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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#821 - 2012-05-05 19:17:14 UTC  |  Edited by: Andy Landen
Wasp SB-900. Activates smartbomb near target. Activation time 10s. Damage 240 HP. Area of Effect 3 km. Scales to -600 and -300 lines.

Drone Augmentor II - low slot. 10% dmg increase, 10% hp increase
Drone Enhancer II - low slot. 10% optimal increase, 10% tracking increase

Smartbomb Augmenter II - increases smart bomb damage by 10% and range by 10% - low slot

Covert ops Large EMP smartbomb – Operates regardless of cloak status- high slot. Area of effect 6km. CPU 80. PG 1100 MW.
Covert ops Medium EMP smartbomb - Area of effect 4km. CPU 50. PG 200 MW

Shield Field Generator II - Shields are extended to a 15 km shield bubble as the only ship in that space that may be targetted. Objects within the bubble may not be targeted and may only target the ship deploying the shield field generator, which re-directs all incoming effects to the ship deploying it. The shield bubble is the shields of the ship activating the bubble. No two shield bubbles may overlap. Adds 2500 shield to the ship when activated. Activation cost 280 GJ. Activation time 5 s. CPU 160 PG 200 MW - high slot or low slot. Logistics and carriers can fit. Requires logistics 5.

Ship Assault Launcher II - when target is slower than 10 m/s and at 0m, Marines and other Militia from the cargohold deploy to the targeted ship to cause heat damage to the modules (militia) and to eject the pilot (Marines). Heat damage 20 HP. – high slot.

Capital Energy Neutralizer - high slot. Activation cost 5k GJ. Activation time 30s. Energy Neutralized 6k GJ. CPU 60 PG 250k MW

Capital EM smartbomb - high slot. CPU 100 PG 150k MW. Activation time 10s. Activation cost 2k GJ. EM damage 2500 HP. Area of Effect 25 km.

Adaptive Invulnerability Amplifier II – Medium slot. PG 1 CPU 30. Activation cost 0. All Shield dmg resists -20%
Energized Adaptive Nano hardener II – Low slot. PG 1 CPU 30. Activation cost 30. Activation time 20s. All Armor dmg resists -30%

Overview Dampening Probe/script: 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, none of them on overview and no target locks on them. For ships within thi bubble: 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 

Thomas Kreshant
Brutor Tribe
Minmatar Republic
#822 - 2012-05-06 15:57:43 UTC
Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..

Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists.
Andy Landen
Deep Core Mining Inc.
Caldari State
#823 - 2012-05-06 17:09:25 UTC  |  Edited by: Andy Landen
Thomas Kreshant wrote:
Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..

Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists.


There is nothing wrong with some safety in capital travel. If we were to go down that road, would you also say that subcap ships must also have a new warp module too? Would be fun though if such a module could be overheated for faster warp/jump times, where jumps worked like extended warps. On that note, I think that ships in warp should be able to drop out of warp at any time, too, except once the destination grid has loaded. Instead of the lengthy 5 min proposed, we could just require an alignment for jumps similar to warps. See my new discussion on Capital Jump drives

Edit:
New module proposal for supers:
Super ECM Jammer - High slot. Can be fitted to supercarrier. Grav, Ladar, Mag, RADAR strength 30. Activation time 20s. Activation cost 5k GJ. Optimal range 200 km. CPU 40 tf. PG 150k MW. Requires Electronic Warfare V

OR put both Super ECM Jammer and remote ECM burst to the more natural medium slot, where all other ECM modules reside.

I hope CCP is taking good notes of all these great ideas. Let us know, CCP.

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

Lin Gerie
Aliastra
Gallente Federation
#824 - 2012-05-06 23:02:13 UTC
Idk if this has been said before, but more drone modules. It's great we have control range and damage, but what about tracking, speed or even resistances or specific buffing for their shields armor or hull?
Jaxley
The Tuskers
#825 - 2012-05-07 12:34:48 UTC  |  Edited by: Jaxley
Heat rigs: Increase bonus on overheated modules at the cost of much more heat damage on modules per cycle.

User story:

Your armor brawler can't keep up with a shield kiter, so you overheat that MWD. Two MWD cycles later you're in a position to put an overheated web and shortly thereafter scrambler on the kiter. Mids are almost burnt to a crisp, so it's either shut down heat or lose point and MWD. Oh and good thing you made those two MWD cycles count in the first place, as it wouldn't have survived a third.

Still, that guy has had a head start in the dps race; time to catch up with some overheated guns. Best pray to the gods of hull tanking, because you ain't got no armor rigs and maybe 15 seconds of max dps.

Dare to be a complete flipping lunatic, pilot.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#826 - 2012-05-08 07:03:38 UTC
Couple idea to throw out:

1st an idea for a new mechanic, inspired by a chat I had with a friend about Dust Mercs: Boarding Parties
A short to mid range hislot module similar to a probe launcher could launch small pods that latch onto a target ship. Each pod 'infiltrates' a boarding party of marines or mercs onto the target ship. Get enough pods on a ship within a certain amount of time and the player will lose control of his ship, this could mean the ship sits dead in space, explodes, or my personal favorite, forces the pilot to eject from the ship. It could even be a tiered effect on the target ship, as it passes 50% infiltration the ship could start having a chance to ignore player commands, or turn on/off modules at random, till it reaches the 100% mark and the final loss of control occurs. Target ships would be notified that they've been boarded and their crews would automatically respond to deal with the infiltrators. There could be defensive modules that speed up this process. There should be different sized launchers for the boarding pods, small for frigates, medium for cruisers, large for battleships, and Capital sized too. You wouldn't be able to use launchers on ships smaller than the launcher you're using, so mediums wouldn't work on frigs, larges wouldn't work on cruisers or frigs, etc... but you'd be able to use smaller launchers on larger ships, small work on anything, med work on cruiser and larger, etc.... Larger ships would be less affected by smaller launchers, so a single frig launching boarding pods at a battleship wouldn't be much of a threat, the battleship's crew would easily dispose of them, but a small fleet of frigs all launching boarding pods at a battleship would be tough for the battleship to deal with.

The reason this idea is spawned by a conversation about Dust is, because of the new cloning technology and implants, why wouldn't we start using these immortal soldiers to attack more than just planetary structures? The boarding pods could consist of nothing more than a clone vat that can drill into a target ship and start spawning clone soldiers inside the vessel till its stores of organic fuel to build clones exhausts itself. The defensive modules could simply be a similar clone vat inside the ship that provides a steady stream of mercs when a ship gets boarded till its own supplies run dry. This could be used in the future to expand Dust 514's focus to include ship combat as well as ground based combat. I would suggest that if this feature is used to expand Dust's focus that it be limited to capital ships only, boarding a frigate or a cruiser would be pretty fast...usually too fast for players to get any meaningful experience from it. But boarding a Titan or a Supercarrier would be an amazing experience, especially if your performance in the fight would directly affect the outcome of an EVE fleet battle. And it would give Dust players a chance to affect EVE gameplay directly in a similar way to how EVE players can use orbital bombardments to directly affect Dust gameplay.

2nd an idea for new tanking modules:
Armor Repair Accelerators: passive low slot modules that double the cycle time of armor repair modules. Many fits for armor tanks require two armor reps, with this module we could fit a single rep and have it cycle twice as fast. The module should provide a penalty to powergrid and cpu usage of armor rep modules, but the overall effect should be freeing up powergrid and cpu when compared to using 2 separate armor rep modules. I'd say a 50% penalty to pg/cpu with a 100% bonus to cycle time, and the module itself should have a low cpu/pg fitting cost similar to the Shield Boost Amplifier modules. It would not affect rep amount or activation costs, so you'd still be getting the benefit and capacitor cost of 2 armor rep modules, but with a bit less fitting costs so you could fit better gear elsewhere.

Nano-infused Armor Plates: a passive low slot module that gives you a passive armor repair rate that functions similarly to the passive shield repair rate. The lower your armor the faster it repairs, while it repairs much slower when you're near to full. It should have a moderate fitting cost and would require diverting power from shields to power it which would cost you a % of your max shields and lower your shield recharge rate.

Shield 'insert damage type here' Recyclers: a group of active mid slot modules that increase your shield recharge rate when your shields are hit with the different damage types. Different modules for different damage types, while active the more your shields absorb the related damage type the faster your passive shield regen gets. The amount of damage absorbed would affect the increase in recharge rate, getting hit very hard would increase the rate more than taking a light hit, but the module should eventually reach a maximum recharge bonus. Damage not of the related type or damage that isn't absorbed by your shields wouldn't count towards increasing your shield regen rate. There should be an 'omni' module that is affected by all the damage types, but has a lower maximum recharge bonus that the specialized modules. The fitting costs should be low as well as the activation cost. The maximum recharge should be pretty high, probably more than 100% but testing would obviously need to be done to find a good number.

3rd an idea for a new support module:
Signature Dampening Array: a hislot module that while active reduces the signature rating of all nearby fleet members by 100% or more while increasing your own signature rating by an equal amount. It should have a mid range, probably around 20-30km so you could affect a fair portion of a fleet during an engagement. This would be something to fit on a very fast ship, or one with an extremely powerful tank, since you're going to be taking the pounding that you're helping your fleet avoid by reducing their sig and making them harder to hit.
PinkKnife
The Cuddlefish
Ethereal Dawn
#827 - 2012-05-08 18:01:47 UTC
Two words. Splash Damage.

Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.

Would be great for breaking up blobs and unbreakable logi chains.
Andy Landen
Deep Core Mining Inc.
Caldari State
#828 - 2012-05-08 18:09:40 UTC  |  Edited by: Andy Landen
Shield Frequency Modifier - medium slot. The shields resists are aligned against one specific damage type by diverting some of the resistances into one resistance, depending on the script loaded. Primary resist is increased by the sum of the other resists divided by three, and the other resists are reduced by 1/3 each; calculated after all other effects are applied.

Reply to Pink Added here:

PinkKnife wrote:
Two words. Splash Damage.

Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.

Would be great for breaking up blobs and unbreakable logi chains.

Logi chains are only unbreakable if you don't have eWar AND you don't have alpha. In which case, I suggest you get either and try again.

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

Fidelium Mortis
Minor Major Miners LLC
#829 - 2012-05-08 20:18:36 UTC
Shield Vampires - a highslot that acts much like the current nos for cap. Siphons off part of the enemies shield and adds it to your own, doesn't do any damage to structure/armor. The module only siphons off shield if the level of the shield is higher than yours.

Armor/Shield Integrity Disruptor - a module, or possibly a scripted module that can reduce a specific resistance to armor or shields. It should be short range (10km or so).

ICRS - Intergalactic Certified Rocket Surgeon

Linna Excel
Center for Advanced Studies
Gallente Federation
#830 - 2012-05-08 22:36:29 UTC
Just some ideas I'm tossing out

  • Move defender missiles to midslot, add more sizes which can go after more amount of incoming missiles
  • Actually I think there should be a new slot level: defensive weapons. These would be added to your ship and use cap (maybe ammo too) but you can't control them directly. They'd be small or medium guns that would fire randomly at attacking ships.
  • Cap Punishers - increase the cap use of slots of enemy ships, have one type for each level.
  • Damage punishment - targeted ships take damage when attacking
  • Drone/missle redirecters - send missiles back at the ship that launched them, drones attack enemy ships for a few seconds
Tiberus Korath
KarmaFleet
Goonswarm Federation
#831 - 2012-05-09 11:13:01 UTC
Oh for the love of god make me some anti cloak bubbles Bear

or at least some form of Anti cloak EMP field
Andy Landen
Deep Core Mining Inc.
Caldari State
#832 - 2012-05-09 17:06:59 UTC  |  Edited by: Andy Landen
Hyperdrive II
Medium slot
Enables the ship to travel at 136 ly/hr or 7.74 AU/s. The module would only activate after reaching full alignment speed, and then accelerates the ship to 136 ly/hr in the direction the ship was pointed when the module was activated. When aligned to a bookmark or object in another system, the ship travels in that direction out of the starting system. The module deactivates at the appropriate time to drop out near the destination or at the specified distance. Requires 10 GJ/s.
Requires Navigation V. and a few other skills..

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

Loius Woo
Sebiestor Tribe
Minmatar Republic
#833 - 2012-05-09 19:37:59 UTC
Consumable drones:

Missile Drones, smaller than similar drones, carry a warhead, and can warp with their parent ship or assigned ship.

Should have a skill associated that allows +2 missile drones per level, to a maximum of 10 in space at any one time.

when targeted and told to attack they kamikaze in and do a fair amount of damage.

Small variant should have the following stats:
Volume: 1m3
HP: 70
Max Velocity: 4700m/s
Damage: 190
Exp Velocity: 170m/s
Exp Radius: 50m

Medium Variant:
Volume: 2.5m3
HP: 70
Max Velocity: 1680m/s
Damage: 320
Exp Velocity: 81m/s
Exp Radius: 125m

Large Variant:
Volume: 5m3
HP: 70
Max Velocity: 960m/s
Damage: 580
Exp Velocity: 69m/s
Exp Radius: 300m

Damage should not be affected by drone abilities or bonuses from ships, neither should they be affected by missile bonuses. They should only be affected by the skill "missile drones" and only to the extent that they can launch 2 per level.

SO:
The intended use for this is to allow a ship to launch up to 10 of these before a fight and use them to achieve a large ALPHA. They take up drone bay and so there is a limit to how many times they can be used in a single fight and a drone boat would sacrifice a significant amount of utility by fitting these instead of drones in their bay.

The stats are designed to fit into the drone bay at about a 5:1 ratio with drones, they have the same HP as missiles (so none practically), the velocity is comparable to that of drones of the same size, missile specs are based on damage of the next higher missile type, but explosion based on the same size. So a small hits frigs with cruiser missile size damage, medium hits cruisers with BS sized damage and large hits BS's with more than BS sized damage. But, since they are not affected by missile skills at all, it should balance out fairly well.

This would also allow for a new kind of ship, able to bring a lot of these in its drone bay and controlling more of them at a time as a kind of bombardment ship.

The ability to assign them and have them follow in warp means that a few of these could be assigned to another ship, which enters warp and achieves some large alpha surprise attack, which could be fun and encourage more maneuver warfare.
Zimmy Zeta
Perkone
Caldari State
#834 - 2012-05-10 20:37:28 UTC
Bored as hell, so I thought of some new modules for you...all of them inspired by the "Eve is real" slogan.

1. DOSruptor Cannon:
Deals moderate damage, but creates a huge amount of server traffic, basically bringing the server to its knees and creating a massive lag whenever you need one.

2. Achilles Targeting Unit:
Completely bypasses enemy's shield, armor and structure - damage is directly applied to C:\windows\system32

3. Temporal Accelerator:
Each succesful hit removes a number of days from the active Eve Online account.

4. Mauler Device:
Cruel, brutal damage: each hit will create a hidden folder somewhere on your hard drive. P0rn images will be automatically downloaded into those folders and will be randomly attached to any outgoing email on this computer.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Ilja Muromez
Caldari Provisions
Caldari State
#835 - 2012-05-11 08:48:43 UTC  |  Edited by: Ilja Muromez
Some ideas mixed up in a package. Of course usable as single ideas. Tried to "balance" ideas a bit.^^
I choose giving a counter to racials own weapons, cause i think they know best their own weapons.

Race Hull related Modules.
True for all this Modules:
Can only be fitted on ships requiring equal race skill. Pirate ships may use both.
Max of same Modules allowed 1


Amarr only Modules

Energy Converter Shield
Med-Slot
Generates Cap % form damage taken by energy weapons. (Half of % used if Hybrid)
Reduce damage half of (fourth of Hybrid) percentage, maybe.


Heat Focus
Utility High-Slot
Raise damage dealt to armor and/or structure by a low percentage.



Gallente only Modules

Remote Drone ECM Burst
Utility High-Slot
Break target lock of Drones that targeting the activator.
AoE


Photosynth Armor Energizer
Med-Slot
If fitted shield recharge rate is used on armor and shields.
Raise the recharge rate amount by a percentage depending on Metalevel



Caldari only Modules

Remote Missile ECM Burst
Utility High-Slot
Break target lock of Missiles that are fired on activator.
AoE 2-10km


Ballistic vulnerability Locator
Low-Slot
Very low chance of additional Critical Missile Damage.
The additional damage depend on Metalevel



Minmataar only Modules

Projectile Deflection Platings
Low-Slot
Armor deflect % damage from projectiles. (Half of % used if Hybrid) No Mass change.


Projectile Accelerator
Utility High-Slot
Low chance to penetrate Shield with percentage of damage dealt.
Metalevel raise chance. Not affected by Tactical Shield Manipulation.
Mirajane Cromwell
#836 - 2012-05-11 13:46:53 UTC
Tech 3 modules

I've been thinking lately how these could be implemented - making them more powerful than T2 or deadspace items seems not to be the best way - so I suggest that tech 3 modules would have "universal slot" attribute, which would mean that you can put these modules in high, medium and low slots (limited to 1 module of each module type per ship for balance) and thus it would create a whole new complexity to how to fit your ship. Obviously these would be very expensive modules, price range most likely somewhere from 100M to 10B (most over 1B) so the high price would also act as a limiter at how many you dare to fit per ship. The actual attributes for these items could be in the range of meta 1-4 as even those would give nice benefits to fits (might be overpowered in some cases so careful balancing would be required).
Olodn
Infinite Duress
#837 - 2012-05-11 20:14:04 UTC
What about drones with missiles instead of guns, paired with a module for support? Idea

eks: rocket/missile drones get ammo jumped in from a ships dedicated module.

Makes a drone damage upgrade mod make sense.
Andy Landen
Deep Core Mining Inc.
Caldari State
#838 - 2012-05-12 15:20:49 UTC  |  Edited by: Andy Landen
[Racial] Engineering - Logistics Matrix
Using the same technology that can be found inside the ancient Sleeper race’s guardian drones, this logistical matrix greatly improves the logistical performance of a Tech III vessel’s interface with logistics technology. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.

Rather than the usual tweaking of logistics formulas, this design simply doubles the range and quarters the capacitor requirements – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the range and efficiency of energy flow through logistics modules. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.

[Caldari/Minmatar] Engineering - Logistics Matrix
Subsystem Skill Bonus:
18% reduction of Shield Transport, OR Remote Armor Repair systems use per level.
50% bonus to Shield Transport, OR Remote Armor Repair systems range per level
-15% CPU need for Shield Transport, OR -15% power need for Remote Armor Repair systems per level

Turret hardpoint mod: 0 +
Launcher hordpoint mod: 0 +
High slot mod: 1 +
Medium slot mod: 2 +
Low slot mod: 0 +

CPU: 650
Powergrid: 1100
Capacitor capacity: 1275 GJ
Recharge time: 225 s

[Amarr/Gallente] Engineering - Logistics Matrix
Subsystem Skill Bonus:
18% reduction of Remote Armor Repair systems use per level.
50% bonus to Remote Armor Repair systems range per level
-15% power need for Remote Armor Repair systems per level

Turret hardpoint mod: 0 +
Launcher hordpoint mod: 0 +
High slot mod: 1 +
Medium slot mod: 0 +
Low slot mod: 2 +

CPU: 500
Powergrid: 1400
Capacitor capacity: 1275 GJ
Recharge time: 225 s

Hyperspace drive
  1. Medium slot module fittable to any ship
  2. The Hyperspace drive activates only when the ship is aligned to a celestial in another solar system AND it is in no bubble and pointed by no ship/array. The drive continues to cycle until the target destination is reached, even if the player logs out.
  3. If the ship runs out of capacitor (for ex. a capacitor module is offlined during travel), the ship and pod are both destroyed at once.
  4. Converts ice products to capacitor as needed to operate the drive.
  5. CPU 20
  6. PG 1
  7. Cycle time 1 s
  8. Activation cost 10 GJ
  9. Ship travel speed in hyperspace is 140 ly/hr


Defender Array
Launchers defender missiles to knock out missiles attacking the pos.

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

ilammy
Amarr Empire
#839 - 2012-05-13 17:42:28 UTC  |  Edited by: ilammy
Andy Landen wrote:
Hyperspace drive
I-want-to-surpass-gatecamps-in-anything-except-freighters-even-without-sacrificing-a-cyno-or-bringing-a-titan module? Ugh Or maybe a hide-your-friends-two-jumps-away-then-tackle-some-dimwit-who-thinks-you-are-alone-and-wait-for-the-reinforcements-to-bounce-off-the-nearest-celestial module? However, fot the latter one it is too slow; but anyway you don't need a cyno or a titan to do that.
Olodn
Infinite Duress
#840 - 2012-05-13 22:22:37 UTC
Idea

Modules with modifiable variables. Variables could be set either at manufacturing stage or at fitting.

ex: x mm plate with F(x) powergrid and CPU requirements. Something similar for shield extenders.

ex: x MN afterburner with F(x) thrust and mass addition.

The general idea should be obvious enough.



If im going to take this further:

Modules with parts made out of mineral alloys with different tech and rarity.
The alloy's properties would decide the properties of the part.

This would fit inn with the market oriented aspect of eve, and we would perhaps see a use for alloys. It would also be a nice addition for those who like to spend time fitting their ship.

I guess this could spawn the module fitting tool.

The reason i like this idea is it would give industrialists a chance to compete on the market on a design level. Since the alloys would need processing, resources, know-how(tech) and a design philosophy much like a ship design. It would also give pilots with some science skills something interesting to do.