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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Frood Frooster
EVE University
Ivy League
#721 - 2012-03-22 15:54:37 UTC  |  Edited by: Frood Frooster
Didn't read the whole thread, so I am already sorry for double suggestions.

Docking games
Introduce a module that prevents docking (maybe using a gate as well) or give that effect to warp scramblers and/or disruptors. Even giving this effect to scripted HICs only would be a start.

EW
- Different sized ewar modules, small/med/large/Xlarge with different strengths
This leaves room to introduce specialized ewar ships above cruiser size for all races. This might also be an option to balance capitals by not giving them partial immunity to ewar but a very high anti-ewar strength which only very high ewar strength modules have a chance to break.

- A low slot support module for all ewar modules.
Right now only the ECM has the SDA. Either remove the SDA or give the other ewar an option to increase their ewar capabilities at the cost of tank. SDA working for all ewar would be fine for me.

Scripts
- Scripts for points
Instead of tackling being quite simple right now (pointed - not pointed) a warp core strength for each ship could be introduced. With different sized tackling modules (small/med/large/Xlarge) having different tackling strengths, tackling would become more complex. As this would in the end lead to less ships tackled, one could introduce scripts for tackling that either boost range or strength at the cost of the other. Have skills adding tackel strength/warp core strength. Now tackling drones adding to tackling strength might become viable.
With different ships having different warp core strenghts, maybe even bubbles should have different tackling strengths.

- Scripts for webs.
I am thinking along the lines of 50% bonus for 50% malus. Super long range webs might pose a problem but should be balanceable with targeting range and stacking penalties. Super strong webs should be balanceable by the limited range. This would bring some interesting choices in 1v1s as well as in fleet fights.

- Scripts for hardeners
Not sure on those but it might be an option as long as they have some serious drawbacks (time to switch and/or effect).

Heat
T3 modules which take extra heat (Gasp, I know: super fancy idea. No one thought of that I bet).

Turrets signature resolution
Right now all turrets of the same size have the same signature resolution. Balance turrets by giving them a slightly different signature resolution (e.g. lasers > projectiles > hybrids). This might bring some diversity into PvP as well as PvE combat. Make it only a slight bonus/malus like maybe 10% but still.

Meta, faction, deadspace items
Introduce meta, faction, deadspace and officer levels for items that dont have them right now. There are plenty items that have only up to meta level 5. Some even don't have meta 2-4. If the Eve economy would work, people would make billions inventing/building meta items for like salvagers, DCUs and such.

Vanity BPOs
Give us useless items that we can build. Heck, sell the BPO via the Aurum store if you want but give me the option to make towels.
DarkAegix
Center for Advanced Studies
Gallente Federation
#722 - 2012-03-24 12:05:31 UTC
Energy Absorption Relay (Or some either cool, sci-fi name)
Low slot. Damage received by your shields recharges capacitor according to some balanced ratio.

And, the armour counterpart:
Momentum Redirection Matrix (Or other)
Med slot. Damage received by armour increases max speed for a few seconds according to some balanced ratio.

And, for real men:
Structural Instability Vent (Or a much, much better name)
High slot. Damage received by hull increases weapon damage according to some balanced ratio for a few seconds.
minerdave
wiggle Tech.
#723 - 2012-03-24 17:58:36 UTC
Tow Trucks in space!!!

Essentally a special highslot Turret that shoots a Magnetic Tow hook in a sence that can be used to drag empty/abandoned ships back to station. how it works its slightly complicated. it depends on the mass of the tow ship and the mass of the ship being towed. simply if the ship towing has less mass than the ship thats being towed it wont be able to move it, (hence stopping ceptors from towing off random cap ships)
Alx Warlord
The Scope
Gallente Federation
#724 - 2012-03-24 19:29:10 UTC  |  Edited by: Alx Warlord
Oh, it seams that the CCP talking about modules on the funfest just ran of the questions about AFK cloaking and Stuff!!! Probably that is what would be asked all the time by the comunity!!! Most of ppl do Want the end of AFK cloaking!!!

Who is AFK cloaking usualy have 2 acounts... 1 they play and have fun, the other he uses to prevent the ones who have 1 acount to have fun... this is unfair!!! Make Cloak hunting ships/modules!!!!

Also the local being used as intel, It could be a 1 Minute delay in it to show ships.... and some Sistems Upgrades to make it faster (up to real time) ... Guys, you must fix it as sooner as possible... dont let it pass trogh inferno unsolved please!!! this is a snowball!!!

(And inferno should melt all snowball problems!!!)
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#725 - 2012-03-25 01:38:01 UTC
Bumper module
Has no direct effect except to make a shape for your ship when coliding into things. It would essentially be a claw setting so that something is bumped inward instead of outward from your direct path. This would make it possible to push ships in a desired direction without needing to go back and realign to it repeatedly.
GeeShizzle MacCloud
#726 - 2012-03-25 11:01:00 UTC  |  Edited by: GeeShizzle MacCloud
heyy CCP SoniClover..

great presentations btw! have done a few b4 and know battling nerves can be difficult, u did well bro

My main issue with Mods currently are the strange situation that most modules that fit on a Cap can also it on a frigate and generally they both have the same level of effect (obviously %age modules that take into account the ship its fitted on are relatively exempt from this)

this limits the use of Larger ships in a fleet for stronger more effective tactical opportunities as well as further including the risk reward mechanic ill give you an example

Gate Camp
an interceptor, assault frig and a sabre are guarding a gate with a carrier providing remote reps and assigning fighters. one of the ceptors and the sabre have a remote sensor booster mod to allow a boost to catch smaller ships trying to slip through
(the carrier is superfluous typically in this scenario

The remote sensor booster mods all work at the same level regardless of what ship theyre on. though theyre subject to stacking penalties of course
This means there is absolutely no reason for a Cap ship to use that module as there are much more effective mods it can use if in that scenario (cap regen, sebo for quicker locking to ships to provide remote rep
This situation in effect limits the use of both modules and ships in various situations. However providing ships with modules of varying sizes has allowed interesting and innovative combat setups that we've already seen in combat (heavy neut curses for example and the new tier 3 BC's)

so in reference to the situation above it can be augmented by allowing the Carrier to fit a capital remote sensor booster. this would provide a significantly increased bonus to scan resolution than small or medium versions of this on the interceptor. Of course playing with percentages would be required to get the balancing right on the new modules


So TL;DR...

Iterate on Modules first by getting the most use out of the used mechanics we have right now, by changing Ewar/prop jamming/assist mods into 4 new size groupings (Small/Medium/Large/Capital) and staggering the bonuses/effectiveness accordingly, whilst still keeping the stacking penalties

this would add a ton more tactical opportunities to both subcap and capital warfare, and greatly fuel the risk vs reward incentive
Gevlin
Pator Tech School
Minmatar Republic
#727 - 2012-03-26 14:19:20 UTC  |  Edited by: Gevlin
Black ops Artillery Missile

Meant to make a Black ops an Anti cap/ Structure Ship that fights from an adjacent system. Encouraging secondary skirmish fleet to patrol adjacent systems to hunt down these types of ships... breaking up blob warfare a bit.

Black ops Module Combo
Requires 5 Modules between 2 Ships
Targeting ship – Any Ship able to light a Covert Cyno
Cover Cyno
-“New” Inter Solar Cruise Missile Laser Guidance system
Black Ops Ship
-Jump Portal Array
-"New" Sub Cap Siege Module
-"New" Inter Solar Cruise Missile Launcher
(For Reload - Hauler required for additional ammo.)

Module 1 Sub Cap Siege Module
-Places the Back ops into an Artillery mode, allowing it to shoot items though the cover ops cyno that it can open.
-Prevents movement for 5 minute cycles
-Fuel – 1 Liquid Ozone per cycle

Second Module -Inter Solar Cruise Missile, (ISCM)
Only able to fire while while Sub cap Siege module is active
Ship will have to target jump bridge worm hole before being able to launch Mega Missile
Reload time is 20 seconds - ammo capacity is 1, only 1 module permitted per ship
Will require Hauler haul replacement missiles.

Third Module – Laser guidance system.
On the other end of the cover cyno is a ship not only lighting the cyno but also laser pointing (with blue laser) the ship to be hit with the mega missile (ISCM).

Damage of the Missile would be
Volume 9,000
Structure HP 500
Amour HP 500
Shield HP 500
Explosion Radius 4000
Max Flight time 5 seconds
Max Velocity 3,000/Second
Signature Radius 1,000 m
Banned in Empire Space
Used with ISCM launcher
Inertial Modifier 1,000
Single target
Base damage 100,000k (damage type)

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

joe hamil
Deep Core Mining Inc.
Caldari State
#728 - 2012-03-26 21:05:19 UTC
How about a new cloak, that is tied to sheild percentage, but allows for the break of target locks upon its cycle completion.

example.

Harmonized Cloak

X second cycle time, slightly higher cpu usage and drops a random sheild stat upon each use, cloak only activates after X amount of time has elapsed, but when it does, as long as the sheild is above ( at a "off the top of my head" amount say 60% ) upon the cycle concluding all locks are broken and the ship cloaks,

imagine a ship has been caught off guard, interceptors are racing towards it after locking it from a far distance, with a conventional cloak, as soon as that target lock is applied, your pretty much screwed,

however as you ships computer anylyses the incoming locks it slowly alters the sheild changing the frequency to break the enemys lock, allowing the ship to escape,

however this changes the stopping power of the sheild dropping a stat and potentially allowing more damage, and can only function if it has a certain amount of power left., (ie 60%)

if the enemy ships are too far out, or a ship is not being activley engaged it could allow ships to slip out from the net,

all other restrictions for cloaks would apply ie, 2500m decloak, no cloaks in pos sheilds etc

im not too sure about a movement penalty, during cloak, so thats something for you guys...



joe hamil
Deep Core Mining Inc.
Caldari State
#729 - 2012-03-26 21:10:45 UTC
minerdave wrote:
Tow Trucks in space!!!

Essentally a special highslot Turret that shoots a Magnetic Tow hook in a sence that can be used to drag empty/abandoned ships back to station. how it works its slightly complicated. it depends on the mass of the tow ship and the mass of the ship being towed. simply if the ship towing has less mass than the ship thats being towed it wont be able to move it, (hence stopping ceptors from towing off random cap ships)


if you were to do this, they need to add partially destroyed wrecks that you can scan down and rebuild with ship parts,
GizzyBoy
I N E X T R E M I S
Tactical Narcotics Team
#730 - 2012-03-27 08:57:52 UTC
First of all Nova your such a thread hog!!

My kronos would love some of the following to utilize the utility slots

High slots mods either alter existing so they can use mids and high, or new high only version.
1) Target painter (its a laser too after all!)
2) Sensor booster (takes scripts)
3 ) Some ecms mods, but maybe much better than mid based ones? (your giving up a gun slot after all...)
4) Magazine extender, holds or doubles weapon ammo space currently fitted to ships high slot. sb's might have alot of love for this.. also slow reloading turret based weapons systems would maybe benefit over less time spent reloading
it might also speed up ammo switching speed, ie, swapping between close and long range ammo types.
(possible mid slot item also?)



5) Drone launcher
lets a non cap ship fire out extra drones.
3 sizes
small - + 5 lights 25m drone space
medium + 5 drones & 50m drone space (10 lights or 5 mediums)
large + 5 drones 100m drone space

requires same fitting (cpu & pg) as typically ship turret weapon of same size.
and also due to fragile nature of ecm and non weapon based drones cant fit ewar type drones.


6) Ship Tractor beam,
One that can pull in webb'd and pointed ships for some hugs and kisses

and that about rounds out what would be great to free up mids or allow a bit of flexablity between mids and highs some what







Unraveller Chase
Unraveller Industries
#731 - 2012-03-28 10:16:47 UTC
Didn't Read the whole post.... too much nova fox.... I haven't mulled over my ideas with too much thought just jotted down things I came up with

1) Consumable: Coolant module- Fits into a ??? module slot and absorbs heat from other modules when they are overheated. Can only be fitted/unfitted when docked. After the coolant runs out the module can be recycled via a manufacturing process. (lets say 80% of the same mineral cost to recycle compared to being made anew).

2) Another implant slot: Can fit any "spliced" implant. What I mean by that is you can take any 2 implants (not omega... maybe some other exceptions I can't think of) and combine them into a new implant that has both effects but only a fraction (35%)

A T2 type blueprint can be made of this process that gives a greater meta combination say 50% of each original implant

3) Tech II should be superior to meta 4, not the same but more beneficial to stick with M4.

4) Black ops revamp.... Just sayin'

5) Emergency power Rerouting module: Increase shield or armor or structure resistances by X% while disabling all other operational systems that effect non-self targets, Acceleration and velocity slowed by Y%. Z Minute activation. Play around with the idea. Kinda a "last chance to live and hope someone will rep you" but at the same time it should keep you out of the fight and make it hard for you to get away.

6) Remove Rigs that people would never use, or combine some of them so they may be considered.

ie: Combine Hacking/Analyzing into one rig that does both. I am sure other people could come up with some good novel combinations of useless current rigs and how to make them desirable

7) Tech 3 modules: Same as tech 1 for their bonus' but allows you to choose from a predefined (and relevant) set of drawbacks. Ie Increased damage on lazorz but a penalty to: capacitor or powergrid need or Tracking.
Can make it so you insert a script that would basically "route" the negative bonus to whichever you desire. Allow this quick swap when docked only but not in combat

8) More rigs- Plenty of ideas already in this thread

9) New Pirate Faction(s) and ships. Allows you to organize a large serverwide event, implement more lore, new eden will feel like it evolved and changed

10) Modules to increase missile explosion velocity/Reduce Sig radius

11) Drone Repair module for drone boats (can only be fit to drone oriented ships). Can repair your own drones at the cost of cap. A Skills to increase the range of this action. A skill to Equip and modify the extent of the modules ability

12) Capital Sized Rigs.


Good luck CCP I know you will find some good ideas here!
Tenga Halaris
Galactic Traders Union
#732 - 2012-03-28 22:10:30 UTC
Droneboats, drones and modules, a closer look.


Since drone damage modules of some sort were announced by CCP at Fanfest, we can expect ships, using drones as their primary weaponsysten, for the first time.
Let me list the most used boats, from cruisers to battleships, which have a bonus for drone damge and hitpoints:
( I also include suggestions on fixing bonuses of those ships)

a) Gallente / Faction:

Vexor -> remove Hybrid bonus, add drone speed and optimal
Vexor navy Issue -> remove Hybrid bonus, add drone speed and optimal
Ishtar
Myrmidon -> add 25 mbit bandwidth, can use 4 heavies, keep the rep bonus
Dominix -> remove Hybrid bonus, add drone speed and optimal, remove one turret bay
Dominix Navy Issue -> remove Hybrid bonus, add drone speed and optimal

b) Pirate

Gila
Rattlesnake


A module, increasing damage and usability of drones, could look like this:

Drone Damage Enhancer II:

+22,5 % damage for light, medium, heavy and sentry drones
+10% increase of MWD speed for light, medium and heavy drones

There also should be a Faction version of it, just like the Omnidirectional Tracking Link has.
Do not increase the orbiting speed of drones, meaning the speed they maintain when they arrive at the target, because that would gimp the tracking and as a followup, the damage applied.


Here is an example of a Domi using said modules:

[Dominix, Drone Assault]
Large Armor Repairer II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Energized Adaptive Nano Membrane II
Drone Damage Enhancer II
Drone Damage Enhancer II
Drone Damage Enhancer II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
100MN Afterburner II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
Drone Link Augmentor II

Large Sentry Damage Augmentor I
Large Heavy Drone Damage Augmentor I -> should be implemented
[empty rig slot]


Hobgoblin II x5
Garde II x5
Ogre II x5


This fitting should get around 850 DPS from Drones with perfect skills. A real Drone platform, I would like to fly.


o/
Jhone Cahos
Viziam
Amarr Empire
#733 - 2012-03-29 09:57:57 UTC  |  Edited by: Jhone Cahos
edit !
StahlWaffe
Doomheim
#734 - 2012-03-29 16:11:38 UTC  |  Edited by: StahlWaffe
Tactical Probe

Charge

Designed as solution for required fast relocation on battlefield, this probe is launched with extreme velocity from a standard Core Probe Launcher and will travel at 30,000 m/s in a direct line from your ship along your current path. As the fuelcache of the probe is very restrictive, it's accleration only lasts for 6 seconds.

Volume: 0.8m³ (Only one can be fitted into the launcher at a time)

Skillbonus: Drone Navigation increases velocity by 4,000 m/s per skill level.


Idea: Launch it, have a warpin at 180 - 280 km in front of you within a few seconds. Short duration, Probe explodes after 5 minutes, can not be retrieved. Make it, that everybody can warp to the probe and I really think, this concept can not be overpowered, under no circumstances.



Drone Bandwidth Jammer

Highslot Module

An Electronic Warfare Module which is designed to reduce the drone bandwidth of the target. This module emits very strong radio signals on the frequency on which drones usually communicate, thus scrambling broadcasts from the target ship to it's own drones. Comes in two sizes, standard and capital.

Idea: Reduce Bandwidth of drone ships. If the affected ship hasn't deployed drones yet, it will only be able to deploy drones as far as it's new, scrammed bandwidth allows him to do. If he already has drones deployed, some of the drones, which aren't receiving the bandwidth now, go into a 'JAMMED' status, like the now available statuses 'In Combat, Returning, Idle'. A jammed drone will fulfil the last order it was given to, after then, it will stay idle in space until bandwidth is restored or someone scoops it to cargo / dronebay (yeah, drone pirating, wooo).

The Capital version of the module would be able to jam even targets usually immune to all forms of electronic warfare, thus being able to bring EWAR onto Supercarriers. Very Capacitor intensive, very CPU greedy, maybe very long cycle time (30 sec, 1 min) and making the ship unable to jump or warp while active. Maybe.



Short Range Multispectral Scanner


Passive Medium Slot Module

This module is a state of the art scanner, able to detect even the tiniest bit of exhaust created by an object, be it engine trails, radio transmissions, or, and that is the real new totally cool stuff, even the (tachyons blablabla scientific explanation of what a cloaking device does and why it MIGHT be 'detected'). This module is passive, and enhances the directional scan of your ship in ranges up to 300 kilometeres from your current location. If there is a cloaked ship within the 300 km of you while you use the dscan, it will show up on the directional scan als 'Unknown' - 'Cloaked Object'. It will NOT allow you to decloak or lock a cloaked ship. It will only be an indicator to tell you, if you're being observed. And some very skilled pilots might actually be able to get the direction of the ship, gaining the oppotunity to try and decloak some silent observers.






That's it from me so far, maybe more ideas to be had.


More ideas to be had!


Dual Hardener


This modules are fresh out of the laboratory of the huge empire factions. There are only faction versions of it and they are only obtainable via the LP Stores. They are available for both, shield and armor and boost 2 resistances at a time. They come in many fashions and combine all resistances. There a modules for EM-Thermal, EM-Kinetic, EM-Explosive, Explosive-Thermal, Explosive-Kinetic and Kinetic-Thermal. They boost more than an Invul or EANM would do, but less than a regular Hardener would do. The Caldari and Amarr Versions provide a slightly better resistance boost than the Gallente and Minmatar, however, those are way easier to fit in terms of CPU usage and consume less capacitor.


Idea should be simpe to get ;)



New Rigs

New Rig category, 'Hull'. These rigs directly affect the hull of the ship.
Examples are:
Turret recustomization - Modifies an existing missile hardpoint into a turret hardpoint. Tech II version simply adds one turret hardpoint without a missile hardpoint needed.
Missile Bay recustomization - Modifies an existing turret hardpoint into a missile hardpoint. Tech II version simply adds one missile hardpoint without a turret hardpoint needed.
Defensive Capability Augmenter - Adds one Low slot.
Electronics Capability Augmenter - Adds one Medium slot.
Offensive Capability Augmenter - Adds one High slot.
Research of any of these BPOs might result in a Tech II BPC for a rig, which provides 2 slots. There can be: High and Low. Medium and Low. Low and Low. High and Medium. High and High. Medium and Medium.

All these rigs require a GOOD chunk of calibration, maybe 250 for Tech I and 350 for Tech II.

Recalibrator - This one actually uses one rig slot, but increases your calibration by 50 on Tech I and 100 on Tech II. Yeah, with the Tech II variant, you can actually fit TWO Tech II Damage Modifing Rigs.


Again, the idea should be simple. Especially interesting are the whole new fitting possibilities for a BIG chunk of ships, turning several Armor Tankers into potential shieldtankes - and vice versa.
Mars Frederiksen
Deep Core Mining Inc.
Caldari State
#735 - 2012-03-29 18:34:02 UTC  |  Edited by: Mars Frederiksen
i didnt see this thread earlier, so im going to post a link to my thread relating to a Tech 3 Covert Operations Cloaking device

Tech 3 Covert Ops Cloaking Device

despite the weak arguments against it provided in that thread, it does not break the game, and only adds a small benefit at the cost of some very drastic penalties.

please read the OP in that link before you continue reading...

i would also like to add that my original idea was to let the cloaking player set the color of his tag in local (rather than adjusting standings), so that he could spoof his corp standings (also providing an opportunity for user error). my thoughts were that adjusting the standings of the player would make the device much easier to add to the game from an engineering standpoint. since it takes a week for individual players to affect the overall standings of a corporation, there really would be no larger consequences accompanying this module (you can't remain cloaked past downtime, so there's no chance this could be exploited)

i think that the standings mechanism is the best route to realize this modification, but perhaps informed debate (impossible in this forum - no one who responded in my thread actually does PVP in 0.0) on the matter could yield some other valid mechanisms. i think that some very interesting game play could arise from the ability to "hack" the fof system of our ship's computers. you silly role-playing nerds will appreciate the fact that many modern military aircraft use this sort of electronic warfare in real life

finally, since concord would no doubt decide that such devices provide a threat to lawful space, they would be contraband in high-security systems (so most of you have nothing to worry about).
Grim Vandal
Deep Core Mining Inc.
Caldari State
#736 - 2012-03-29 21:56:39 UTC  |  Edited by: Grim Vandal
This must be the best thread since TomB posted in 2003/2004/2005

I love you devs simply for this thread.[/b



Besides all the great ideas already posted here I have one question/thought I wondered about for years now ..
Back in the days when TomB was around the missiles system got revamped alot but what we ended up (status quo) afaik was a COMPROMISE
The response was something along the line of: We had to make missiles as they are cuz our engine (Destiny) can't handle them in any other way

So what is the status quo
Missiles hardly "behave" like missiles and are only useful on missiles ships with a gazillion missile launchers
They work very much like turrets and imo this is very sad
The old AOE effect was overpowered and caused high sec problems, remember cruise kestrel and torpedo blackbird [:lol:

While that HAD to be changed for obvious reasons I think it is sad with what we have been left with
The bombs reflect somehow how torpedoes "behaved" back in the days but are limited to bombers
What is it with all the 1-2 missile slots so many ships have ..
And we have a DPS counter for missiles StraightStraight[:|
I hate dumbed down things like that

The point is I believe you were FORCED to make missiles what they are ... working more like guns ... because of so many caldari PURE missile boats

So the ship that RUINED our chance to have meaningful missiles for everyone was the Raven and these days ofc the drake.[/b

I LOVE missiles don't get me wrong but it doesn't feel like I'm shooting missiles when I fly my raven.[/b

Lets think through the most easy solution
Give all ships( including raven, drake, cerb aso.) NONE, 1 or a maximum 2 to 3 missile slots
Moreover introduce missile slots for ships from 0 to 3 besides the maximum of 8 high slots.[/u

[u]Redo the pure missile boats with some guns and a bonus to said new missiles [b]but it wont work if they have only missiles
!! that is the part which I fear people can't get away from, but exactly these ships hinder missiles to be meaningful


[b]NOW do the following:
- raw draft
[list
  • give missiles a HUGE reload time
  • eg. standard = 40secs+ torpedo 2min+
  • REDUCE the maximum loaded ammo/missiles per launcher
  • to 1 for torpedo launcher (AOE)
    to 2 for cruise missile launcher (AOE)
    to 1 for heavy assault launcher (AOE)
    to 2 for heavy missile launcher (AOE???)
    to 2 for rapid light missile launcher
    to 1 for light missile launcher
    to 3 for rocket launcher
  • give each launcher a ROF of 0,5 sec
  • give them huge DMG, balance wise more missiles = higher chance to hit but less dmg
  • eg. rocket = 100 dmg+ standard missile = 500dmg+ torpedo = 5000dmg
  • delay the launch of oversized missiles against small sig radi targets by 0.1 sec per sig radius difference
  • eg. torpedo 450m explosion radius against frigate 40m = activation delay 41 sec
    eg. heavy missile 125m explosion radius against frigate 40m = activation delay 8.5 sec
  • remove the dmg reduction FROM DIRECT HITS, only should work for the AOE dmg
  • and use the explosion velocity to determine if a missile hits = full dmg or doesnt hit = no dmg
  • (tricky part cuz DESTINY can't handle that easily atm but also MOST IMPORTANT PART
  • GIVE BACK AOE DMG for missiles, not for all though
  • direct hit = full dmg, but only AOE hit gets reduced by your current explosion velocity formula
    AOE can hit yourself
  • Introduce a special modus/module where you can fire your AOE missiles to a NON target area manually
  • like bombs BUT let us use a manually targeting system like the movement in HOMEWORLD 1 x y and z axis
    best example is the siege cannon in homeworld 1 or eg. simply the blizzard spell in Warcraft3/WOW to let you understand what I mean
    in fleet fights you would shoot these AOE missiles into areas you manually define
    will make missiles worth it in fleet fights because even if targets warp of missiles will detonate if you have chosen to shoot them manually
    [/list

    bombers profit from above, besides that
    BOMBS themself should have a way higher range and stop after their flight time and detonate only if a ship is in its range, Bombs disappear after eg. 3 min
    Bombs launch mechanic is fun and fine but should yield more rewards therefor +++DMG imo

    AND tada
    defender missiles are worth it again [:o
    remove FOF missile
    but introduce a FOF missile module eg. named automatic guidance system, which uses up high slot and gives missiles +30% explosion radius (=bad)
    This module lets you shoot your missiles like FOF missiles now.

    give certain missile warheads effects eg. the faction ones just some ideas ..
    EM missile -30% dmg but eg. 10% chance to reduce the next active shield booster cycle by -99%
    EM missile -50% dmg but eg. 50% chance to reduce EM resistances by -30% for 20secs
    Thermal missile -20% dmg but eg. 80% chance for +50% overheat dmg for target active overheated module
    Kinetic missile -30% dmg but eg. 100% chance to slow the target for -10% for 10 seconds if shields are down below 10
    Explosive missile -30% dmg = eg. 10% chance to reduce the next active armor rep cycle by -99%
    Explosive missile -50% dmg but eg. 50% chance to reduce EXPLOSIVE resistances by -30% for 20 secs
    .....

    [b]The above isn't overpowered because every ship will have some missile slots and NONE not even caldari will have more than the max of 3 missile slots.[/b
    [u][b]And again MISSILES should NOT be a DPS weapon but a delayed alpha, AOE weapon.
    [/u

    and pls MOAR diversity in range speed, dmg aso aso aso ..


    PS: I want to shoot that single torpedo at you at exactly the right moment to eg. break your passive shield tank rawrrr

    Yes this will promote balance problems but if you never change anything we will have bazookas shooting tanks before we have meaningful missiles in space Cool
    Iman Atheist
    Society of Shadow
    Shadow Cartel
    #737 - 2012-03-30 16:38:08 UTC  |  Edited by: Iman Atheist
    I'm quite sure DRONES need to be revamped

    I'm not sure if somebody already mentioned this (37 pages is a lot), but drones should be balanced the way missiles are - they should have the same stats across all 4 races (speed, tracking, damage), and just have a different damage type

    The way drones are now, there is very little incentive for players to swap between the 4 types (within a given size class). There are the Gallente heavy hitters (Goblins, Hammers...) and the quick Minmatar Warriors if you really need to shoot some very fast moving targets, but other drones see very little use

    The longer I'm using drones, the less reason I see to use anything but T2 Hammerheads. Seriously, I'm now using them against enemies of all factions and all sizes, and I'm hitting and popping everything just fine

    Let's say I'm going against Sanshas or Blood Raiders. Since they're weak against EM, I might want to use Infiltrators (EM) instead of my usual Hammers (therm), but when I take them all I see is my DPS going down, and I quickly abandon that idea
    Quite frankly, I don't see a typical player doing fine math to figure out if
    Sanshas are weaker against EM compared to thermal AS MUCH AS the Infiltrators are weaker than Hammers by DPS.
    See what I mean?

    ---

    A related, but separate idea:

    To preserve variety, you might want to make 2 flavors of drone within each size class (just like with all other weapons) - a "damage" variant and a "speed" variant with the same damage type - one slightly slower but more powerful drone, the other slightly faster and better-tracking - in other words, not 4 but 8 drones per class (not 1 but 2 drones for each damage type).

    They could be variants, or they could be brand new models with their own names.
    Rimase
    #738 - 2012-03-30 21:57:28 UTC  |  Edited by: Rimase
    Quote:
    (☠) Masquerading Identity Nullifier : -

    This front-system bus module is used only with Clandestine Shiplines plugged into the mainframe of the ship's hyper-powered maze of computing with electronically-emanating hardwares/wetwares. A specific intense hacking process terminologically known as 'Masquerading'.

    The function of this module is to prescribe multiple tasks into a notorious autonomous hyper-computing artificial intelligence mainframe that has to compete against CONCORD's universal database counter-measures, which are much stronger. At the same time conjunctively attends other masquerading tasks in synchronization with the sole purpose of masking your local electronic identity, all the while sustained by cloaking devices.
    The purpose specifically is to nullify your identity, which is a constricting and devious task yet still possible.


    Bonus: Temporarily conceals your electronic identity & denies loss of standing.
    Risk: Lose security status if useage detected in systems where CONCORD operate especially in CONCORD sanctions and High Security.

    Note: Can only be used with Clandestine Shiplines.

    Quote:
    (☠) Black Ops Cloaking Device II : -

    A very infamous piece of collaborative technology, the black ops cloak is designed for specific collaboration with sub-legal clandestine shipline's on-board universe-wide hyper-computing in specific manipulation of electronic identity. Universe-wide auto-registered capsuleer-vessel signatures are altered temporarily but do not immediately show result. CONCORD's database counter-measures duly disprove the falsified signature, which is why cloaking must be constantly refreshed to deny CONCORD's counter-processing.

    Bonus: Blacks Ops Cloaking Device prolongs the time you remain a hidden identity in the face of others.

    Looking to join Caldari Faction Warfare corporation!

    Amaroq Dricaldari
    Ministry of War
    Amarr Empire
    #739 - 2012-03-31 02:25:57 UTC
    Frood Frooster wrote:
    Meta, faction, deadspace items
    Introduce meta, faction, deadspace and officer levels for items that dont have them right now. There are plenty items that have only up to meta level 5. Some even don't have meta 2-4. If the Eve economy would work, people would make billions inventing/building meta items for like salvagers, DCUs and such.

    Vanity BPOs
    Give us useless items that we can build. Heck, sell the BPO via the Aurum store if you want but give me the option to make towels.

    Hell yeah! Not only did I always want to use an ORE Salvager module, but I also always wanted to manufacture COMBUSTIBLE LEMONs.

    Also, I never heard the word malus before. You always confuse me when you say it.

    This is my signature. There are many like it, but this one is mine.

    Lucjan
    Deutzer Freiheit
    #740 - 2012-03-31 16:23:15 UTC
    1. Projected Sensor Strength Suppression

    Comes as a race specific version and a weaker all race version (like ECM/ECCM)


    Lowers Sensor Strength

    + Scripts



    1. Make targets more susceptible to jamming
    2. Hide you friends in large ships from being scanned down




    2. Provide a counter for it : Sensor fortification

    Protects 100% against Projected sensor strength suppression.