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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
frasdasd Aakiwa
frasdasd Aakiwa Corporation
#1541 - 2014-08-01 11:41:59 UTC
allow people to anchor pos for personal use (whithout corp) but make it so if its anchor for self
u recieve:
- -50% size and hp
- +20-30 % on cpu and pg usage of guns, misile, and e-war
- canot anchor moon harvester, jumpbridge, cyno gen, CSAA, cyno jammer
- can add people to allowed list as manager
- do not requires corp roles to anchor
- corp/alliance member doeas not have any acces to it if not on the allowed list

the rest would be the same as anchoring it for corp including fuel usage
Micky Nox
Decadent Court
#1542 - 2014-08-01 16:52:51 UTC
How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...

Kieron Krodmandouin
Sebiestor Tribe
Minmatar Republic
#1543 - 2014-08-03 03:57:09 UTC
I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.

Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that.
Arctic Estidal
Viziam
Amarr Empire
#1544 - 2014-08-03 13:24:20 UTC
Deployables in these areas would be great:
1. Industry
2. PVP
3. Counter PVP
4. Piracy & Theft

The key must be more content creation with a view of enabling single players to create pvp opportunities, undertake piracy etc.

The key is to enable single players more opportunity to disrupt supply lines, moon harvesting, pi, hauling, mining etc.

If we can enable more solo players to be effective this may assist in reducing the blob effect and create more content across EVE.
Arctic Estidal
Viziam
Amarr Empire
#1545 - 2014-08-04 06:32:06 UTC  |  Edited by: Arctic Estidal
Remove the Local Window in null sec and limit in low sec.

Then add deployables which provide limited range and time notification of players entering the system only.
Spurty
#1546 - 2014-08-06 01:28:47 UTC
Mobile POS.

Can slap guns on it and warp it around system. Love to park one outside a station / gate.

Thats what I want.

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

afkboss
Imperial Academy
Amarr Empire
#1547 - 2014-08-06 16:18:45 UTC
Mobile Cynos beacon. Can only be launched by recon cruisers.

Takes around 1 minute to anchor
Has around 300 HP
Cost 3-4 mill, they explode after 5 mins.
Cost 500 liquid ozone + some PI junk + cyno module to build.
Appear on overview when lit.

Sick of depending on 900k SP cyno alts for all my cyno needs. The 1 minute to anchor with 300 HP means its for moving capitals and not for hot dropping. Maybe requires cynofield gen lvl 5.


Shaklu
State War Academy
Caldari State
#1548 - 2014-08-06 19:38:32 UTC
Spurty wrote:
Mobile POS.

Can slap guns on it and warp it around system. Love to park one outside a station / gate.

Thats what I want.


Pretty sure that was the idea behind Titans
Sheeana Harb
Deep Core Mining Inc.
Caldari State
#1549 - 2014-08-07 10:03:38 UTC
Deployables that simulate effects of Wormhole systems within given area. NPC ships would be immune and I guess there might be needed a 'one within xx range of another' limit :).
Pie Napple
Science and Trade Institute
Caldari State
#1550 - 2014-08-08 09:17:15 UTC
Kieron Krodmandouin wrote:
I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.

Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that.


Why would you want to sit still in space and shoot solo npc-ships? Ship after ship. With zero rewards.

I think we have very different definition on what "an amusing fight" is.

I can see this having a usage if you want to try out fits. Test damage at different ranges etc.


That leads me to my own suggestion. A training dummy.

It could be cool to have a structure that you could have imitate other ships. You could have it be a condor and orbit you at 25km. Then you could practice slingshotting or try out different kind of ammunition on it or activate its MWD and see how that affects your damage.

Might be to complicated to create for the benefits it gives, i don't know. But it could be useful. :)
Amy Farrah FowIer
SKULL AND B0NES
#1551 - 2014-08-09 22:24:12 UTC
"mobile ship ancor structure"

anchor with structure = 10s ancor timer/10s unanchor timer

no longer able to be bumped
LazyDeer
Mandible Inc
COLONY.
#1552 - 2014-08-10 03:18:16 UTC
I would like to see a Deployable scanning assembly.

It scans the system your in showing you if there are hostiles near a certain area, cloaked or not. Just like a directional scanner however with increased skill levels increases that accuracy of pinpointing a certain location. Example I scan the system and I find a player who is at planet X ( I do not know were exactly at planet X just know he is near it). Next I scan that planet and it shows he is within 20-100k away from this point of accuracy which is affected by my skill level. This way players can have a tool to beat cloaked up players waiting to strike, and making its riskier to sit AFK cloaked.
Amy Farrah FowIer
SKULL AND B0NES
#1553 - 2014-08-10 08:03:40 UTC
"mobile black hole holorelais" (and for all the other effects)

simulates in a grid/specific range the black hole effect (only 1 unit anchorable per grid/specific range



"mobile alert unit"

alerts if some gets into the range of it (cloacked too)

-great to deploy near a wh for example
Arthur Aihaken
CODE.d
#1554 - 2014-08-10 18:23:39 UTC
A Paint Booth.

I am currently away, traveling through time and will be returning last week.

Gallastian Khanid
Hedion University
Amarr Empire
#1555 - 2014-08-11 18:45:55 UTC
Jump Drive Interdictor. You anchor a mobile structure that onlines over half an hour. When it starts anchoring a beacon appears in system to alert individuals passing through, but no indication is given on the in game map. If a capital ship jumps between two points whose path comes within .5 au of the system the Jump Drive Interdictor is onlined in that capital ends up coming out of jump within 10km of the Jump Drive Inhibitor instead of at its destination. If two Jump Drive Inhibitors are on the path, the capital gets stuck at the one closest to the capital's starting point. Do not allow this mobile structure to be anchored in lowsec.

Suddenly Jumpfreighters have a way to get caught if you don't police your space. If there's going to be a huge fight or move op you can place these guys between your enemy's staging system and the planned battle to mess with reinforcements dog piling in.

However, you don't remove the ability of groups to do planned deployment and you don't completely destroy the ability of nullsec alliances to do logistics (though you do make it riskier f they don't take precautions).
Momiji Sakora
Omni Galactic
Central Omni Galactic Group
#1556 - 2014-08-11 23:07:29 UTC
How about some kind of sensor bouy, you deploy it somewhere in a system (on a gate etc) and anything that comes within say 5km-10km. It'd be a 1-time use (like the Mobile Jump Unit).

It should call out in local, or as a notification like the Cyno when someone triggers it, I don't think it should report who, or what triggered it of course.

I envision it's use by small pvp gangs and explorers/mission runners in low-sec. Helpful for both finding targets (you know when they're at a location you want to warp to) and also negates the ridiculous need by lowsec pilots to drop alts on gates in a shuttle as an early warning system for when someone is about to come into your site. You could possibly deploy them off gates I guess, but I think actual jump-gates or stations should have sensible anchor ranges.

Obviously destructible etc.

-

Another thought is to make the Mobile Jump Unit require a Large Micro Jump Drive for it's manufacturing requirements to bring it in line with other mobile units (The MTU requires a Tractor beam... or did now that I look it up... it no longer requires it, but I always felt these were nice little touches to the blueprints).
Flaming Forum Spammer
Doomheim
#1557 - 2014-08-12 22:11:31 UTC
if you can introduce all this stuff, then introduce a system-wide graviton pulse engine to decloak ships and prevent them from recloaking for 1 minute.
Thorado
Dreddit
Test Alliance Please Ignore
#1558 - 2014-08-13 14:02:43 UTC
Micky Nox wrote:
How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...



Also would be great to counter the effect of Ishtar swarms. In fact why not make this a mod to fit on HIC which could be activated in the middle of the swarm. The module activation would work similar to.....mmmnnn I feel another post coming on.

No dramas

Thorado
jullll
Royal Amarr Institute
Amarr Empire
#1559 - 2014-08-14 12:37:14 UTC  |  Edited by: jullll
TCU DISRUPTING MOBILES

Aimed to "perturb" solar systems upgrades in 0.0. Citizens of those systems have the choice to defend their home and keep their systems fully upgraded, or skip the fight but have their solar system "perturbed" for X hours ( X to be defined). those MOBILES charge for X minutes, launch a disruptive pulse crippling the system for X hours.




ANOMALIES DISRUPTING MOBILE:

- 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging.
- After 5 minutes a single pulse occure, making anomalies spawn rate in system dramaticly reduced for X hours.
- Should be mid range expensive, enough that you don't want to spam it and loose it too easely.
- You can scoop the mobile after the disruptive pulse occured.


MILITARY DISRUPTING MOBILE:

- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging
- After 5 minutes a single pulse occure, making wormholes and combat exploration sites spawn rate in system dramaticly reduced for X hours.
- Should be mid range expensive, enough that you don't want to spam it and loose it too easely.
- You can scoop the mobile after the disruptive pulse occured.

INDUSTRIAL DISRUPTING MOBILE:

- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging
- After 5 minutes a single pulse occure, making hidden asteroid belts and mini-profession site spawn rate in system dramaticly reduced for X hours.
- Should be mid range expensive, enough that you don't want to spam it and loose it too easely.
- You can scoop the mobile after the disruptive pulse occured.



we can also make this to a bigger level, for a whole constellation: make it bigger to transport, harder to deploy, longer to charge. Easier for citizens of the aimed constellation to react and organise to encounter.


CONSTALLETION TCUs PERTURBING MOBILE:

- 15 minutes countdown on launch + becon on overview + alert in whole constellation. Mobile is slowly charging
- After 15 minutes a single pulse occure, Constellation anomalies / industrial / combat sites spawn rate is reduced for X hours.
- Should be kind of expensive and big, that you don't want to spam it or loose it too easely at all.
- You can scoop the mobile after the disruptive pulse occured.




Those mobiles allow for small to medium entities to matter on conquerable space, "disrupting" normal/daily activities of who lives in. Those citizens may choose to defend their systems and keep their activities at normal rates, or simply skip the fights but suffer from system "perturbed" for X hours. After X hours everything came back to normal.

That would lead the actual sov mechanics on a better direction, that is completely broken on current state of the game.

Would love to see such evolution.
Cold Burrito
Dreddit
Test Alliance Please Ignore
#1560 - 2014-08-15 06:25:41 UTC
It has become apparent that people like deploying structures for the sake of deploying structures (Depot art anyone?) and not just for their intended purposes. In fact, these depots that are being deployed are there for the sake of being deployed.

So what about structures that are just that: structures for the sake of being a structure.


CCP, please let us deploy structures without any purpose apart from just existing in space.

I want to be able to deploy all manner of things surrounding starbases, stations and gates. Brothels, smoke shops, dairy farms, strip joints, more brothels, library, bank, a bigger brothel, etc. Just structures that have no defenses, no reinforcement timer, and no strategic value apart from planting a comedic flag at my, or my enemies, base.

Now, for the construction of these structures, we could make a use for some very old items. For years people have been collecting these "extra" items from missions. Exotic dancers, prostitutes, milk, long limb roes, janitors, etc. And NPC's are selling other similar items such as tobacco, spirits, and garbage. If a series of structures were introduced that required these items for construction, we could finally trade these commodities on the market as something other than a novelty to get blown up and appear on a killmail.

As an extension of this, perhaps we could allow the creation of player made monuments (destructible) which cost quite a bit of money and have reinforcement timers and such. Have a couple of models to choose from and a name and description given by the deploying corp. This could be deployed as a monument to an event, memorial, or just a plain old middle finger.

CCP: please let us provide work for the millions of unemployed passengers sitting in our stations and cargoholds.