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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Oswaldo Munchuzen
Sebiestor Tribe
Minmatar Republic
#881 - 2012-05-14 22:34:20 UTC  |  Edited by: Oswaldo Munchuzen
took me forever to learn how to use the directional scanner. could it be more user friendly?

also if i could tick a box next to dir scan aswell [x] auto scan every 5 secs or even better [x] autoscan every [ inset number] secs

and some way to scan down cloakys!! mabye special probes or/with maxed probing skills

o/
Palamon
0utbreak
#882 - 2012-05-14 23:00:01 UTC
Suggestion for fixing fleet booster roles and being able to use command ships in the way they were designed. Including the inclusion of passive ganglinks.

Currently you have to be in system to provide boosts and with an intact command structure (in system). This is great if the booster are not taking part in the fight. But wouldn't it be better to encourage the use of command ships in the way they were designed? Few people fly the Fleet Command ships, instead opting for the higher DPS Field Command counterparts, and even then its usually to take advantage of the damage bonuses and are rarely fitted with ganglinks and used in fleet boosting roles.

The issue with command ships going into combat with the fleets is usually down to how fleet boosts are provided, current as mentioned above you have to be in system with the ganglinks running. In some cases, this isn't a problem. An example would be the Damnation landing the same time as the rest of the armour fleet. But for skirmish boosts, often used for tackling etc, they are usually required when the tackle ships land on grid with the enemy, and this is often way before the fleet lands meaning skirmish boost are not active when they are needed. The same can be said for the Information warfare boosts.

My suggestion would be to have the boosts provided passively. Bonuses are received simply by the presence of ganglink modules on a command ship being piloted by someone with the appropriate skills (and fleet command structure), this would also mean bonuses are received even if the command ship is in warp.

Also, in order to make the fleet concept effective in more engagements (and therefore encourage their use) the bonuses would be applied to the fleet (with effective command structure) based on the fleet proximity to the command ship. Some thing like:

Fleet on grid with command ship = 100% bonuses applied.
Fleet in system with command ship = 75% bonuses applied.
Fleet is one jump away from command ship = 50% bonuses applied.
(Figures are just suggestions)

The reason I think out of system boosting should at least be part of the equation is to encourage the use of the command ships in the fleets during the most common of engagement types, that of fighting on gates, where the fleet and the engagement may span both sides as combat often spills into the next system. A percentage of the bonus enough for the boost to help the fleet but not enough to encourage boosting ship to remain out of system.

The reason for a 'sliding scale' of boost relative to the proximity of the command ship is partially for realism of the role, but mainly because fleets spend quite a bit of time in warp, aligning to gates and holding in position whilst the FC makes tactical decisions and issues appropriate commands.

There should be no substitute for having the command ship on grid in the action, but that should not prevent boosts from being given in a realistic manner consistent with how fleets engage within Eve's jumpgate orientated environment.

There would need to be some rebalancing, such as command ship capacitor or perhaps capacitor penalty for having passive ganglinks fitted.

But encouragement to use the command ships and operate effective fleets should be easier and not reliant upon command structure or boosters being on grid, but should enable a more fluid delivery of the benefits that ultimately end in 100% effectiveness when the command ship lands on grid with the rest of the fleet.

Moraguth
Ranger Corp
Vae. Victis.
#883 - 2012-05-14 23:13:52 UTC  |  Edited by: Moraguth
I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -

Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.

For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -

the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.

Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).

I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely

EDIT: I forgot to mention, the range for this module needs to be something drastically small, like 5km.

I got a Feature Added!

Stop calling an Abaddon "abba-dawn".  It is "uh-bad-in" dictionary.com/abaddon

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#884 - 2012-05-14 23:23:32 UTC
Moraguth wrote:
I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -

Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.

For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -

the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.

Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).

I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely

Have a look at my proposal for Aegis Destroyers ( https://forums.eveonline.com/default.aspx?g=posts&t=97610 ). I posted it a few weeks back.

Tactical destroyers... I'll take a dozen Gallente, please.

Lucian Ghorric
FSM Manufacturing
Pretenders
#885 - 2012-05-14 23:28:04 UTC
A new line of t1 destroyers Missle based!!!

perfect for inferno!
Jyn Uin
Federal Navy Academy
Gallente Federation
#886 - 2012-05-14 23:36:13 UTC  |  Edited by: Jyn Uin
I have an idea I've been toying about in my mind for a longg time.

A bomb bauncher that is only available to fit on a destroyer hull that turns it into a non-cloaky Heavy Bomber (think torpedo boat). With a slightly larger damage radius then a normal bomber, say 30-40km, But loaded with special bombs that do insignificant damage to most subcaps, and a moderate amount to MWDing Battleship, but do heavy damage to capitals and massive damage to super capitals. Would def add a little bit more variety to large scale 0.0 combat from what it is right now.

Thinking a super low sig oversized AB t1 destroyer would be great at this.
Annie Ivarsson
GraveWalker's
#887 - 2012-05-14 23:47:53 UTC  |  Edited by: Annie Ivarsson
Apparently this is restricted to modules, I wrote an essya on other features.
Taren Noreck
15 Goats
#888 - 2012-05-15 01:14:53 UTC
A ship formation module, similar to a gang link but the booster would have to be on grid and the recipients would have to have basic formation flying skills trained. Where as gang links typically give a boost to defense or non dps related stats the formation module would give a bonus to dps. It could be limited to only work for ships of the same type, and could only be effective up to a certain number of ships. So for instance you could have 4 hurricanes flying in formation but no more and a drake or some other different ship wouldn't be able to join that formation. Those four would get the bonus and if the lead (ship that has the module fitted) was killed the bonuses would end and the formation would break up. It would also force the other 3 ships to match the lead ships direction and velocity, maybe taking the lowest max velocity as the base for the flight of 4 ships. This would offset some of the offensive capabilities of the formation as it would make engagement of the formation easier. The module could also have a very long cycle time so you couldn't break up and reform quickly, it would have to be a commitment to the formation. Thus if you webbed and scrammed 1 member of the formation the entire formation would be effectively webbed and scrammed.
Marcus Caspius
#889 - 2012-05-15 01:46:25 UTC  |  Edited by: Marcus Caspius
Covert Detection Array

This ship mounted module enables a player to scan down a cloaked ship. The cycle time is 60 minutes and the scan result is only available at the end of the cycle time. The module should only able to scan down ships that can be deemed inactive as described below. The module cannot be activated from within POS shields.

Arrow The intention is to reward players actively participating in system reconnaissance by truly making them undetectable.
So if you are warping or making BM's or changing direction i.e. interacting with the EVE client it stands to reason that you are actively playing the game. No gripes with that... and the module should not be able to detect your ship.

Arrow On the flip side, if a player is cloaked up and remains stationary or set movement in the same direction while cloaked for 60 minutes and not interacting with the client, it can be argued that the player is no longer playing the game. Hell, you’re probably at work, asleep or doing something else. Such ships should lit up like a Xmas tree.

Arrow So this module will enable players to probe down an AFK cloaked ship and kill non-participating players while allowing active players true obfuscation.

I think the risk/reward scale is a little more balanced by this. Neither side is getting a hand-out!

Skill Requirements are open to debate but this should not be an easy to get either i.e. about the same amount of training than the ability to operate a Covert Cloaky and also no trial accounts so that people won’t have cheap toons running scans all the time.

Grammatical error and spelling mistakes are included for your entertainment!

Narffy
Dominus Imperium
#890 - 2012-05-15 02:23:57 UTC
d-scan should have an active mode which shows ships immediately when in scan range without the need to refresh it. Maybe increase your ships signature when using this in active mode.

I'd also like a module that can mimic other ships on the d-scan. Maybe provide it with the following options with scripts:
- mimic script: ship appears as another ship of the same size on d-scan.
- jamming script: ships warping in land further off target by x amount.
- no script: mimic a smaller class ship and ships warping in land off target to a lesser amount.

Cptn Bagel
Strategic Fighters Association
#891 - 2012-05-15 03:03:25 UTC  |  Edited by: Cptn Bagel
random but possibly useful ideas:
- modules that allow a passive regenerative armor tank, say, an array of electromagnets that slowly pull armor plates back into shape and realign them, allowing armor tankers to run wormhole sites and level 5 missions on their own. Shield tanks should still be better passive tankers, and armor tanks should be better active tankers.
- a drone capable of acting as an intelligent frigate, and can be fitted with modules like a normal ship, allowing the solo player to keep an edge in missions and small scale fleet engagements. Drawbacks would be limitations (possibly nullification) on fleet bonuses, gang link modules, high cost, and a lack of superiority to an actual manned frigate. These drones would have an advanced behavior menu. For instance, scenario based commands such as if ganked, tackle the aggressor in an attempt to save the player's ship, or attempt to navigate back to a predetermined station
- a strange idea, an area of effect module that has a chance of corrupting a drones programming, causing it to turn into a hostile npc. Obviously fighter drones are immune to this, as they have manned pilots
- a defensive hangar array POS structure to add drones to the station defense spectrum
- ........... t3 frigates? oh, never mind. not a
Andy Landen
Deep Core Mining Inc.
Caldari State
#892 - 2012-05-15 03:14:49 UTC  |  Edited by: Andy Landen
Solar capacitor regeneration
High slot
When at zero on a star, this module captures energy directly from the star. Capacitor bonus: 2400 GJ Cycle time: 10s
Counters: ECM, alpha, Lure or otherwise push player away from the star.

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

Koghrun Amman
Dominion.
DECOY
#893 - 2012-05-15 04:31:20 UTC
A. As many others have suggested, fixing many T2 modules to actually be fittable on real ships when skills are maxed. Or make them worth the skill investment.
T2 1600 armor plates, and xl shield booster II's come to mind.
t2 ECM's only differ from their meta 4 counterparts by costing 16 CPU more and 19 More cap per activation. in all other ways they are identical. making them worse than the meta 4's.
I'm only a year old, some of the ancient ones can probably expound much further on this list.

B. Even with the changes in crucible, hybrid weapon rigs are still unusable to caldari rail pilots, who without engineering 5 and adv weapon upgrades 3 min cannot even fit their ships without an RCU.

C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that.

One mechanism would be defender type missiles that can shoot down missiles targeted at any ship in fleet (prevents friendly missiles from being targeted) . This only hampers one kind of damage though so without balancing will never happen.

A second mechanism would be a "mirage colloid beam" that would work as an anti target painter (decreases target's sig rad). It would be an RR module with all the same stipulations.

A third would be a "shield overload module". It works like a combination of a shield transporter and a fleet booster's siege warfare skill or like a "projected shield extender". Basically for the duration of the module's activation (which would be equal to a shield transporter of the same size) the target would get a set bonus to shield capacity (also equal to a shield transporter of the same size [s/m/l 80/160/320]).
Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates one large module. Player A's Shield HP becomes 2220 for the duration of the module's activation which on some ships could be infinitely sustainable
Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates 4 large modules. Player A's Shield HP becomes 3180 for the duration of the modules' activation which without a specifically fit ship can only be sustained for a minute or so.
Not sure if this is explainable or "realistic" for armor, but armor warfare skill exists so who knows.
The question does arise of what happens to damage after the bonus goes away, but whatever the mechanism is for siege/armored warfare leaving system could be implemented.

A final solution would work similarly, but would be "projected resistance amplifiers" for either shield or armor.
St Mio
Imperial Academy
Amarr Empire
#894 - 2012-05-15 06:03:36 UTC
Rogue Drone exploration sites are terrible compared to pirates'/sleepers.

Suggestion: create Rogue Drone faction variations of all the existing drone modules:


  • Drone Link Augmentator II
  • Drone Navigation Computer II
  • Omnidirectional Tracking Link II
  • Extrinsic Damage Amplifier II


Then:
Keep the same bonus as the T2 versions (or very slightly increase them)
Lower the skill requirements from T2 level to T1 level
Lower fitting costs
Vqu
Inner Visions
#895 - 2012-05-15 06:54:07 UTC
We often recruit newer players and they are all eagered to join our roams but most of their ships cap out during fleet warps. I know this can be avoided by having them skill up the "Warp Drive Operation" skill, but is there any reason not to have a module that does something similar ?

Maybe with slightly different stats.

Warp Drive Operation

Skill at managing warp drive efficiency.
Each skill level reduces the capacitor need of initiating warp by 10%.
Shaso Yhe
Nizari Syndicate
#896 - 2012-05-15 06:55:00 UTC  |  Edited by: Shaso Yhe
Various Cluster Missiles (Ammunition)

Basically, missiles that fire 3 missiles of a type 2 ranks smaller than the missile originally launched. Heavy Missiles that launch Rockets, Cruise Missiles that launch Light Missiles, and Torpedoes and/or Citadel Cruise Missiles that launch Heavy Assault Missiles.

The idea being that a larger launcher could launch something useable against smaller ships while sacrificing the potential damage output of the launcher, but without having to refit entirely to do so. That's always been the problem with missiles, they just don't work against smaller targets properly, even when the target stops moving. Obviously this idea would need to be tweaked somewhat. It could be that instead of 3 missiles 2 sizes smaller you'd want to go with 4 missiles 3 sizes smaller.. or something of the like. It really depends on where you want to go with it.

IMPORTANT NOTICE: It occurs to me that the idea might scare off people for server concerns. The cluster effect of the missile needs only be a visual client side effect. Server side just treat the missile as having the explosion velocity, explosion radius, and damage (multiplied by three of course) of the smaller missile while keeping the maximum velocity and maximum flight time of the larger missile. It needn't be more complicated that than.
Shaso Yhe
Nizari Syndicate
#897 - 2012-05-15 07:02:28 UTC  |  Edited by: Shaso Yhe
Damping Field Generator - (Mid Slot Module, AoE)

Activating this module produces a bubble around your ship that dampens (lessens) all damage being dealt to ships in the bubble's radius. A portion, or all, of the damage mitigated by the dampening effect would be taken by the ship producing the dampening effect. The dampening field immediately ends when the ship producing it runs out of, or low on, shields.
Shaso Yhe
Nizari Syndicate
#898 - 2012-05-15 07:10:12 UTC
Shield Pulse Weapon (high slot, AoE)

Literally sacrifice all, or a portion, of your ship's shields to deal a percentage of the shield hit points sacrificed to all ships within range (5-10km).

Also, add new skills for improving Smartbombs like every other weapon in the game. In addition to a few new types of Smartbombs with better range while sacrificing damage, etc etc..
Eclavaldra
Center for Advanced Studies
Gallente Federation
#899 - 2012-05-15 09:08:01 UTC
Defender missiles

Very, very rarely used; this suggests that they need to be fixed.

Other people have already suggested escort ships with suitable toys; well Defenders are a good fit for this concept too (or could be).

Suggestion 1: Allow defender-equipped ship to attempt to intercept all missiles heading for a specific target

Suggestion 2: Allow defender-equipped ship to attempt to intercept all missiles FIRED BY a specific target

Suggestion 3: Allow defender-equipped ship to attempt to intercept all (hostile) missiles passing within range


Andy Landen
Deep Core Mining Inc.
Caldari State
#900 - 2012-05-15 11:04:52 UTC
Quote:
C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that.

This issue plagues all logistics ships in fleet battles. Alpha is the most common counter, especially to carrier logistics, where one Titan DD alpha's a 1.4 bil ISK carrier hull plus fittings. All other logistics counters have been rendered impotent, including ECM, and Remote Sensor Dampeners. The fix for the logistics issue is a bit more complicated because of this. I propose:

Triage adds 4x ehp for shield, armor, and structure, allows movement as normal, AND allows friendly RR. That addresses the carrier, but we need something for subcaps too.

Logistics skill: Increases shield/armor (depending on the logistics ship) by 100% per level.

Return ECM to its former glory as an effective counter to logistics.

Trying to create a module to solve any of those problems appears ineffective and needlessly complicated compared to just fixing the problem.

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