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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Gabriel Luminati
Federal Navy Academy
Gallente Federation
#801 - 2012-04-28 23:38:35 UTC
NEW FUNCTIONALITY MODULE.

--> This came about in a discussion with a friend at work about some 'Lego' style
modules with the similiar design & effect as the Tech 3 ships <--

Drone Expansion Bay (Either Universal or Small/ Medium/ Large)

Skills: Rank 8
Primary -
Drone Bay Configuration I (Requires Drones V)

Secondary -
Drone Interfacing V

Tertiary -
Drones V
Mechanics V
Navigation V


Stats: (Active Module)

Fitting - 60% CPU (OR Frigate=50tf / Cruiser=160tf / Battleship=350tf)
*This would have to be looked at closer by the techies, to stop any
possible abuse in expanded cargo/Nano/shield fitted ships.

Increases Drone Bay by 20% (When fitted & online)
Increases Drone Bandwidth by 200% (When active)

Reduces High Slots to 0 (When fitted & online)
Reduces Max Velocity by 10% (When active)

Requires High Slot
Requires Liquid Ozone=100 (Fuel to activate)
Cycle time=600s (10 Minutes)



Skill Bonus:
Reduces the amount of Liquid Ozone needed per cycle by 10


The idea of this Module is to change the ship to fit with someone who has
better drone skills than any other forms of offense and also gives a new
dynamic change to the battlefield.
If theres any Gallente pilots like me, then theres sure to be drooling over
the fact of having 10 drones out at one time (sub-cap!)

The Fuel / Activation is to stop / hinder any possible AFK drone farming
missions or Plexes etc. With these sponges and scavengers in mind, i
went for trying to give reasonable active time for ships but not too long
for AFKers to macro 6-12 hours or so.
Small frigates should be good from 50mins to over 1.5hrs to Battleships
which should be good from 2hrs to 4hrs.

The idea behind Liquid Ozone for the fuel is that its one of the bulkiest
but reasonable fuels to use and also can be seen as injecting it into the
drone systems to increase speeds and capabilities of the Bandwidth.
As for the bay size increase, this is where the engines lose out.

I'd be EXTREMELY excited to see something like this in game as im
sure alot of others will be too. More dynamics and versatility is the way!
Andy Landen
Deep Core Mining Inc.
Caldari State
#802 - 2012-04-30 00:10:27 UTC  |  Edited by: Andy Landen
Drone Control Unit II
Pre-req: Adv Drone Interfacing V
PG 80k
CPU 8k
Act time: 15s
Extra drones: +2

Edit:
Combat Strip Miner II
Pre-req: Mining 5
PG: 15 MW
CPU: 60 tf
Optimal range: 20km
Act time: 120s
Mining amount: 360 m3
Module and structure damage amount: 360
Damage to targeted ship structure: True

The combat strip miner damages the targeted ship's modules and structure by harmonizing with the ship's shields to bypass them and acting directly on the materials from which the ship's parts were constructed. It directly mines the ore out of the target's modules and structure causing them to be damaged immediately after the strip miner's cycle or partial cycle finishes. Module damage is applied directly to the module's structure hp. It can also mine ore out of ship wrecks.

24,000 mm Reinforced Steel Plates II
PG: 150k MW
CPU: 36
Armor HP Bonus: 75k HP

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nicolo da'Vicenza
Viziam
Amarr Empire
#803 - 2012-04-30 04:42:03 UTC
Off the top of my head

Remote Warp Stabilizer Module - More for highsec escort missions.
Electronic Warp Disruption Countermeasures - Targeting a deployable bubble with this module has a chance of disabling its effects for a short period, working on the same principles as ECM modules
Station Mainframe Decryptor - Uses Hacking skill to unanchor inactive/abandoned POSs.

Fallo Gallentine
The Scope
Gallente Federation
#804 - 2012-05-01 12:29:18 UTC
Covert Operations Modules & Skills

In history, many big battles have fought, but the turning point usually came from the intelligencia and small covert operations designed to overthrow or institute military and social revolution within a much larger power bloc. Currently we have covert ships/cynos/bridges, scanning/probing and local chat, that kind of provide this type of warfare.

A lot of people have been whining about the large alliances holding too much power and making this not fun for the smaller alliances. And everyone hates cloakyfags and pos bashing.

A possible idea would be to have a Covert Operations skill tree line, alongside introducing a whole new set of modules.

I have not explored all the possibilities this could entertain, but I guess the rest of EVE could probably add more great ideas to it. The basis is for a set of skills and modules designed to enhance espionage, surveillance, sabotage and intelligence activites, all wrapped up under the umbrella of covert operations. The certificate disciplinary title could be called saboteur or covert agent.

The idea would be designed to:

* create rich new RP and storyline scenarios,
* facilitate new possibilities in strategic warfare and PVP,
* do away with cloakyfags once and for all - or at least provide an avenue to counter them,
* allow for interesting cat and mouse, cloak and dagger gameplay scenarios,
* allow for an alternative to blob/timesink/boring structure/starbase/pos bashing,
* ... ?

Having said that, it would require careful diligence in order to not upseting existing gameplay balance too much whilst creating great new fun gameplay opportunities. The primary issues I see would be with regards to distances they would work and which modules, would be permissible in empire. Some fun new missions where you become a covert agent for Surveillance/Security departments for NPC corps employing this tech would likely also make sense.

Modules

Prototype Covert Tracking Beacon
Prototype Covert Tracking Device
Prototype Covert Tracking Beacon ammunition loads into a Prototype Covert Tracking Device. Shoot it at things to create a dynamic bookmark of the structure or ship that can be viewed on grid/map/bookmarks and traded with other players. Skill levels would determine the resolution accuracy at which the pilot can pinpoint the beacon. Level 1 - Region, Level 2 - Constellation, Level 3 - Solar System, Level 4 - 64AU, Level 5 - 32AU. A passive targeter can also be used to allow tagging a pilot's ship without alerting the victim. Can also be used to easily make bookmarks by shooting at things, on top of the existing conventional methods of bookmarking that currently exists.Note that if shot at a ship, the actual object tagged is the hull, not the pilot or any of its modules or drones.

Prototype Covert Sweeper Probe
Ammunition that loads into Probe Launcher. Permits the scanning and detection of any covert items including Covert Tracking Beacons, Covert Detonation devices, cloaked ships/structures/generators and covert signal spoofing. Basically, all covert-tech. Yes this includes cloakyfags. Skill levels determine max scan range, upto a maximum Level 5 of 64AU.

Covert Friendly Signal Spoofing Device
Covert Neutral Signal Spoofing Device
Covert Hostile Signal Spoofing Device

Passive module that will allow a pilot to spoof his standings as excellent/neutral/terrible to other pilots in the local system. There are a few ways to reveal the true standings of a mole/covert spy. Doing a show info and viewing the pilots corporation will reveal who the pilot really is always. Additionally, tagging the module-fitted ship with a covert tracking beacon will also reveal the true identity, which can be used to keep tabs on a would-be-mole, with the mole completely unaware their passive module is not working, unless/until they sweep / clean their ship. Lastly, a ship fitted with this module will show up in covert sweeper probe scans, even if docked, revealing a covert signature at the outpost/station where the pilot is docked. Will be fun vs. huge busy systems of the big alliances and staging systems! This fleet finder mechanic will not allow them to join fleets with corporation/alliance restrictions. but will allow the pilot to join if he asks for an invite.

Covert Hull Signature Mimic
Passive module that allows the pilot to mimic the hull class and ship type he is in. Titans cannot be mimicked in hisec. This would also allow a variety of different modules and bpos to be manufactured, including some of the rarer ships and npc ships. Although the cosmic signature will reflect the mimicked ships type, the damage and specifications of the ship will remain exactly the same as the original ship, and will be reported so in the killmail.

Prototype Sabotage Removal Device
Along with a new skill would allow the deactivating of tracking beacons and covert detonation devices that have been discovered. This would mean some players would need to take their ship or item to someone else with the skill if they themselves do not have the skill. The time / skills required would vary, making the deactivation of a POS or Carrier a lot more labour/time intensive than removal from frigate or jump bridge.

Covert Station Cloaked Field Generator for POSes.
'Nuff Said.

Mobile Cloaking Field Generator
Similar concept to warp disruption bubble, except it will cloak all items within its area of effect, except the signature of the actual generator. There can be several types for different sizes, use of which is determined by skill levels.

Mobile ECM Field Generator
Similar concept to warp disruption bubble, except ECMs within its area of effect. There can be several types for different sizes, use of which is determined by skill levels.

... more ...
Fallo Gallentine
The Scope
Gallente Federation
#805 - 2012-05-01 12:30:27 UTC  |  Edited by: Fallo Gallentine
... continued ...

Covert Stasis Generation Field
Like a stasis webifier bubble...

Covert Detonation Device
A device that can be attached to a ship or structure that will cause said item to explode after a predetermined time.
This allows for more effective destruction of starbase structures and POSes. There could be 3-5 sizes that correspond to skill levels, and have an AoE that causes lesser damage to neighbouring ships and structures. The idea is that with a coordinated effort,a structure can be detonated much quicker than currently but not instantly, and not require a blob, but at the same time allow victims that are not idling and are alerted to the fact, enough time to deactivate it with sabotage removal devices. Obviously, the time should be fixed to say something like 5 or 10 minutes, and allow victims enough time to discover it via sweeping and deactivate it. Can only be anchored starbase or sovereignty structures, and only 1 per structure - so that makes 1 detonation per structure per 10 minutes for instance.

Other

Industrial Sabotage Devices
Reduces the mining efficiency of mining modules/ships/gas harvesting until swept and deactivated

Various Planetary Industrial Sabotage Devices
Can be deployed onto planets to reduce efficiency of production, power, speed, volume etc, until it is swept and deactivated.

Sweep Satellites
Deployed around planets will give you an automatic sweeping effect to detect sabotage, cloaking and other covert tech within an AOE. Spread them around your solar system. Possibility for Spy Satellites to provide offensive abilities.

Balancing

Jumping whilst cloaked should be allowed as they can now be scanned down!!! Noob Friendly!!! But they better be on alert or just be passing through because they can now be scanned down before long.

If a cloaked ship is scanned down, the person who performed the sweep will be able to:
- target lock the cloaky ship and hence de-cloak the pilot as per usual, as per normal target locking mechanisms.
- instead of shooting, he can tag the ship and then share/trade the bookmark as per normal with other people in fleet or corp.

Combinations of different bubbles ecm, cloak, warp disruption, webifier at a gatecamp, etc will make for interesting new tactics!

The new added modules and skills provide new realistic (more realistic than local snooping by sitting in afk cloak) and viable ways of obtaining intel, as well as providing counters to such.

Alongside with reduced production costs or adjusted role bonuses, will hopefully provide renewed boosts to black ops ships that are currently underused.

The easy nature, availability and promiscuity of spying and infiltration toolsets will provide all of the big alliances a regular supply of moles and intel, particularly in large fleet battles and home systems, breeding distrust amongst their ranks, forcing them to rethink recruitment and security strategies, and ultimately result in breaking down the power blocs to controllable levels, from within. The smartest not necessarily the strongest (5,000 ship blobs or blobby cap fleets) will now survive :)
Fallo Gallentine
The Scope
Gallente Federation
#806 - 2012-05-01 12:44:50 UTC  |  Edited by: Fallo Gallentine
Corpmates added:

- web bubbles
- decloak bomb ammo (AoE decloak) for stealth bombers :)
Ilja Muromez
Caldari Provisions
Caldari State
#807 - 2012-05-02 11:00:17 UTC  |  Edited by: Ilja Muromez
Quick Reload Module
Low-Slot
Quick Reload Skill 30% / Lvl
Affects Ammo / Cap Recharger / planned Shield Recharger

Extended Clips
High Slot
T1 +50%....T2 +100%.... clip size
Affects Ammo related Weapons. Maybe crystal (laser and miner) life too (or than a second "Crystal Cooling System").

Crystal Frequency Mod
High Slot
Raise Laser RoF

Holo Device
High Slot
Clone ship on overview using it.

Integral Bomb
Low Slot
AoE dmg if ship blow up.

Scorching System
Med Slot
Destroy all modules (and cargo) or raise chance of if ship is destroyed.

Scorcher
High Slot
Overheat target modules. (only the negative effect)

Cooling System
Med Slot
Scorcher counter, maybe cool down systems faster or lower emission.

Nanite Control System
Low-Slot
Overheat damage repair system
using Nanite Paste charges
Modules can be active during repair
Andy Landen
Deep Core Mining Inc.
Caldari State
#808 - 2012-05-02 18:12:00 UTC  |  Edited by: Andy Landen
Covert Smartbomb II
More damage and range than T1 smartbomb. May be damage specific modules of each size, just as with T1 smartbomb.
May be activated while cloaked or under gate or wh cloak. Only cloaked ships see the smartbomb animation emanating from the location of the cloaked ship.
- High slot

Covert drone control unit II
Drones and fighters/FB can be deployed while under cloak, including gate and wh cloak. Drones belonging to the ship with this module active will not de-cloak it.
- High slot

Covert passive targeting system II
While cloaked or decloaked, activation of this module enables the passive targeting of ships up to the lock limit. The target will not see that they are targeted. The lock is broken when the cloak is broken.
- High slot

Smartbombing drones
These drones use smartbombs when instructed to do so.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Loius Woo
Sebiestor Tribe
Minmatar Republic
#809 - 2012-05-02 18:48:42 UTC
Combination of Heat and EW...

An EWAR thermal overload that targets a ship and causes heat damage to the other ships modules. Could randomize effect like ECM, and could randomize which modules it affects. This would be a different approach to EWAR, you don't pop the guys ship, but you make them combat ineffective.
Dwindlehop
Imperial Shipment
Amarr Empire
#810 - 2012-05-03 15:50:01 UTC
Quote:
In terms of combat, I felt like I was making very few decisions, and telling the computer to do the things I wanted to do seemed like it took a lot of precise clicking. Right click - Lock on Target. Right click - hold range/orbit. F1 and F2 to use both of my weapons on him, as if that weren't why I were targeting him. Then wait for him to blow up, now repeat all of this for the only remaining foe. It seemed to take a lot of clicking to do that, where the only other real options are "let him blow me up" or "warp out". I wasn't really impressed with the combat, and since the rest of the game is build-up or lead-in to combat, it might not be the game for me.

That's an email from a RL friend who just tried Eve. Make modules for him. Make an invulnerability hardener which can be scripted to have an ECM effect. Make turrets which can redirect some of their DPS to destroying incoming missile fire. Make a lowslot damage mod that be scripted to increase speed.

Like the adaptive armor hardener on Sisi now, these flexible mods should have less effectiveness than their specialized counterparts. But giving players more choices, both in the fitting window and in space, is what adding new modules should be about.
Javius Rong
Pandemic Horde Inc.
Pandemic Horde
#811 - 2012-05-03 16:02:39 UTC

Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.

Adaptive invul field - passive version for shields. (like EANM for armor)


Ilja Muromez
Caldari Provisions
Caldari State
#812 - 2012-05-03 19:51:17 UTC
Projectile/Hybrid/Laser Point Defense System
Utility High-Slot
Req. Small Turret Spec 4-5; Targeting 5
Balanced range, dmg, rof for different effectiveness against different missile types depending on turret type.

In addition to this add a Utility-High Defender Missile Module. Check usage of Defender Missiles in present state for this idea.

Ilja Muromez
Caldari Provisions
Caldari State
#813 - 2012-05-03 20:08:44 UTC
Emission Absorber
Utility High-Slot
Reduce signature radius


Works like a CovOpCloak
New Skill
Only fits some ship lines, maybe.
Andy Landen
Deep Core Mining Inc.
Caldari State
#814 - 2012-05-03 23:16:06 UTC  |  Edited by: Andy Landen
Defender II
Requires Defender Missiles 5
Volume 0.010 m3
Max Velocity 8000 m/s
Max flight time 15s
Explosive damage 90 HP

May be launched without a target missile on the field. Orbits ship until an inbound missile appears on grid, regardless of its target, and then pursues the missile until the flight time has been reached, thereby exhausting its fuel. This defender aggressively hunts down any and all incoming missiles on the field, regardless of whether they are launched when it was deployed or whether they are "friendly or not." Missiles are determined to be inbound when their range decreases over time.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Sunviking
Doomheim
#815 - 2012-05-04 15:18:03 UTC
SPACIAL DISTORTION DETECTOR

Role: Detects presence of cloaked ships Ongrid. Does not tell you where or how many there are, just that they are there, somewhere.

Prerequisites:
Cloaking 4
???
???

Active module, can be set to auto-repeat, has duration of 10seconds.
Sunviking
Doomheim
#816 - 2012-05-04 15:19:54 UTC
Javius Rong wrote:

Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.

Adaptive invul field - passive version for shields. (like EANM for armor)




This. Missiles need some kind of counter for the proposed Tracking Disruptor change. It would be pretty heinous if CCP did not release a Counter at the same time.
Andy Landen
Deep Core Mining Inc.
Caldari State
#817 - 2012-05-04 17:55:27 UTC
Processor Diagnostic System II
Fitting slot Medium
PG Usage 1
CPU Usage 20
Armor repair rate bonus 8.5%
Armor hp bonus 5%
Cap Recharge Rate bonus 8.5%
Cap bonus 5%
CPU bonus 5%

plus the meta 0-4 line following the Power Diag System line

Remote Cloaking Device II
Fitting slot High
Cloaks target ship for 30s. Target decloaks as soon as he attempts to target another ship or 30s has expired. Both source and target ship may warp at any time.
Max vel modifier to source ship -90%
scan res bonus to source ship -50%
Cycle time 30s

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

CirJohn
Sebiestor Tribe
Minmatar Republic
#818 - 2012-05-04 20:42:48 UTC
Interdiction Sphere and Mobile Warp Disruptor Variants

Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?

Warp Disruption Probe variants
Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!)
Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look)
Stabilization probe: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer)
Stasis probe: Acts as a webifier upon all ships withing range. (very anti-frigate, but also puts the dictor at great risk)
Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)

Mobile Warp Disruptor variants
Mobile Cloak Neutralizer: Reveals all cloaked vessels within range. (effective warning system against cloakers that are too lazy to make tactical bookmarks)
Mobile Scan Negator: Hides everything within raange from everyone's d-scan. (does not hide itself or celestials)
Mobile Sensor Dampener: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)
Mobile Warp Stabilizer: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer)
Andy Landen
Deep Core Mining Inc.
Caldari State
#819 - 2012-05-05 00:24:15 UTC  |  Edited by: Andy Landen
CirJohn wrote:
Interdiction Sphere and Mobile Warp Disruptor Variants

Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?

Warp Disruption Probe variants
Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!)
Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look)
...


If they just jumped through a gate or wh, it seems pretty clear to know where to look. As if jetcan spamming wasn't bad enough for covert ops, your rev probe would make cov ops almost pointless.


CirJohn wrote:
Interdiction Sphere and Mobile Warp Disruptor Variants

...
Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)
...

You could just fly a Gallente command ship with the appropriate warfare link. Why have probes that do fleet boosting? Do we really want to go there? Now a sensor/overview dampening probe sounds interesting. Such a probe clears the overview (can't see anything) for every ship within the overview dampening bubble and clears them from the overviews of everyone else on grid sounds very cool.

Overview Dampening Probe: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships. D-scan ceases to work also. All targets are lost.

Non-targeted effects like warp disruption bubbles continue to apply to the ships while within the overview bubble.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Tovartis Roberts
Simulation 1
#820 - 2012-05-05 15:09:05 UTC
Marauders are pretty much PvE only boats, well i think it would be a good idea to give them some kind of role in pvp and maybe you could make a new module called a marauder class tractor beam, which can be used on hostile ships, dragging them in towards you. this module would be fittable only on marauders and would have limitations based on mass and tractor strength on what it can pull and how fast, This would not prevent them from warping but maybe slow their align time.

Or another idea is based on the same marauder class tractor beam that instead of slowing the enemy down, it vastly increases your speed towards them. Like pulling yourself in towards them. They are called marauders but they dont really fit the name "marauder". yet.