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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Natrixs
Atlas Systems Inc
#901 - 2012-05-15 11:56:08 UTC  |  Edited by: Natrixs
POS Module/Structure : Discrete Signature Analysis

No matter what corp I have been in there has been an issue with campers in cloaky ships. Camping systems for whole days if not weeks at a time. There should be a POS structure that slowly amplifies the ships signature in system over a period of time lets say 6 hours to reach max, and the cool off of about 3 hours to reach min. If Cloaky technology exists, wouldn't Caldari, Gallente, and Amarr researches want to come up with some sort of counter measure? (tee hee, i excluded Minmatar)

i am not saying that the POS module/structure would find the stealthed ship but make it able to be scanned down by a skilled player

Give us some sort of Cloaky counter measure... one should have existed.

During WWII, submarines became the best tactic to spy on enemy shorelines (Believe it or not, but German subs often would camp the coast and peer though thier para-scopes often looking at New York City, and other ports of interest)

USS and British ships equipped Depth Charges to help combat these stealth ships of the sea. Underwater microphones and nets were used to keep unwanted subs out of our harbors. Why don't we have tools to counter the space subs of this great age of the Caldari empire. For the GLORY AND HONOR OF THE EMPIRE!!! HUZZA!
Foxglove Digitalis
Caldari Provisions
Caldari State
#902 - 2012-05-15 11:59:51 UTC
I would like to see transponder spoofers, a way to hide what your ship is from unfriendly eyes.

Either as a rig or as a low power slot item.

I'm sure it would make it much easier for a catalyst to sneak up on a hulk if it showed up on d-scan as a mining barge.Pirate


Of course that "hulk" might be a CNR/tengu hunting suicide gankers. Twisted

Better take a close look before opening fire!

Andy Landen
Deep Core Mining Inc.
Caldari State
#903 - 2012-05-15 14:59:31 UTC  |  Edited by: Andy Landen
Warp Core Booster
Medium Slot
+2 to Warp Core strength
Cycle time: 1 s
Capacitor Used: 2 GJ
CPU: 5 PG: 1
Counters: Bubble, Neut, More Points/Inf point

Remote Warp Core Booster
Medium Slot
+3 to Warp Core strength added to the target ship
Optimum Range: 40 km
Falloff: 60 km
Cycle time: 1 s
Capacitor Used: 4 GJ
CPU: 15 PG: 1
Counters: Bubble, Neut, More Points/Inf point, ECM, SD

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

Katsumi Shimazu
Star F-ckers INC.
#904 - 2012-05-15 15:08:39 UTC
Hardpoint consolidation modual

for Battleships. consolidate 4 large turret hardpoints into 1 capital turret hardpoint. and adds a damage modifier to the cap guns similar to a siege modual, but not as powerfull. link it to the advanced weapon upgrades skill. it would bridge the damage gap between BS and dread.
ergherhdfgh
Imperial Academy
Amarr Empire
#905 - 2012-05-15 16:01:13 UTC
what about a web bubble? you might need to add a new T2 ship line like the interdictor / heavy interdictors.

Want to talk? Join Cara's channel in game: House Forelli

Red Teufel
Calamitous-Intent
#906 - 2012-05-15 16:27:36 UTC
mini doomsdays for the black op battleships. \o/ hey stealbombers have bombs :P
Andy Landen
Deep Core Mining Inc.
Caldari State
#907 - 2012-05-15 18:17:25 UTC  |  Edited by: Andy Landen
ECM II [scripted]
Medium slot
Racial Strength 4.8
When loaded with a racial script, this module jams 100% toward that race and 0% toward the others. When not loaded with a script, it jams all races at 2.4
Optimum: 40 km
Fall-off: 40 km
CPU: 30
PG: 1
Activation cost: 30
Cycle time: 10 s
By tuning more precisely to a single race's sensors, this module achieves more efficient performance in many areas for sensor jamming.
Counters: ECCM, ECM, neuts, distance.

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

Doukyou
Deafening Silence Syndiate
#908 - 2012-05-15 18:49:08 UTC
I think there needs to be a philosophical change at team super friends. They should get out of module creation entirely. This puts the onus on the players to evolve the game to invest in it, to make things CCP could not have come up with.

Here's an Idea, a goal, and how to get there:

The Idea and a Goal:

Modular ships of every size. Similar to T3 cruisers. Changing the invention or reverse engineering process to provide a range of outcomes instead of a few possible modules.

For example: I do some reverse engineering to create a offensive subsystem, but instead of having only 5 possible out comes on one size ship, change it to 100 possible out comes on each size of ship. Have each based on the size of ship and skill level, and maybe some new implants that change your skill level. Have the most powerful out comes happen with the smallest chance as well with the highest skill level. This should balance the fact ultra-powerful subsystems are coming in the game with only a few are made each year. There could be even be a severe limit to how many runs are created the more powerful the item created.

This of course would throw a total curve ball at everyone who wants to PVP because you will never know what you are dealing with when you see 5 T3 frigates show up on grid, or god forbid one T3 battleship. This could be started with invention for new T2 modules. You could add a feature that allows for a random creation that could give you an assortment of effects. Of course you would need a standardized list with a base percentage for each type, based on skill level. Think of something like the item generation tables in D&D. As CCP comes up with New ideas for items they simply add them in to the table with a specific chance of being randomly generated. This both cuts out the need to announce changes to the module selection, and makes the sandbox we live in infinitely more interesting. Balancing no longer becomes a big deal, it becomes a back ground noise. A change in the percentage chance of something being created. This is important for numerous reasons the most important being that CCP has made the process political and they have lost almost every fight on that front.


How To Get There


CCP could break it down even further based on the class of item being created. If your inventing a new hybrid turret, you can shoot for a t2 module or a completely random outcome. You could either get a crappy meta 0 thru 4 version of the T1 module or something closer to a meta 12+ item. It could also have something useful like a high rate of fire or a wicked accuracy or just something crazy like a ECM effect on the ship being hit. All of this could be added in to the game by changing the table.

Now that we have invention out of the way ,this leads to the next improvement, which is adding all these new items in to the market. Instead of CCP just arbitrarily adding an item in to the market, make it appear on the market when someone sells the item for the first time. Until someone sells one of these new items, the stats and capabilities remain a secret. This leads to a whole new complexity to living in EVE's Sandbox. It also makes people think really hard about: do they make a billion isk or keep the item to them selves and have a serious tactical advantage? And if you find such an item in a wreck you can add it in to the invention process to try to get the same outcome (Give it a big bonus to inventing a similar or the same item)

This of course with be completely player driven. Those who love to invent like myself get infinite satisfaction, Knowing there is a possibility that I have created the only copy of a BPC and built a module no one else has ever seen. The next step beyond that is setting up a system where someone could combine a bunch of BPC's to create a one of a kind BPO they can research and improve. Make it difficult and with a strong possibility of Failure, and you will have an even more consternation about whether to possibly waste multiple copies of a BPC or get something truly unique. This should be implemented for all T2 modules so we as players can create BPO's instead of there being a dwindling amount of BPO's for a items that are commonly used by everyone. For those worried about there being a glut of new T2 competition, need not worry because all T2 items need Moon Goo and that will then be the bottleneck, not the knowledge base.


The Bonus for CCP

CCP takes them selves out of the political line of fire for creating new items, the players get a new level of complexity in invention, PVP, exploration, and the evolution of the Sandbox. It also creates a whole new dynamic for how much time, money and effort players invest in the Sandbox. CCP wants us to be hooked like a drug, Or as my ex Girlfriend called it my "other girlfriend Eve", then make this change to the game. This concept is completely inline with the vision so many of us have for EVE, It is the reason I have played for the past 2.5 years and the reason I would play eve for the next 10 years. I hope they take a very serious look at what I have proposed, and understand this is something I have been thinking about for quite some time.

Thank you for your time,

The Director of Evil, Alpha Strategy, In Umbra Mortis,

Doukyou
Xavier Theakstone
the united
#909 - 2012-05-15 19:09:16 UTC
De-cloaking module - like the "et volia" already on Concord ships that is area of effect would be great. Make it only fitted to a specific ship type (may be even a new ship type) if you must. It could be chance based based on the cloaking skills of the target pilot vs the de-cloaking (new) skill of the "aggressor".

Every tactic in game needs a counter - the Covert ops cloak doesn't have one .... yet.
Bob Niac
Aliastra
Gallente Federation
#910 - 2012-05-15 19:40:46 UTC
Expanding on fuel blocks.

So let's see where the idea of bundling can be expanded.

Siege module / Triage Module: Strontium Cathrates become ammo.

Adding variations to current fuels through scripts + Strontium + cap 800's: Scripts dictate the "type" of ammo that the stront becomes. For instance, adding Targeting range and optimal range scripts would change the bonuses to focus on a sniper setup, while tracking and scan res scripts focus on moving targets.

Stront can now be classed as ammo, and can be put in an ammo hold.

Oh yeah, I just went there.

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Wyke Mossari
Staner Industries
#911 - 2012-05-15 20:15:48 UTC  |  Edited by: Wyke Mossari
Signature suppression module; comes in passive uses CPU and Grid, Active also uses cap, reduces signature radius.

Racial optimisation scripts for Multispectral ECM, specialised, not as good Racial but provides hot swap optimisations.
Racial optimisation scripts for Sensor Dampers, works better against specific sensor types.

Modules to analyse hacking and archaeological containers to reveal mission and back-story clues.
Lady Tiaon Kador
Kador Investment Bank
#912 - 2012-05-15 20:55:17 UTC
Heat Sink

Can be used in high,med or low slot.
Works in the same way as an overheated module but with the opposite effect (radiating cold instead of heat)
Requires charges (coolant since its already a PI manufacturable product)
Stromfare
Caldari Provisions
Caldari State
#913 - 2012-05-15 22:20:32 UTC
MagSheath Signal Disruptor


As an energy locks on to your ship - it "absorbs" the energy from the scan, making you more difficult to lock onto - making next lock on attempt last longer, and the following lock on last even more longer etc


No more alpha blobbing everyone in fleet, maybe more use of the fleet wings/squads for coordinated assaults on mulitple ships
Andy Landen
Deep Core Mining Inc.
Caldari State
#914 - 2012-05-15 23:39:35 UTC  |  Edited by: Andy Landen
So ... CCP ... you are reading all these ideas, .. right? Would you mind posting a link here and now to a locked thread where you are compiling the ideas and sorting them based on what you plan to develop and what you plan to ignore? It would show us that you are actually listening to us and thinking about our feedback. It would also let us know which ideas have better chances of seeing the light of day .. err, space .. than the others.

Edit: And no, Xavier Theakstone, the counter to covert ops is making your own ops more covert. And to catch the ship, you can always counter with bubbles, intercepters, and smartbombs to name a few. And while I don't support the tactic for various reasons, there is always the infinitely effective tactic of spending hours littering hundreds of jetcans around a gate to decloak anything that jumps through. Fix it CCP, so that after a player has created 5 (or 4 or 3) jetcans, his oldest jetcan pops upon creation of the next jetcan. When covert ops can't cloak from hundreds of jetcans or can easily be decloaked from all these new decloaking modules you guys have been suggesting, then the covert ops cloak becomes worthless and you might as well fly a normal ship with decent dps and other bonuses.

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

Molikai
Disciples of the Ebon Dragon
#915 - 2012-05-16 01:24:11 UTC
Dunno if this is implementable, but this occured t ome as having interseting tactical possibilities: A module that, when active, means that outside a certain range (Or perhaps only when scanned down with probes/locked at on the directional scanner//) Has your ship register as being of a different class. I.e. On the scan, there is a reasonable chance (Inversely proportional to range? the farther away, the /more/ effective it is?) that my, oh, Dominix is listed no your scans as a Vexor.
Or my Vexor as a Dominix. Maybe use a skill to adjust how far away from your baseline you can move (can build a grid in ship size and race it belongs to, easily enough) and you specify what yu're hiding as, limited by said skill?

Just tossing around ideas. But It strikes me as something that could add some interesting tactical options.
RainbowDark
JUST SET TIMES
#916 - 2012-05-16 01:58:42 UTC
can u make the TD drones and SD drones more effective? recently they have no use in battle, especially in little and Medium size.

u guys just buff the web drones, why not buff the TD and SD drones too?
Syri Taneka
NOVA-CAINE
#917 - 2012-05-16 02:23:37 UTC
On the topic of TDs effecting missiles: I like it, but I would suggest that they only effect missiles that are themselves effected by the Guided Missile Precision skill, which creates the pretense that the other missiles are "dumb", and thus would not be effected by tracking disruption.
CW5 Barret
Jolly Codgers
Get Off My Lawn
#918 - 2012-05-16 07:31:20 UTC  |  Edited by: CW5 Barret
2 modules and related scripts to consider



Mass Manipulation Field

Creates a static bubble around the ships hull that shifts or artificially masks the mass of the vessel up or down in accordance with a fitted script.


Projected Mass Manipulation Field

Projects a static bubble around a target ship that shifts or artificially masks the mass of the target vessel up or down in accordance with a fitted script




Mass increase Script

used in one of the above modules to increase mass


Mass Decrease Script

used in one of the above modules to lower mass






USE: its pretty simple..it adjust the mass of a vessel for any mass related calculations.
can be used to prolong the life (mass limit) of a wormhole
can be used to collapse a wormhole quicker.
might be enough of a shift to sneak a carrier into or out of a wormhole you otherwise couldnt.
can decrease fuel consumption on bridges.
could be used to adjust the push of prop mods
could be used defensively to decrease the push of enemy prop mods
Corwin Arzakh
Singidunum Stellar Exploration
#919 - 2012-05-16 08:16:55 UTC
With new webbing drones, it would be nice to have Advanced Isolated Afterburner I

+25% cap need
-50% on webbing effect
SoulSister I
Arctic Light Inc.
Arctic Light
#920 - 2012-05-16 12:59:28 UTC
ööö I do not know if this is right place , but is it possible to divaid cargohold modules, so that some of them would extend ship maintenance bay, other would extend Orebay and some would extend corporate hangar.. and so one ?
Then you could choose a bit differend setup for your own goods transport ship.. when you need to transport ships, ore, or just different goods