote:
Mobile refining array - Uses small amounts of fuel, something over supplied, say heavy water. Works about as well as the standard pos refining array.

Mobile POCO siphon - Maybe only useable in low and null, other wise there would be 50 million of them around jita.

Mobile Miner - Uses a t1 mining crystal and can only mine that type of ore, mines at about the same rate as a one t2 miner on a pre reblance mining cruiser. 10,000 M3 ore hold. Once at 10,000 M3, it spits out a regular jet can with 10,000 M3 ore in it. BUT, the jet can has no owner it is automatically abandoned so any one can come by and scoop it up. Only the owner (or anyone with excellent standings with the owner) can scoop from the unit's hold. When deployed, it will mine until down time and then shut down. To reactivate it has to be scooped up and deployed again.

Mobile Contraband Scanner - Will flag smugglers as suspect in a 50 KM range. Can be shot at by anyone, and does not result in concord but will apply a suspect flag to the shooter. Then, get rid of customs agents and let us players deal with the legality of naked chicks using crazy space drugs in Amarrian bars instead of mindless NPC zombies.

Mobile Camouflage - hides anything within 20 KM from probes, but not directional scanners.

Mobile Decoy - When loaded with a 1 run BPC, it will report a ship of that type to directional scanners and probes.

Mobile Store - Can be loaded with up to ten different kinds of items. 20,000 M3 maximum. A player can then set prices on the items. Players may interact with the store and make purchases. The ISK is not sent to the owning player but instead stored as a physical "isk currency" that must be retrieved. Reinforcement rules same as mobile depot.


I really really like the POCO Siphon idea. I'm a huge oppoenent of AFK ISK generating mechanics and POCOS are one of them. There definitely needs to be some mechanic that makes the anchoring corp check up on their assets to see if they are ok.
Abyss Azizora
Viziam
Amarr Empire
#1235 - 2014-02-08 20:22:31 UTC
Sheeana Harb wrote:
Vanity items. Statues, monoliths, billboards and similar. Ideally upgradeable(with a lot of ISK and a long timer). Portion of the money required for upgrades could go to pilot/pilots who destroy it. Think bounties.
I wouldn't mind if the most 'prestige' upgrades would require months to upgrade (given they would be cool looking).
In other words, tool to allow corporations to customize 0.0 space they own. Or course sovereignty loss would reset any ongoing upgrades.


I really like this idea, doesn't affect gameplay balance, yet would add a lot of variety and visual improvement. Not to mention quite easy to introduce initially with a decent number of assets already in place.
Amahole
Interplanetary Trade Federation
#1236 - 2014-02-08 22:05:29 UTC
how about an awesome cruiser with 80plus omni tank(gnosis sytlee) that gets weaker the more of them you have in fleet, more than 50 and they all fall apart.
Traedar
InterStellar Trading Syndicate
#1237 - 2014-02-09 01:42:52 UTC
Mobile Booster Unit

When it is active, fleet booster's boost (of the launcher's fleet) applies regardless of whether or not the booster is on grid.

And all mindlinks may be activated inside of POS.

And remove off-grid boosting (except when Mobile Booster Unit is present ofc).

How much EHP it has is debatable.

Sentamon
Imperial Academy
Amarr Empire
#1238 - 2014-02-09 08:43:40 UTC
Not sure if this was mentioned, could you add "mobile structure" slots to ships with a way to deploy through the UI (similar to ship modules) so we don't have fight with the cargohold to use this feature.

~ Professional Forum Alt  ~

Mattpat139 Sukarala
Science and Trade Institute
Caldari State
#1239 - 2014-02-09 23:00:38 UTC
I was under a self-made illusion when i heard that the mobile depot was a "home in the stars" . What I thought it would be was essentially the equivalent or a tiny station. What I would like to see are structures like the ones i see in at least one anomaly on a daily basis. I want an anchor-able home for myself, ie: can walk-in it. I can come up with five types of mobile structures that would be used to build it.

Docking Port: lets your ship dock with the structure itself. costs 1 million isk

Command Center: let's you access station storage, look outside station and serves as a "hub" for up to 4 ofthe other structures.
1000m3 inherent storage. no more than 2 per station. costs 4 million isk

Storage: adds 5000m3 to the station storage

Captains Quarters: adds bed (to logout) and nightstand with a model of your ship to access fittings and a agent finder. cost's

Turret/Missile Hardpoint: allows you to fit small missile launchers and turrets to the station to protect it while your gone, can be toggled based on standing and security status.

Some likely rules for this would be to have walls as an option to avoid geometry clipping. if i dies while your offline you wake up in a station. can be anchored within 200km of another STATION OR GATE, and 1 person docked at a time. i know it probably wont happen with all the spaghetti code in the way. but i would be awesome to build my own station for 10millon (roughly) isk

https://forums.eveonline.com/default.aspx?g=posts&m=5376912#post5376912

Z'zauoe Euopaeqorua
Doomheim
#1240 - 2014-02-11 20:07:53 UTC
Massive cloaky AoE 'doomsday' that is visible during anchoring, BUT cloaked after anchored.

Now, the twist!

It should be remotely controlled!

So plant one of these to areas you expect your enemy fleet to be or want them to be there and set them off when they are there! Twisted

Anyway, anchored minefields....in three dimension... LolLolLol