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

First post First post
Author
OmgNetGirl
Mighty Bucks
#1641 - 2014-11-06 03:49:26 UTC
I feel that a mobile webbing structure might be too strong.

However a mobile target painting structure would be awesome!

For those everyday miners a mobile refinery would be absolutely outstanding and it could also introduce the same level of abuse mission runners get with the MTU!

Mobile jump bridges for high sec players which they can set up between two systems 5 jumps or less apart! This can help newer players get comfortable with jump fatigue!! Cannot be used in low sec or null!!

Industrial ships cannot use this ofcourse!
Psyatt
#1642 - 2014-11-07 00:20:40 UTC  |  Edited by: Psyatt
"Ambush" Sensor Distortion Field Array - When online, emits a 10km field bubble that allows all ships inside field area to disappear from Dscan and probe search. The array can be acquired visually on-grid by graphical distortion, similar to cloak effects that pilots see on their own ships.

Pilots with password/in fleet can enter and leave without disrupting field.

All other ships will cancel field effect if they come into contact, revealing all ships within.

No shield or bounce out effects, just the cloak.





Sov-based Gate and/or Station Guns - One per system per level of Military Upgrade.




"Aegis" Sensor Buoy - Informs all corp members of all un-cloaked ship activity on deployed grid. Like having a single probe that doesn't die in two hours, and sends data to all interested parties. Will reduce mouse replacement for Wspace pilots due to Dscan spam clicks. If someone pops it, well that is data as well. The flaming datum.





"Shadowbox" Cloaked Container Rack - Allows gang/fleet members an access point for cargo that no one can find without the bookmark, or by detection while it is being accessed.





"Dynamo" Generator Array - Supplies PG and CPU for POS arrays... without the shield bubble. Much smaller PG/CPU than a POS. Webs, Points, Guns, Jammers.... anywhere you want. This could provide consequences not protection to miners. Kill the miner sure... but the generator will have the ganker locked and be gnawing on him.

A definite force-multiplier for smaller entities in a fixed defense.

Maybe enough PG/CPU for ONE large weapon array(if that). That way it could fit a few of anything smaller.

Why re-invent the wheel when most of the toys we want are stuck to POSs? Turn 'em loose so they can run free on other grids.

-------------------------------
Heathkit
Pator Tech School
Minmatar Republic
#1643 - 2014-11-07 13:31:20 UTC  |  Edited by: Heathkit
I'm a little worried that mobile structures are a "fire and forget" feature at this point. There's so much potential here - is CCP planning any new mobile structures in the next six months?

Also, I think it's pretty clear the people want some kind of "vending machine" mobile. The suggestion has come up multiple times, and was even in the OP!
Psyatt
#1644 - 2014-11-07 14:28:14 UTC  |  Edited by: Psyatt
The Generator idea wouldn't leave me alone.



Four racial Generators. One racial Fuel Block per hour consumed while online. Seven(? less?) days fuel capacity. 24 hour Stront bay. Five minutes to anchor, five minutes to online. Anchor range of 2km-10km from generator for any arrays.

All racial POS bonuses are reduced and transferred. Exception being resists. All resists for both shield(Generator only, no bubble or transferred effects) and structure at 40%(35%? less?) Omni base values. Resists will increase if anchored in upgraded nulsec SOV-held system according to upgrade levels of IH. May not use Hardeners. Possibly a Generator Damage Control Array could be added to buff EHP.

Visually a 25% scale model tower with some eye-candy changes.

May not anchor within 100km(? less?) of Gate, Station/Outpost, Wormhole or POS. May not anchor within 50(?) km of another Generator.

approx. 300k EHP base.

approx. 500K(?) PG

approx. 1k(?) CPU

Generator defenses single-target all defensive arrays. Cycle according to threat. Attack on owner/corpmate/fleetmate on-grid> attack on generator/arrays> red/WT on grid. This would keep people from onlining a swarm of sensor damps to try and knock back an entire gang. Generator locks on and does not let go until target is destroyed or off-grid, or a greater threat is detected.

Pilot with proper skills and roles can designate single target for Generator, but not control individual defenses. Pilot must be within control range(5km?) Can designate hisec target, and generator will hold fire until provoked. Pilots know they are being watched and locked.




So, that might allow compression, refining, some storage... and a few defenses to keep honest men honest.

It would allow a semi-gate gun series of Generators, as well as station guns. 100km is still in range without crowding for med artillery, beam laser, rails and cruises.

Mining belt and anom protection/consequences/on-site services. Why train up an Orca alt on another account?

Coupled with my Sensor Distortion Array, it could make a nice camouflaged "mountain tent" for the scurrying isk-maker/miner/ratter/runner. Cloaked Orca and a few friends could spend quite a while working out of some deep safe.

Low fuel storage(maybe drop to 3 days) would mean high upkeep, so that could offset the desire to anchor a perma-swarm around gates/etc.




If there is any interest in this.... every ? inserted in the post is somewhere my knowledge is not sufficient to make a stronger case. Would welcome any discussion or input.





EDIT - Drone Control Array for generator. 400 m3 bay with 125 bandwidth. Launches and controls drones as needed or directed. IF pilot directed, then pilot must have skills for the deployed drones.


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Heathkit
Pator Tech School
Minmatar Republic
#1645 - 2014-11-07 20:33:26 UTC
Here are some modules focused around gathering intel and tracking pilots.

Communications Monitor
Monitors local communications network and produces a log of when pilots join and leave the local channel. Does not log chat, but will give you a timestamp record of when a particular character was in a given system. When a player interacts with the module, it produces a tradeable, destructible item that holds that record of activity for a given time period. More expensive monitors could have higher sensor strength (and thus be harder to probe out) or store more records. The communication logs also have the benefit of being an authoritative proof that a character was in a given system at a particular time.

Remote Sensing Array and Sensing Probe
The array is a long-lived deployable. To use it, the player deploys the Sensing Probe, a short-lived (maybe 2 hours or less?) cloaked deployable. When the probe is deployed, the user chooses a deployed sensing array to pair it with. A remote sensing array may only have one probe paired with it at a time.

The probe logs ship activity on it's grid. When the player collects logs from the remote sensing array later, they'll have a record of when particular ships were seen by the sensing probe. The probe doesn't record pilot names - just ship types (or perhaps mass).

Proximity Alarm
A deployable that sends you a notification when a ship moves within a certain range (say 20k or so, maybe adjustable). It could be set to trigger on any ship seen, or could trigger based on standings.
Mehrune Khan
Viziam
Amarr Empire
#1646 - 2014-11-08 14:27:48 UTC
Armor repair and shield repair structures would be nice. However they would need to have limited time spans, maybe an hour or two? Otherwise they could be abused at a POS.
Chilly83 Tissant
Dark Evolved Industries
Dark Taboo
#1647 - 2014-11-09 14:52:35 UTC
a planet terraforming device :D :D :D

one that can be used in null sec and wh space.
wich allows system holders to change a specific planet to another type

the device should be something like a temporary custom office ( a module that needs goods before it gets completed)

requirements lots of isotopes
and something else like pi goods.

after a cycle of time the planet would be adjusted to the type the corp holder selects and the device would be destroyed after use.




Tarpedo
Incursionista
#1648 - 2014-11-14 13:27:59 UTC
Mobile scanner, please. I'm allergic to EVE's scanning mini-games yet I would like to participate in exploration-like activities.
CERA Elitist
The Prometheus Society
#1649 - 2014-11-16 05:16:45 UTC
HOT DOG STAND!
GrandLynx
University of Caille
Gallente Federation
#1650 - 2014-11-16 21:39:23 UTC
deployable/disposible missile battery. set for auto or manual control via a specialist Target Painter
DrysonBennington
Eagle's Talon's
#1651 - 2014-11-17 21:15:21 UTC
Mobile Drone Depot that deploys combat drones when a ship comes to within a certain range and meets the triggering protocol similar to POS guns.

I also think that the Mobile Tractor Beam Depot needs to have the option of tractoring wrecks and or jettison containers instead of automatically tractoring both.
MBizon Osis
Doomheim
#1652 - 2014-11-18 00:08:51 UTC
Deployable Logi Structures Ship and POS sized mods like the ingame (NPC) Magnetic Double-Capped Bubble.
(This construction recharges the shields on ships within range.)
Michael Fye
Goosefleet
Gooseflock Featheration
#1653 - 2014-11-18 00:56:48 UTC
A cloak breaker of some kind. Something that can be incapped and is expensive.
Vulfen
Imperial Academy
Amarr Empire
#1654 - 2014-11-18 16:30:30 UTC
Nanite "Hive"

When anchored nanite repair paste can be placed in the structure, this structure will then use the nanite paste to automatically repair any none active module on any ship within 10km, this will effect enemies and friendlies. It should have a bay for a person to place nanite paste in, if the bay is empty for 30 minutes it will self destruct. Cannot be re-scooped. It consumes nanites even if it is not repairing anything but at a reduced rate.
Ender Fry
Dreddit
Test Alliance Please Ignore
#1655 - 2014-11-20 01:26:57 UTC  |  Edited by: Ender Fry
I would love to see a mobile radio transmitter! Or possibly a probe type transmitter. It would automatically take over all audio transmissions within a specific distance of the transmitter. You know you would love to play propaganda messages or music within systems or near enemy stations. Just imagine the fear when you start to hear "Ludwig Van Beethoven's 5th Symphony in C Minor" all over your system..... you will just know that nothing good is coming. Twisted
Alavaria Fera
GoonWaffe
#1656 - 2014-11-20 04:52:46 UTC  |  Edited by: Alavaria Fera
"Caltrop" Jump Fatigue Enhancer

Unlike the mobile cyno inhibitor (which stops cynos), you can light a cyno and jump/bridge to it. It won't interfere with that at all.

However, if you land within (X Distance) of this module, you will take a much greater amount of fatigue (as though you had jumped three or more times the distance, perhaps).

Additionally, if you jump while within (X Distance) of the module, you will also incur a similar penalty.

Quote:
This module obviously was of an ancient (sleeper?) design. Although long suspected to interfere with the use of jump drives (as well as jump portals), tests previously showed no such effect.

However, enhancements in remote biometric analysis shows that the device has serious effects on capsuleers, which were not among the test subjects of the Empires who organized the study.


It would be nice if they had enough range so that it could be effective against people jumping to a station (or using a jump bridge, or taking a titan) without being easily attacked from the undock or whatever, so 200+km?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1657 - 2014-11-23 18:33:06 UTC
Has anyone suggested a mobile repair depot? Dual functionality, allows all ships within 3km to pay to repair damage to modules, shields, armour, structure and drones in exactly the same way they do in a station. Obviously, would only be usable if the pilot has no agression/combat timers at all.
Red Teufel
Calamitous-Intent
#1658 - 2014-11-23 19:48:59 UTC
I would like a mobile structure that disrupts drones. So i can just drop it in a middle of a pack of sentries and in a few seconds those sentries basicly go inactive.
Lugh Crow-Slave
#1659 - 2014-11-25 20:40:36 UTC
OmgNetGirl wrote:
I feel that a mobile webbing structure might be too strong.

However a mobile target painting structure would be awesome!

For those everyday miners a mobile refinery would be absolutely outstanding and it could also introduce the same level of abuse mission runners get with the MTU!

Mobile jump bridges for high sec players which they can set up between two systems 5 jumps or less apart! This can help newer players get comfortable with jump fatigue!! Cannot be used in low sec or null!!

Industrial ships cannot use this ofcourse!



lol and suddenly my freighter is free to move around from hub to hub with no fear of camps
Alavaria Fera
GoonWaffe
#1660 - 2014-11-26 05:50:05 UTC
Lugh Crow-Slave wrote:
OmgNetGirl wrote:
I feel that a mobile webbing structure might be too strong.

However a mobile target painting structure would be awesome!

For those everyday miners a mobile refinery would be absolutely outstanding and it could also introduce the same level of abuse mission runners get with the MTU!

Mobile jump bridges for high sec players which they can set up between two systems 5 jumps or less apart! This can help newer players get comfortable with jump fatigue!! Cannot be used in low sec or null!!

Industrial ships cannot use this ofcourse!



lol and suddenly my freighter is free to move around from hub to hub with no fear of camps

Better add freighter and the bowhead to that list of ships that cannot use it

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?