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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Death Toll007
Perkone
Caldari State
#761 - 2012-04-09 07:12:19 UTC
+1 Disguise module (like cloaking but not, and can only disguise ships of same scale)

-Q-Ship module:
Like the Q-Ships from world war II, fit to an industrial, and trades out cargo bay for more fitting slots, specifically high and racial associated tank slots to equip an industrial ship for combat.

-Scripts for Invulnerability field:
Fit a script type for an increased capacitor cost for a specific hardener bonus, equivalent to resistance specific hardener, but at already increased fitting, and cap requirements of invuln, and higher cap for using script.

-Perimeter Defense drones:
Engage all incoming missiles, bombs, and drones.

AoE
-AoE Rig
Two new ones, one for bombs one for smarties. Doubles AoE damage and range.
-Citadel Flak Missile, XL Flechette rounds.
Fires from Citadel Cruise missile batteries only while in siege mode, does 700-1000 dps per dread to a 10km area.
+1 Capital Smartie

-DT
Omnathious Deninard
University of Caille
Gallente Federation
#762 - 2012-04-10 17:07:46 UTC
Balance drone damage and tier drone optimum range by size rather than the same all around.
Ex Small 1000, T2 1200
Medium 1500, T2 1800
Large 2000, T2 2400
fighter 2500

If you don't follow the rules, neither will I.

Akali Kuvakei
Imperial Shipment
Amarr Empire
#763 - 2012-04-11 16:33:26 UTC
Please make a new rig that increases hull hp. It can be an astronautic rig.
Ganthrithor
School of Applied Knowledge
Caldari State
#764 - 2012-04-11 19:54:31 UTC
Nova Fox wrote:
I wont post anything until after inferno.


You just did?
meatomatic
Ministry of War
Amarr Empire
#765 - 2012-04-12 22:43:01 UTC
I would love it if they came up with new faction implants for shield and armor tanking, except bonus switched. ie: active armor plants and buffer shield plants Shocked
Karashur Tahazzar
Mackies Raiders
Wild Geese.
#766 - 2012-04-14 00:21:39 UTC
I would love to see Navy Faction Battlecruisers and get rid of the tracking penalty of T2 close range ammo but since thats not what were talking about ignore my post
Vol Arm'OOO
Central Co-Prosperity Union
#767 - 2012-04-14 04:37:31 UTC
I dont know if its been proposed before -- but i think area effect webs would be cool -- the way i envision it is -- a counterpart to the dictor bubble launcher -- i would make it so that the dictor cant fit both the regular warp disrupting probe launcher and the web area effect bubble -- this way you would have an extra specialized use for the destroyer class.

I don't play, I just fourm warrior.

bornaa
GRiD.
#768 - 2012-04-15 14:29:56 UTC
How about micro ships?
Frigates are small with small modules...
And we had and have few micro modules left... can you put it all back and make smaller ships then frigates for them?
[Yes, I'm an Amateur](http://www.youtube.com/watch?v=hRa-69uBmIw&feature=relmfu)
Lady Aleena
Hedion University
Amarr Empire
#769 - 2012-04-16 09:51:31 UTC
I never understood why a ship's weapon bonus only applies to a certain size of weapon and not to all weapons of a certain type. As you will most likely not change the bonuses of all ships, you could introduce bigger versions of smaller weapons: "Quads"

Quad [large weapon]: Large weapon with medium weapon tracking, signature resolution and range. Damage output somewhere between high medium weapon and low large weapon damage output.

Quad [medium weapon]: Medium weapon with small weapon tracking, signature resolution and range. Damage output somewhere between high small weapon and low medium weapon damage output

Quad [X-large] weapon: X-large weapon with large weapon tracking, signature resolution and range. Damage output somewhere between high large weapon and low x-large weapon damage output

You can also think about
Quad [NOS/Neut] with extra fast cycling tim

That way ships could fit specifically for hitting smaller ships than their regular weapon size aims for. This would come at the prize of being inferior to a ship of the same size with regular weapons mounted.
This would open up some interesting fitting options as well as surprise moments in space when your "oh-so-under-your-guns-ships" get hit by flak


Especially the quad X-large weapons might need adjustments on other issues on capital ships like regular weapon hit chance on sub-capital ships and maybe E-war immunity
TheSwelk
Benevolent Dictatorship
#770 - 2012-04-17 21:52:26 UTC
LP store offers

It's not a new module idea per se, but a way to introduce them.

I would like to see new modules introduced as a (temporary?) BPC offer from LP stores. These should cost only ISK and LP, so that mission runners can help remove ISK from the economy ;-)

They should be in the LP stores of appropriate NPC corporations. For example, a mid-slot drone mining upgrade could be in the LP store of a Gallente NPC "mining" corp. A laser thing should be from some Amarr NPC military corp.

It should not be announced ahead of time which corp's store gets each one.
Ogley Tae
Junk Collectors Syndicate
#771 - 2012-04-18 22:55:47 UTC
One-use (consumable) modules
Thruster catalyst injector (as simple as Nitrous oxide)

Search revealed nothing on speed-related consumables.

Main idea
Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition)
(Short means 5 sec and less)


Pros
Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case);
Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling).
Bumping (no comments).

Cons
Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad.
Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.

P.S.: This module isn't really necessary, but desirable.
Darvaleth Sigma
Imperial Security Hegemony
#772 - 2012-04-19 07:04:28 UTC
Ogley Tae wrote:
One-use (consumable) modules
Thruster catalyst injector (as simple as Nitrous oxide)

Search revealed nothing on speed-related consumables.

Main idea
Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition)
(Short means 5 sec and less)


Pros
Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case);
Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling).
Bumping (no comments).

Cons
Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad.
Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.

P.S.: This module isn't really necessary, but desirable.



If you had extended your search to the fanfest videos, you might have seen that they are planning to release a module (non-consumable, I grant you) that gives you the "tactical jump" you have described.

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Fehk Shus
Garoun Investment Bank
Gallente Federation
#773 - 2012-04-19 07:12:22 UTC
Industrial Core II
  • Duration -17.5% compared to tech I
  • Requirements the same but with Industrial Reconfiguration level V

  • F.o.F Missiles
  • I'm not sure if I ever saw this in use. Please rework them or add something to the game (except for jamming) that makes these more useful (meaning, that missile boats actually HAVE to carry some spare FoFs in case of emergency, just like other races have to take 2, 3 different types of ammo/drones/scripts)

  • **Stasis Field Generator
  • Can only be fitted on heavy interdictor class ships
  • Binds the ship to a target (preferably used on caps, supercaps) for a few minutes.
  • Velocity of both ships, number of allowed targets, sig radius and scan resolution dropping drastically (75%-95%) when active, to make them less vulnerable but still immobile on the field.

  • **
    1) HIC would be used on the field more often, because they aren't used as much as they should be.
    2) This would be a module that can be used to counter super hot-drops. In a cap battle, both parties would have to field HICs to support their cap fleet and HICS. It's just nice to have more things to take into account when fielding caps, to make the fights more dynamic.
    Death Toll007
    Perkone
    Caldari State
    #774 - 2012-04-20 08:46:05 UTC
    I have two ideas, both are Cyno centric:

    Cynosural field Hacking module: https://forums.eveonline.com/default.aspx?g=posts&t=98509&find=unread

    Skill intensive allowing you to jump to non-fleet members cyno fields, skills effecting if you land on grid or just in system (like a jump where destination point is destroyed after you initiate, but before you load)

    Remote Cynosural Field Generator: https://forums.eveonline.com/default.aspx?g=posts&t=98503&find=unread

    A probe launching-esque mechanic allowing the launching of a remotely activated cynosural field.

    Details in the original posts.

    -DT

    Drace Burne
    Ultimum Directive
    #775 - 2012-04-22 00:28:56 UTC  |  Edited by: Drace Burne
    heres a thought on drones

    why not make a salvaging drone (acts like mining drone.)

    collector drone a drone that takes the size of 2 large drones but works differently than other drones.

    for example this is basically a cargo container that will follow your ship and can be ordered to warp to a station and dock where the contents are put in Items tab

    the thing is these require a skill made just for them like

    the size will also depend on ship like a drone ship will get say 1000 m3 space or a normal ship will get 500m3 space
    and you could make a ship that is a ore ship specially made for these that adds 2000 m3 space per level
    per drone
    Aren Valle
    Caldari Provisions
    Caldari State
    #776 - 2012-04-22 21:05:42 UTC
    I would like to see the inclusion of a new type of drone rig.


    Auxilliary Drone Processor
    Cannot be fit to ships with current drone bandwidth > 0

    Adds limited drone capability to ships at the expense of cargo capacity and CPU.
    All have a calibration cost of 100.

    Small: Drone Capacity 15m3
    Drone Bandwidth 15Mbit/second
    Cargo penalty 30m3
    CPU penalty 5

    Med: Drone Capacity 30m3
    Drone Bandwidth 30Mbit/second
    Cargo penalty 60m3
    CPU penalty 15

    Large: Drone Capacity 75m3
    Drone Bandwidth 75Mbit/second
    Cargo penalty 150m3
    CPU penalty 50

    Darkdood
    Estrale Frontiers
    #777 - 2012-04-23 16:39:12 UTC
    Idea #1
    A new class of ship exactly like heavy interdictors accept its special module is an AOE web/web that effects ewar immune ships.

    Idea #2
    A Capital class module "Anchor". You set a password and activate it. You get a green box like when anchoring POS modules. That anchors your ship in space so it can't be bumped or moved. If you leave ship then anyone can board it but they can't turn off that module without the password. This would allow people to safely store capitals at POSs etc etc. OR you could require the password to board it? Have the same 30 day timer for anchored containers apply etc.

    Power just went out. More later.
    Mechael
    Tribal Liberation Distribution and Retail
    #778 - 2012-04-24 05:18:47 UTC
    Anchorable mines, T2 versions that are cloaked. They'll sit there in space until someone gets within x distance, and then boom. Would ideally come in all 4 sizes (small, medium, large, extra large) and with a new ship type (possibly new Destroyer?) that can lay them and detect/disarm them. Much like stealth bomber bombs, they could come in many flavors.

    Uses could be both offensive and defensive, obviously. Mine your own territory, or sneak in and mine your enemy's.

    Whether or not you win the game matters not.  It's if you bought it.

    Mechael
    Tribal Liberation Distribution and Retail
    #779 - 2012-04-24 05:23:48 UTC
    Anchorable missle silo construction platform - when you put the appropriate materials into it, it upgrades into a missile silo that will reach across the entire solar system to bombard enemy structures. Anchor it next to your sovereignty blockade units (or wherever) and it'll start (very slowly) lobbing massive missiles at any non-friendly structures in the system.

    Perhaps it could be fragile and cheap enough to make a good target for small gangs. If its damage output is balanced properly (through slow rate of fire or outright lowish damage) it could be a very interesting addition to sov warfare mechanics.

    Whether or not you win the game matters not.  It's if you bought it.

    Elder Ozzian
    Perkone
    Caldari State
    #780 - 2012-04-24 06:06:11 UTC
    For letting the amarrians win for once:
    Resistance drill, which should have a terrible downside.
    For letting the amarrians die as they should:
    Remote resistance optimizer.

    And for those acward situations when you run out of cap:
    Shield tapping for capacitor (opposite to shield booster).

    I disagree!