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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
#941 - 2012-05-18 18:12:01 UTC
Improved Cyno Cloak
Allows the ship to cloak both itself and the cyno it is generating. The cyno disappears from the overview.

Covert Smartbomb II
A covert smartbomb may be activated under any kind of cloak, and damages wrecks and debris, and even damages cloaked ships within range.
High slot
15 HP damage to each damage type (60 HP total)
Cycle time 1s
Area of Effect: 4000 m

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

Linna Excel
Center for Advanced Studies
Gallente Federation
#942 - 2012-05-18 19:11:05 UTC
Here are some ideas for mods, I haven't read the whole thread so please excuse anything that is duplicated.


  • Drone Repair Bay - repairs drones that are in the bay
  • Remote resistance buffers (one for shields, the other armor) - these will give a small resistance bonus to all types of damage for the target vessel.
  • Resistance nerfers - these lower the resistance on shields or armor of enemy ships.
  • Passive armor regenerators - For a drawback (reduced cap?) these will slowly regenerate a ship's armor and hull over time.
  • Remote speed/agility boosters - these will speed up another ship and let them turn tighter
  • Medium weapons that shoot 3-4 small charges at once
  • Large weapons that shoot 3-4 medium charges at once
  • New weapon type - does damage based on target's max HP (up to some reasonable limit for the size), would spice up PvP and encourage active tanking over buffer tanking
  • A MWD that can run on cap charges instead of a ship's cap.
  • Slot cycle time changers - this is a mod that would either increase, decrease, or variably change (pro or con) the cycle time of a targeted ships mods. Scripts would be used do decide the effect.
  • Mod Cap deficiency "weapon" - this would make the mods on your target use more cap charge as a percentage. Think a neut, but it works more or less on the number of mods being run.
  • New Weapon Type punishment - there should be three types, one for each slot level, what they'd do is whenever your target uses a mod in one of those slots, it takes damage.
zzrsila zinc'roni
Aliastra
Gallente Federation
#943 - 2012-05-18 21:37:18 UTC
This idea is for the lonewolf Roll

D.A.P. could stand for Drone Aided Probing

In T2 (or why not T3) typical probing frigates you should be able to use the D.A.P. drone.

This drone helps you probing as long as it orbits your ship AND as long as your ship is not cloacked.

A compatible and dedicated probe launcher and consumable probes must be used in the D.A.P. probing.

The 'aid' could be a simple boost in probe strengh...or maybe it's a better idea to review the entire probing minigame??? P

I hope so, cause exploration is a big part of eve sandbox style.

cheers to all
Helixios
Preemptive Salvage Experts
#944 - 2012-05-19 00:16:23 UTC  |  Edited by: Helixios

  • Auxiliary Boosters - Medium slot - Active Inertial Stabilizer. Compliments the low slot, passive Stabilizer. Activate for a boost to ship agility at the expense of Capacitor and an increase in Signature Radius. Would have low capacitor consumption (less, or relatively equal to an Afterburner) with a short cycle duration. Useful for tight combat maneuvers and aligning for warp-outs in tactical situations.


  • Heat Expulsion Port - Medium Slot - Active Heat Dissipation. Activate module to reduce accumulated heat on modules in short bursts. Module would have a long cycle duration promoting hit-and-run tactics. Optionally, the module could run via Capacitor or Charges depending on CCP Preference. If Capacitor dependent, the module could load scripts that increase heat dissipation but increase cycle duration and vice-versa.

  • Ancillary Heat Sink - Low Slot - Passive Heat Dissipation. This module attracts damage from overheating modules, damaging itself by a percentage rather than the rest of a ship's modules. Once 100% damaged the effect is lost. Alternatively this module could just impose a passive bonus to a ship's resistance to heat. Note: This does not mean that other modules do not get damaged, only that their damage is reduced as a percentage is absorbed by the heat sink.

  • Decoy Device - High Slot - Disguise shiptype on overview and D-Scan. This module activates in a similar fashion to a cloaking device, you cannot activate it if you are locked on by another ship. The modules disguises your ship as another ship of similar class and size (At random). Optionally it could disguise you as a larger or smaller ship or, if CCP is willing to put forth the effort, could have scripts for each race, or even each individual ship.

Now, for the more general section:

Caldari's E-War is like CCP's favorite child. They get more attention than the other races. Give low slot modules that increase the effectiveness of Webifiers, Target painters, Sensor Damps, Energy Neutralizers- Etc. Range or Strength, doesn't matter.

They are also currently the only race to get AOE Electronic Warfare- ECM Burst. Give AOE Sensor Damps, Target Painters, Tracking Disruptors, etc.

Alternatively, Amarr could have an AOE neutralizer, or perhaps a field generator that disrupts all forms of capacitor/shield/armor transfer.
Undeadenemy
Federal Navy Academy
Gallente Federation
#945 - 2012-05-19 03:53:00 UTC  |  Edited by: Undeadenemy
Here are some ideas:

Regenerative Armor:

Part of the reason shield buffer fitting is so popular is because shields recharge on their own whereas armor does not. Here is a solution:

The Energized Regenerative Membrane.

This modules already exists and it currently adds something like 15% to your armor amount, which is nice. Instead, the regenerative membrane should also slowly regenerate your armor.


Poison Damage

Playing some fantasy RPGs lately, I came to realize how awesome and deadly poison is. The idea of poison in general should be brought into EVE.

Destructive Nanobots - SciFi's Poison

-These could be fired on special missiles, or launched from a launcher/turret. The ship that gets hit has nanobots splashed on it that start disrupting the ship and causing damage over time that has to be either repaired or you have to wait until it goes away naturally.

-Another idea is that these could hurt the target ship in the form of heat damage. Heat on the target ship starts to build up for a period of time, eventually damaging or even burning out modules if the victim is unlucky.

T3 Titans

YES REALLY! Wait, don't haul me away in a straight jacket just yet, hear me out first!

-When Titans were designed they were intended to be rare, once in a blue moon monster ships that destroyed everything, but were extremely expensive and rare. CCP has stated on many occasions that they thought it was a cool idea, but underestimated the amount of income large alliances could have, resulting in the current problem of stacking.

-T3 Titans would be configurable versions of the current Titans, the subsystems could allow them to fulfil different functions that on their own would be far badder ass than what we currently see out of Titans.

-Most importantly (and why this idea isn't as totally insane as all you probably think), T3 titan blueprints should only drop from Sleeper NPC's, and the number of blueprints to EVER be dropped should be a really low number (like 3-5). This would insure that these ships are extremely rare and can never be replaced. Only 3-5 of them could ever exist, and once they're gone, they're gone forever.

-With rarity comes power, these should be absolutely the most evil things to ever grace New Eden. Something like this:

*The old doomsday, with at least a quarter of the new doomsdays damage.

*Maybe the ability to warp cloaked (if properly configured with subsystems).

-Fighters/Fighter Bombers (If configured)

-Other ghastly things

The cost to build these should be astronomical, with the materials all coming from Wormhole space.

You probably still think I'm crazy, at least give it an honest look over. The whole point behind the original idea of titans was for there to only be one or two in existence, this would fix that, with a badass new ship that would be feared by all.
Undeadenemy
Federal Navy Academy
Gallente Federation
#946 - 2012-05-19 04:31:04 UTC
Heres another one I forgot about:

Mines

Bring back the mines! Make them deploy from a bomb launcher and require them to be anchored (shouldn't take very long though). You should have to decloak to anchor them.

-The mines are cloaked.
-Have a 5km activation radius with a regular bombs AOE and damage.
-Auto detonate after a period of time ~1 hour (depends really, but shouldn't last much longer)
-Detectable by covert ships with an appropriate mine detector module.
-Should be disarmable with another appropriate module (fittable on covert ships)
-Detonate on contact with ANYONE (friend or foe).
-Maybe auto-detonate if deployer logs or leave system (or maybe even if they go off grid).
Randolf Rolmanof
EveMerc's
#947 - 2012-05-19 06:04:05 UTC  |  Edited by: Randolf Rolmanof
The Kamikaze Module
Fits in a high slot
Is loaded with Bombs
Can fit on specific Kamikaze ship that is fan based frigate T2 hull * like the Tier 3 Bc's
On T2 /3 Destroyers and on Stealth Bombers.
has 3 dmg components
1)The bombs loaded into the module
2)The bombs held in the cargo bay
3) the overloading of the ships warp core(standard 5k uni dmg area of effect)

Max Damage is 50K hp in a 3 km range, the warp core breach creates a time / space vacuum that quickly implodes the dmg effect area, thus limiting it's overall size.
The T2 version, like T2 bombs decreases area of effect while increasing dmg dished out.
Draw back
Destroys the pilot's ship and pod.

Module skill, lvl effects how many bombs can be loaded. Level 5 gives way to? T2 bombs anyone? More dmg in a smaller area...with the T2 skill shrinking the area while increasing the dmg output. For this Kamikaze Module it would only allow the use of T2 bombs with their base lvl 1 dmg.
Has a base 30 second initiation timer that can be leveled down to 0 with skills
Gives general warning "Some DeCrunch has initiated Kamikaze module" ... because knowing it's coming would be such grim fun, it has to be shared.

After reading more posts,
Kudos to Uylear Aliastra for a similar idea.
And please oh please don't give away our cloaks to being scanned. There are far too many things that can decloak one already.
Living in WH for several years now and my firm take away is this.
I HATE LOCAL!
Leave me the peace of being invisible.
Stratus343
Tterab Industries
#948 - 2012-05-19 13:52:37 UTC
I'm interested in the addition to T2 tracking computer scripts and falloff scripts.
mortykye
The mouth of Surma
#949 - 2012-05-19 14:26:52 UTC
anti-cloak field generator
this module would fit hics and work much like the warp generators do with scripts avaible that would allow to either focus the feild in one direction or create a bubble like effect. the bubble effect would have a reducing chance of deloaking vessals depending on the range the hic with the script you would be able to increase your chances but limit the area of effect.
an example would be that you are exspecting a cloaked vessal to jump through a gate you would use the script to focus in area of gate ,or you are hunting a afk cloaky near your home station, you would use your bubble effect.
these affects would have the same or near the same restrictions as the warp feild generator does(like not being able to be reppped or warp with active)
it just seems silly that advanced races would allow there enemys to simply sit in there space and spy on them with out trying to find them .
thinking of the cloaked ship as a submarine and the improved hic as a destroyer deploying depth charges
Ford Perfekt
Brutor Tribe
Minmatar Republic
#950 - 2012-05-19 18:16:47 UTC
I have always missed secure can in size of jet-can.

Downside would be that they have to be fuelled or you wouldn't be able to put anything in Smile

I can imagine that that kind of can would be great for solo mining ops.
Zarnak Wulf
Task Force 641
Empyrean Edict
#951 - 2012-05-19 19:04:09 UTC
Turtle Field Generator:

High or mid slot item.
Generates a field around your ship that can not be penetrated for 20 seconds. Other ships can target and take hostile action, but their weapons will not cause damage due to the field.
Your ship can not hold locks or activate modules while the field is active. You are also frozen in place. The field can not be reactivated for a minute after the initial 20 seconds.

ILeone
School of Applied Knowledge
Caldari State
#952 - 2012-05-19 22:31:25 UTC
A cargo expanded type module that allows transport of pods.

Would allow easier relocation of your corpmates / alts.

Would also be fun to see 50 pods pop out of a destroyed ship.
Andy Landen
Deep Core Mining Inc.
Caldari State
#953 - 2012-05-19 23:17:35 UTC  |  Edited by: Andy Landen
Carrier Docking Module
High Slot
Fits only to carrier class
While the module is active, pilots may dock inside the carrier up to the volume limit of the ship's ship maintenance bay and repairs the ship's shields over time. Docked ships travel with the carrier when it jumps or warps, but not when it docks in a station. When the module goes offline, or the carrier docks or logs off or DCs, all docked ships are undocked back into space within 2500 m of the carrier. This does not apply to un-piloted ships stored in the hangar array.

Sm/Med/Lg Drone Enhancer
High slot
25% bonus to drone hp
+5/+10/+25 bandwidth and m3 to the drone bay, respectively
+1 active drones
Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively.

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

Oberus MacKenzie
Handsome Millionaire Playboys
Sedition.
#954 - 2012-05-19 23:40:34 UTC
If you are going to make tracking disruptors affect missiles, you HAVE to give missiles a module like the tracking enhancer or tracking computer. This really isn't optional. If there isn't a module like this, missiles have absolutely no defense against disruption effects unless they sacrifice their much-needed rig slots.
In all honesty, this type of module has been needed for quite a long time. CCP continues to buff the mechanics around turrets and their ammo, but leaves missiles behind with their terrible T2 ammo and prolonged training time. Pretty soon you won't even need to nerf the drake, nobody will fly it because of how bad missiles will be in comparison to turrets.
Oberus MacKenzie
Handsome Millionaire Playboys
Sedition.
#955 - 2012-05-19 23:49:12 UTC  |  Edited by: Oberus MacKenzie
Undeadenemy wrote:
T3 Titans


I think CCP just needs to completely revamp how the current titans work. Making a limited-edition tech 3 titan would just give unthinkable power to large alliances, and then nobody would ever get a chance to have one of their own.
Make the titan a mobile POS. It jumps into a system and then pops up a POS bubble and deploys POS guns that detach from the hull. Give it the ability to repair ships in the bubble (over time), a gigantic fleet cargo + ship maintenance bay and a persistent cyno. Maybe keep the doomsday, but really just remove the "giant f***ing gun" aspect of the titan. As long as it's just a big fat gun, it will continue to be mass produced and fights will continue to be determined by "I have moar titans than you, bro" (which was NOT the original intention for titans). Making it a mobile command center makes the thing into the flagship of a fleet, just like it was supposed to be. It will be at the forefront of SOV warfare because it will be an instant operations center for the assaulting fleet or a rally point for the defending fleet. Not only that, but it will add something to Eve combat that it has never really had: modifiable battlefield terrain.
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#956 - 2012-05-20 06:16:58 UTC
My ideas:

Armorrepair ampiliders: needs hull upgrades level 3
Medium slot

Gives 30% Bonus to repair amount.
Gives 100% Heatdamage

1000MN Afterburner/MWD
same like the actual existing, but for capital ships

Capital energy neutralizer/Nos
Neuts and nos for caps. drainst 37500 evry 48s, and nos 4000 evry 24s.

Secreting Module:

Hi-slot. Needs same skills like siege Module

-500% to targeting range and speed
-200% to tractorbeam range and speed
-100% to salvagingchance of salvagers.
-ship cant move, while activated
-can only fitted in: Noctis, Orca, Rorqual and any other capital and supercapital ships.

it would also be nice, to remove stackpenaltys from all modules, that dont gives bonuses to resis. (Like weaponupgrades, Tes or damage controls).
Shield and armorharders dont lose them.

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Sidra Necia
Imperial Academy
Amarr Empire
#957 - 2012-05-20 08:10:26 UTC
Just a few quick ideas: Big smile
(sorry if some have been posted before)

1: Damage controls
I consider DC's to be more or less unfair.
In fits that are CPU intensive one has to sacrifice a lot (potential dps or tank) just to fit one.

Shield tanks & missile fits have to sacrifice 30 cpu, that could go into guns or tank.
Armor tanks could use this cpu for warp disruptors webs ...etc.

Make DC's to need:Attention
Power = 1 or 0
CPU = 1 or 0

Reasoning:
In my experience Larger ships have less problems fitting Damage controls than cruiser/frigate sized ones.

Changing this would cause a drastic change in how people fit their ships.
All of a sudden they will have 30 free cpu, that could be used on something else.

This will stir things up and make many ships much easier to fit, while other less used ships viable.

Ballistic control systemsIdea
Make Ballistic control Systems use less CPU.
I see no reason why they need 40 CPU, 30 CPU sounds more reasonable, also lower the meta CPU needs.

Other ideas:
Launch bay accelerator module: low slot, % bonus to rate of fire

Warhead upgrade: low slot, %bonus to missile damage and? %explosion velocity

Precision aiming computer: medium slot, %bonus to chance of hitting a target in fallout range.

Capacitor Guard: high slot, Twisted
30% chance of protection against NOS, per cycle
30% chance of Neut working like Energy transfer arrays.
(meaning your enemy gives you cap instead of neutralizing it) per cycle
Cost ... small/medium/large... according to size.
cycle time : 1-1.5 nos or neut cycles of respective sizes.

Unhygen1x
Imperial Academy
Amarr Empire
#958 - 2012-05-20 09:05:26 UTC
Have a jam launcher as high slot, like Spaceballs.....

It blacks(or red's depending on jam flavour) the target's entire screen for a short period of time..

"We've been jammed"

On a little more serious idea....

Maybe a module that can teleport(maybe 20,000metres) away target a very short distance on grid(not a transporting ships option) or disorient the target briefly(unable to activate new module cycles etc for short time...)(don't tell me it would be too similar to ECM) so they lose their bearings or advantage in a small pvp engagement. Would need limitations on what target ships/size they work on.. (maybe S/M/L/XL??) Maybe high slot and need decent cpu/powergrid to use.

Hope this idea makes you smile......
Shin Dari
Covert Brigade
#959 - 2012-05-20 21:20:26 UTC



T3 Weapons
The core idea behind T3 weaponry is to not be as powerful as T2 weapons, but with the ability to switch between two modes and that full heat damage doesn't destroy them but only shuts them down while they cool-down. Can only be used on T3 ships and should require weapon specialization to IV for both modes.

Adaptive Medium Laser
- Beam mode / Pulse mode

Adaptive Medium Accelerator
- Railgun mode / Blaster mode

Adaptive Medium Cannon
- Artillery mode / Autocannon mode

Adaptive Medium Launcher
- Boosted mode (missile velocity) / Rapid mode (Missile ROF)




Shin Dari
Covert Brigade
#960 - 2012-05-20 21:35:09 UTC


I would like to advocate giving all capital ships to ability to mount 'Facility Modules' in the high slots. They should be fast but wasteful compared to Station facilities. No heavy water consumption please.


Manufacturing Core I - Gives a certain amount of Tech I compatible manufacturing lines.
Manufacturing Core II - Gives a certain amount of Tech II compatible manufacturing lines.

Refinery Core I - Can only refine ores
Refinery Core II - Can also be used to reprocessing

Research Core I - Allows for ME and PE research
Research Core II - Supports blueprint copying and invention