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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
mutuu
Sebiestor Tribe
Minmatar Republic
#1001 - 2012-05-22 12:05:52 UTC
Hello,

First off 1 Module for the PoS to declock Ship in the system something like an strategy upgrade for the ihub an an Module for the PoS that triggers every hour.

Or an timer on the cloack so that you cant afk cloack 24/7 something like 30-45 minutes it shouldnt nerv the black ops site off the gate but it should nerv the 24/7 cloackys

greetz
Udonor
Doomheim
#1002 - 2012-05-22 12:07:50 UTC  |  Edited by: Udonor
Guru7 wrote:
Parking Lock
(yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)


A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.

This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.

To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.

Weakness: uses up a mid-slot, or maybe its even a rig?



Reasonable only if locked ship is totally inoperable.inaccessible. Additional features that do things like leaving Orca bays accessible should require an additional automation module slot per feature active.

I think ECM should logically jam all attempts to unlock ship and board ship or to put ships in maintenance bay.

Finally hacking lock idea is a problem. In the end you are talking a specific module with customized cycle time to hack "parking brake". IF pure skill done brute force then alarm goes off immediately even if you eventually succeed -- meaning CONCORD is there at like 20 seconds. If pure skill elegantly done no alarm ever goes to CONCORD even if you fail.

So overall this may not be worth anyone's time for mining. Sounds more like for hiding a spare ship at a safe point as backup or to switch to in a system without a station.
Adeptis Mechanist
Followers of the Machine God
#1003 - 2012-05-22 12:13:50 UTC
What about a balistic intercepter like on the battleship in the navy. i guess it would be like a high slot gun type that woudl fire a hail of ammunation to block incomeing fire so the ship woudl take less damage
Gibbo3771
AQUILA INC
Verge of Collapse
#1004 - 2012-05-22 12:18:28 UTC
Logistics Scrambler:

A midslot module that prevents tLogistics from supplying any reps to friendlys.

Works like a warp scrambler but does not shut down MWD or count as tackle

This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.

Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU.
Scarlett IX
Super Squirrel Omni Jump League
#1005 - 2012-05-22 12:51:45 UTC
Hi,

This is just an idea prob already covered but with the changes in the tier system. I'd like to rewarded for training destroy class ships more...thus i think it would be kl to hav a couple more destroyer ships. This would be gd seeing as battlecruisers have 3 in each race now, so it would make sense to make the destroyer skill more rewarding terms of what ships you could fly. Maybe make one of destroyers being able to mount medium turrets like the new battle cruisers in fairness of balancing or somemat.

Just thought with having to train destroyer now for each race is a bit unrewarding as it only opens up one ship.
Demotress
Systems High Guard
Tactical Narcotics Team
#1006 - 2012-05-22 13:17:59 UTC
why not make a wormhole gun? could set it up similar to how you need a cyno to jump a capital. it could create a random size wormhole to the beacon location. but when activated when not in wormhole space the wormhole gun would simply make one to a nearby spot in space or system. it would also have a new set of skills and possibly ships specifically made for it. it could even be made to use charges and for the cyno lighting ship it could use something similar to liquid ozone.
Darranibal Colpia
Phoenix Warbirds
#1007 - 2012-05-22 13:18:03 UTC
An observation I had recently, was that defender missiles seem to be almost entirely ignored by most players in PVP.

The solution is an active mid-slot module that acts like the high-slot Auto-Targeter, but it enables pilots to lock onto any missiles from pilots or NPCs. The capsuleer could then direct his missiles or turrets at specific missiles. This would enable the development of fleet missile defenders, working to provide tactical battlespace defence against torps etc, and would also allow neutral defensive intervention in 3-way (or more) pvp battles, adding to the sandbox.

To give you an idea of what kind of fleet role I mean, I got the idea from the Torp Bomber Defence missions in the game Starlancer. In this mission a wing of fighters have to defend the carrier from cloaked Torp Bombers, requiring rapid reaction and point defense.

This could finally encourage the use of defender missiles and could conceivably result in a new class of frigate.

This kind of module would finally allow CCP to un-nerf missiles, and add a degree of defensive play to fleet battles. Given CCP's recent focus on improving missiles, it might be the cherry on the cake to missile warfare.

Proposals:

Point Defensive Targeting System I (turrets)

- +2 to maximum missile lock
- + 25% to lock speed for missile lock only
- Manual Missile Threat Targeting Enabled

Point Offensive Targeting System I (missiles)

+2 to maximum missile lock
+25% bonus to Rate Of Fire when defender missiles are loaded
- Manual Missile Threat Targeting Enabled

Point Defense Skill (pre-requisite to use above modules)
+ 2 to maximum missile lock per skill level
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#1008 - 2012-05-22 13:28:17 UTC
Pos Obfuscation Array.

When anchored and online this removes your pos and all of its arrays(including this one) from DIrectional scan.

If you warp to the moon where the pos is anchored it will still appear on overview once in range. It will still also still be visible.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

DeMichael Crimson
Republic University
Minmatar Republic
#1009 - 2012-05-22 14:24:43 UTC
Lot's of ideas in this thread for CCP to work on, probably enough for the next 10 years.

Also creds to Nova Fox for burning the midnight oil and pumping out a multitude of ideas rather quickly. Reminded me of a phrase from the Def Leppard song - Rock of Ages : Yeah, it's better to burn out than fade away.

As for the posted replies requesting a module to disrupt cloaked ships due to one little person showing in local, WTF are you all worried about? It's only 1 person. If local spikes, that's when you need to worry. If a module or upgrade that does that is added to this game, that will basically make all cloaking devices and specialized 'Covert' ships obsolete, not to mention waste a lot of skillpoints that were trained.

My idea is a simple one which would help players who don't have the ISK or skills to pilot a Noctis.

Module:
Tractor Net
High slot
Holds and hauls wrecks and cans behind a ship at a static 2500m range. Can only be active at sub-warp speed.


Basically as the Net is filled, the max sub-warp speed of the ship pulling the Net is reduced. The static range is to allow retrieval of loot. A regular Tractor Beam could be used to gather up the wrecks and cans or the ship pulling the Net could just travel to each wreck or can. When the wreck or can is within 2500m range, the Net takes control of them.

That would allow Frigates the ability to gather up, loot and salvage wrecks and cans and still remain mobile, instead of sitting in one spot waiting for the salvager cycle to complete before moving on to another wreck or can.

Anyway, that's it.

DMC
Paru DracoGaurdia
Slanted Anvil
#1010 - 2012-05-22 15:08:32 UTC
I've been thinking of a t III mining barge "Golem"
4 high slots
4 mid slots
1 low slot
12k m3 cargo capacity
slower than a snail
will definetly need more skills than is needed to pilot a hulk

also maybe an industrial carrier something that has bonuses to mining and repair drones

and my last would be a cargo drone (fighter or heavy size) that can carry a smaal amount of cargo to a station you choose but does not return and store itself in the station
Karajishi
Caldari Provisions
Caldari State
#1011 - 2012-05-22 17:20:18 UTC
I actually really like the marines idea. Not really a mod idea i guess but....

You could have a new ship class which is a marine transport. When the Dust link is fully active you could allow Dust players, that have a corp contract and are in a state readiness to participate in battles. Basically a Dust corp waits in standby and responds to ship alarms for deployment. When a marine transport manages to attack a ship, it spawns two opposing teams inside the vessel to fight for control. Could be like an assault kind of map where the attackers can go after certain objectives but the defenders would have access to surveillance and defence systems.

I think this could be a really cool mechanic if it was used against capital ships. Allowing attacking marines to board and disable subsystems on the capital whilst the defenders contracted mercs attempt to stop them doing so. Granted it could be kinda frustrating for the capital pilots but it would really add a new dynamic to big fleet fights.
Brenten007
The Scope
Gallente Federation
#1012 - 2012-05-22 21:32:00 UTC  |  Edited by: Brenten007
Expanded cargo with no penalty for hauler/industrial ships of any kind. Including orca, mining barges, exhumers, and rorqual.

Expanded cargo increase with no penalty for having more then one modules.

Warp stabilizer - lose the penalty on warp stabilizers for all industrial ship, mining ship, and capital industrial ships. And increase the warp stabilizer to unstoppable to warping out.

Expanded Drone Bay (new) - Like expanded Cargo but for Drones and add 200m3. Its just more room for carrying drones. No Penalty or -200m3 from cargo hold that is converted to use as drone space. Other version just takes more room for the single modules

Drone control increase - 25 Mbit to 200 Mbit no penalty. For launching 5 heavy drone using a cruiser.

Everything above I suggest will only take 20 minutes for a developer to change.

Warp scrambler destroyer - If you are being warp scramble and you have a warp stablizer greater then the warp scrambler. The warp scrambler is destroyed with rippling effects through out the ship.

Energy neutralizer and absorbers destroyer - same as above.

Aliens modules - if the ship is destroy and there's wreckage and any attempt to salvage it will be infected by aliens killing the crew and ship in 5 second your dead too. Be-careful who you steal from. but it will also infect the original owner so anything you have is noncollectable. .
Sjach Kothar
Immaterium Tombworld
#1013 - 2012-05-22 22:11:59 UTC
Guru7 wrote:
Parking Lock
(yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)


A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.

This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.

To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.

Weakness: uses up a mid-slot, or maybe its even a rig?




this is a good idea for the most part but instead of a module why not make it a fetcher for all capital ships (industrial capitals such as orca and roqule as well as dreads through titans), it can work much similar to a pos shield password,.that can be set in ship configuration

however to limit the power this can give to people leaving these ships unintended there could be a time limit for the active password before it must be renewed or the ship will unlock. and also the ship password can be hacked say with the current hacking module

having to hack the password should send out a notification mail the the owner of the ship so that they can act to protect there property

if they are next to the ship such as a miner mining next to there orca can give them time to get in the orca and store there mining ship before the orca is hacked and if the miner is afk then there is still a good chance for the hacker to steal the orca
DustinTheWind1
Aliastra
Gallente Federation
#1014 - 2012-05-23 01:29:51 UTC  |  Edited by: DustinTheWind1
A mid or low slot item that when activated attaches your sentry drones to your hull. They are still vunerable to targeting but move with your ship now. <-- I have been wishing for this for the longest time (please do consider).

Edit 1:
I would like to suggest also that the modules that allow ships to controll an extra drone are limited to carriers. This has always bothered me. It is a high slot item. Just make it use a turret/missile slot and then you trade a turret for a drone. It should also add an appropriate amount of bandwidth depending if its a large or small drone controll module and consume an appropriate amound of pg and cpu. I think the players should be allowed this option. Please consider reducing the cpu requirements for the extra done module currenly limited to carriers. Carriers get massive drones and extra drone bonuses inherently by the ship above and beyond these mudules. Currently drone players are required to multiskill in both drones and guns and not allowed to make full drone ships except carriers. On the other hand full missile or gun ships are not uncommon. Please consider. Thank you.

I would also like to point out a problem. Sleepers seem to prioritize targeting drones and blowing them up quickly making them close useless in worm hole space or so I have been told with only a little experience myself. I have experienced this kind of myself using sentries once in a worm hole. I have heard horror stories in which drones are better served as chaff and decoys allowing people to escape. Please consider a solution to this problem in which drone players are royally dissed. Maybe consider an automated drone repair system that automatically repairs drones if they are in range. It should also not require you to target the drone. Possibly high or mid slot item.

Edit 2:
I also really like idea #955 about converting titans into mobile bases.

Edit 3:
A tractor device that applies a force in your direction on a ship and an equal opposite force on the user. The force decreases with distance maybe 10km complete drop off and insta drops off at 100 m. Could possibly be used as a way to sling shot around other ships to increase orbital angular acceleration or even sap their speed to you if properly used. <--might be hard to implement.

A weapon that when activated allows you to ram a ship taking damage to your ship but giving a larger damage in return to the agressed ship. (agressor shields weapon) attack damage dependant on attacking ships mass and speed. Smaller ships do less damage but also take less damage as they should but can be increased with speed. In high sec space this would be recognized as a weapons attack is used on a neutral ship and concord repercussions might follow.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1015 - 2012-05-23 02:07:57 UTC  |  Edited by: Andy Landen
Looks like CCP has their first picks already:
1) Armor Adaptive Hardener I - Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well.
2) Extrinsic Damage Amplifier I & II - Low slot. A damage amplifier module for drones.
3) Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now.
4) MagSheath Target Breaker I - Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships.
5) Small/Medium/Large Overclocking Processor Unit I & II - A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate.
6) Light & Medium Web Drones - Light and medium versions of stasis webifying drones.
7) Capacitor Battery edits - All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.

Do shield users get anything like #1? What about an active armor omni-resist module like shield Adaptive Invuln Field instead? Passive shield omni-resists like EANM?
#2, #5, and #6 both seem like a good call. #7 is interesting. Works fitted on caps? #3 is like, "what? I guess.. someone wants players to leave the extenders.."
What if ECM bursts had a cousin? That would be #4.

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

Felix Alcan
Golden Eyed Explorers of Eve
#1016 - 2012-05-23 03:17:52 UTC
Gibbo3771 wrote:
Logistics Scrambler:

A midslot module that prevents tLogistics from supplying any reps to friendlys.

Works like a warp scrambler but does not shut down MWD or count as tackle

This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.

Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU.


One of the best ideas yet.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#1017 - 2012-05-23 05:41:56 UTC
Felix Alcan wrote:
Gibbo3771 wrote:
Logistics Scrambler:

A midslot module that prevents tLogistics from supplying any reps to friendlys.

Works like a warp scrambler but does not shut down MWD or count as tackle

This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.

Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU.


One of the best ideas yet.


This module already exists...it's called ECM....just jam the crap outta the logi
Cyaron wars
Academia RED HOT Corporation
#1018 - 2012-05-23 08:02:36 UTC
I was wondering if CCP has something planned regarding black ops. Are you planning adding some extra feature or module that can be fitted on BO/Cov-ops boost that poor ship? also are you guys planning to improve cov-ops subsystems on T3 i.e. give them ability to light cov-ops cyno like other cloakies can do?
Katran Luftschreck
Royal Ammatar Engineering Corps
#1019 - 2012-05-23 13:14:43 UTC
Can we bring back the old 20th century Phalanx System for missile defense? Defender missiles are just... wimpy, IMHO.

My idea: Not an actual gun system, but a type of medium power slot module (low power, heavy CPU) that allows any & all actual gun turrets on the ship to switch to "phalanx mode" (similar to how they already can be switched to overheat mode).

The module itself would have it's own built-in (hidden) target tracking (rapid acquisition) abilities, with the maximum number of targets (read: missiles) dependent on the size of the module used (small, medium, large, x-large, capital) and automatically locks onto & fires at hostile targets in range without the need for further player input.

Note that I say "hostile missiles in range" and not "incoming missiles" because the idea is to open up the possibility for dedicated point-defense ships to be part of a fleet and be able to shoot at missiles that are aimed at their buddies who happen to be close by, as well.

The advantage over defender missiles is that, assuming you do the smart thing and link them to turrets of the gatling variety, you'll be able to shoot down missiles much more quickly than you could with a measly defender missile launcher. In theory, at least; because the downside is that, unlike defender missiles, the guns would actually have to aim at the missiles, which means things like tracking speed & sensor strength come heavily into play. In other words, a phalanx artillery cannon would be pretty much useless. A phalanx equipped destroyer sporting half a dozen gatling guns, on the other hand, would be nearly impervious to missile fire (and in trade, incapable of actually doing anything else).

If CCP really wants to be creative, they could create at "phalanx mode" for drones as well, ordering them to automatically hunt down any hostile missiles that pass through their detection radius. Naturally this would favor light drones over heavy, because heavy probably wouldn't be able to catch up with their targets at all.

And speaking of drones... a new drone order "protect target." Should be pretty self-explanatory.

Now we just need a "drone hanger" defense "turret" for POS and we'll be all set...

http://youtu.be/t0q2F8NsYQ0

Rammix
TheMurk
#1020 - 2012-05-23 17:57:15 UTC
Wormhole connection booster
(not a ship module but a deployable)

Features:

  • Adds significant mass regeneration to the wormhole (depending on the wh's stats).
  • Doesn't affect wormhole's life time. - doesn't create any type of constant connection.
  • Must be located very closely to wormhole, in both systems.
  • Destructible, has no weapons, weak dmg resistances but a lot of HP.
  • No need for sovereignty.


Discuss.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread