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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Flashrain
Dragon.
Pandemic Horde
#1021 - 2012-05-23 22:30:36 UTC
Heat On Target [H.O.T.] Rigs : Heat based EW


#Scripts, #Heat, #EW, #Drones, #Fitting/Slots, #Area of Effect, #One-use (consumable) modules

Concept:
An electronic warfare rig that converts ALL outgoing damage into heat damage at a fixed ratio. (Except for #drone damage).
It creates a combat effectiveness gradient between a full fighting ship and a destroyed/EW jammed ship, through module destruction.

Background: Low sec privateers often have to deal with profiting from wrecks, as it is not always possible to withhold fire in time. Their slim pickings from wrecks is only offset by the volume of victims. The pirate factions of null sec long ago solve their resource issue through a closely guarded secret - an electronic warfare suite that converts their weapons payload to specifically target heat circuits. By destroying heat control circuitry, these deep space pirates preserve otherwise intact ship hulls and systems, and yield a much greater profit margin. Empire factions recently obtained sufficient samples from pirate incursions to create military versions. Consequently, pilots now have the ability to rig their ships as HOT platforms - provided they can locate a blueprint.

Description:
A ship rigged for HOT weapons will do zero conventional damage, instead a fixed ratio of raw damage is converted into #heat damage on the target ship modules #slots. Over time, the target's systems will go offline one by one, as heat #electronic warfare damage them past operational limits.
This ship modification is an opportunity creator - the longer a fight goes on, the more likely HOT rigged ships punch resist holes by destroying target active resist / repair modules. Against speed tanked ships, it can burn out the target MWD system. It is equally effective against support ships like recons, logistics, and command boosting ships.

Quote:
If you can hit it, you can heat it.


It stays within the existing weapon framework, modified by #scripts of sensor boosters/tracking computers. It uses existing #one-use(consumable) modules such as ammo, frequency crystals, and missiles, as well as nanite repair paste to recover.

#Area Effect:
HOT rigged smart bomb battleships/stealth bombers sow confusion - some ships lose propulsion, some lose weapons, and some become completely adrift. A tight blob of ships quickly scatter into a line of sitting ducks as MWD are knocked out. here and there. (Bonus chance for others to get in kill mail.)

Defense:
Firing HOT weapons gives a cumulative chance of breaking a warp scrambler, allow you to flee, or minimize damage over time, & shift an (un)even match more in your favor.

Griefing:
HOT bomb everyone on the field.

NPC:
Should only be seen on officer/rare spawns, for it is both a curse - their high damage and tank means your ships will eventually be all knocked out, and a blessing - BUT not destroyed as the rig reduces conventional damage to zero. Also, it'd be hilarious.

Solo/small
Instead of pure tank defeating damage, resist / repair decrease over time such that a smaller group can always overcome a larger target - given enough time.

Mid/large
In larger battles, HOT rigged weapons act as a FORCE MULTIPLIER. HEAT destroyed resists multiply inbound damage. HEAT destroyed remote repair modules cripples logistics chains.

Tactical
As destroyed modules modify ship movement, monotype fleets designed to maximize a certain shiptype advantage will degrade in performance when fighting against fleets with HOT rigged elements. HOT shots cripple ships and create stragglers, allow them to be picked off similar to long range scrams/webs. No longer will a critical mass of logistics ships provide near invulnerability.

Variants/concept extensions

  • T2 / faction/officer versions convert at a higher ratio so that an officer level rig may allow your high alpha machariel to knock out entire row of mids/highs/slows in one volley.

  • T2 version rigs may also convert lower percentage instead of 100% damage. Allow a soloist to operate while HOT rigged.

  • Penalty - Visual effect of gold/blue glow that dramatically increases with more rigs. Allow attentive pilots to selectively eliminate HOT ships first. 1 rig will have a subtle graphics, and 3 rigs will make your ship glow like a miniature sun.

  • Penalty - Increase ship radius per rig, such that a frig may be cruiser sized when fitted with two rigs; a cruiser becomes carrier sized when fitted with 3 rigs.

  • Stacking bonus/penalty - At T2, diminish returns such that if 1x t2 rig is 90% damage conversion(10% real damage), two rigs are 99% damage conversion(1% real damage), and 3 rigs are 99.9% damage conversion. T1's are of course 100% damage conversion.

  • Slot specific variants - If this is interesting enough concept, create an entire class where each rig type target a specific area (high/mid/low/rig/drone bay/cargo bay/corporate hangar/ship hangar). Or/and each rig type target a specific system type (weapons/propulsion/resist/repair/ew)

  • Chance based non-heat - possibly an easier implementation format - give a chance per cycle to randomly offline a module, chance proportional to damage.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1022 - 2012-05-24 01:40:38 UTC  |  Edited by: Andy Landen
If Flash (above) wants a module that sends heat to another ship, the ship activating the module should generate 1-2x the heat in its own systems across all slots. Sending enough heat to another ship to overheat its systems would most certainly generate even more heat in the source ship. It would be funny if the heat generation and transfer module generated enough heat to burnt itself out.

Talking about heat damage, I have been waiting a long time to see the suns have size and see players be able to enter them at least to some degree. Sufficient proximity to the core of sufficiently hot stars should generate heat damage, but may provide a degree of protection against dscan/combat scans. The overview would not show players sufficiently close to the sun due to the masking radiation, and a solar collection module in the medium slot (new) would collect capacitor charge very quickly from the star.

On that note, it would be great to approach a black hole and then see time dilate for the player trapped or too close to the black hole. Can you imagine a Titan hiding near the event horizon of a black hole and getting caught and then ripped to pieces by it? Real cool. Biggest ship in the game is no match for the blackhole. Should have black holes is kspace as well as in wh systems with the same named anomaly.

Black holes should disable dscan, drastically reduce incoming damage and scan resolution, and slow the ship's velocity. Tracking speed and range and optimals/falloff should all be severely reduced as well. It should also damage armor and structure and drain capacitor and shield regen inversely proportional to both the distance from the singularity and the shield strength. It should render the ship invisible to dscan or probes by other ships. Ships targeting a ship near the event horizon would notice the tracking on weapons fired against the ship to drastically decrease as the gravity waves distort the real location of the ship. Missiles would increase velocity as they near the event horizon, enabling them to hit harder and faster, and travel farther. The black hole would cause damage over time to missiles and drones as the approached the event horizon in pursuit of their target.

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

Frawlyne
Sunny Weather Mercenaries
The Initiative.
#1023 - 2012-05-24 04:46:00 UTC  |  Edited by: Frawlyne
With the new increase of the importance of mining i would like to see the following be implemented.

Ore Capital Mining Barge (OCMB)

Meet the Orca Refitted to provided the optimum Mining potential for large assisted mining operations.

8 high slots
3 mid slots
2 low slots

Due to its massive modifications this massive mining barge is able to fit up to 8 strip miner II but is unable to receive bonuses from Orca support due to its capital systems being unable to integrate into others.

Its cargo hold is reduced to 0 and it is only provided with the Orca's 50,000m3 ore hold.

unable to fit gang-link modals or receive benefits from them

Shields and armor should be minimal as this ship is meant to have a large body of support but a large hull structure is expected it is a capital ship.

Receives benefits from Mining Foreman and Mining Director

Skill Requirements

Mining 5
Mining Drones 4
Drones 5
Drone Interfacing 5
Mining Barge 5
Exumer 5
Capital Ships 3
Industrial Command ships 3
Advanced Spaceship Command 4
Ore Industrial 4
Mining Upgrades 5

Optional

Capital Strip miner I's no crystals but bulk mining capabilities. More then Strip miner I's combined but less then Strip miner II's with t2 Crystals.

Allow it to have a larger drone bay capable of carrying and operating flights of 10-15 mining drones and mining drones only.

Do to structural instabilities is unable to travel through wormholes though it can be built in them but must be left behind once the corp moves on.


Why?
Without drone mats being available for large productions null sec miners needed to step it up. ORE came up with the go big or go home response of the (OCMB)
Razgriz Shaishi
Perkone
Caldari State
#1024 - 2012-05-24 07:16:56 UTC
Possibly give new abilities to each damage type of bomb. For example, EM bomb has an ecm effect, thermal bomb puts extra heat damage on any overheated modules, kinetic might slightly bump away ships, and I havent thought of one for explosive.
Ms GoodBuzz
Republic University
Minmatar Republic
#1025 - 2012-05-24 07:40:47 UTC  |  Edited by: Ms GoodBuzz
Hello,

I have an idea but it might be a bit tough to create... Well, Mebbe, Mebbe not.

Name: Cosmetic or Ion Metallurgy Hull Modifier

The Concept is that several recent technological discoveries have lead the science community to such a new level that when a pair of scientists were base testing a new theory to speed up the process of bonding metals to create new allows, they stumbled upon a very interesting new technology.

The scientists' theory was that if certain metals were super charged with negative ions that the metals might bond in a "cold fusion" manner. During the seventh test one of the scientists accidentally applied an ion charge to the metals at 25 times the theoretical level which had been initially calculated because of a clerical error making the new suggested charge level increase entry appear as the number 25 instead of the intended 2.5 times the theoretical levels for this test.

Amazingly the metals not only bonded (giving off no heat whatsoever) but the scientists also discovered that if they varied the charge levels, the metals would REFORM into new shapes depending on the level of the charge that was applied. Once the process was perfected, the scientists decided to invent a new module that would allow =EVE= Capsuleres to change the "Cosmetic" Appearance of their ships. This could prove to be a very valuable module as it could be used by mercenaries to help them blend in while stalking their marks. It could also be used to confuse the enemies when in small, medium, or large war time events.

This would give pilots the ability to change the cosmetic appearance of their ships and would fit in a low power slot but the applied ion charges from this module reduces the ship's targeting range by 1% and this module claims 1.5 to 3 % of the capacitor capacity, depending on the ships total mass, for use as its own power reserve in order to be able to produce the ion charge levels required for the Cosmetic changes available to each ship.

---

A few other module suggestions I would like to throw out there would be modules such as:

* Hybrid Energy Turret module that converts the energy turret's output into to a particle beam or perhaps even as a compliment to a new turret that is ALREADY a particle beam weapon (New weapon class... hint hint). Would increase the particle beams output but use capacitor energy to do so like a shield booster. Might also be a good idea for it to accept scripts to increase its efficiency.

* Heat Dispersion module that attempts to convert the heat, generated from enemy munitions/missile damage to the ship and send it back at the enemy ship. (Idea for name is Focused Heat Dispersion counter-attack beam. (mid slot module) Provides a conservative level of damage to enemy ship by refocusing the heat from ship damage and beaming it back at your attacker.

* Conventional grappling hook module: Simply used as a purely antagonistic module that lets you grapple their ship giving you the ability to drag them or be dragged by them. Grappler Action is not something that CONCORD is concerned with (hopefully) and so anyone can grapple another in an effort to "**** them off" and get them to shoot at you. This type of module should definitely have a counter module that gives the grappled ship's pilot the ability to DISRUPT the grappler's magnetic grip on him/her.


Thank you for providing this thread, Great Idea!
Ms GoodBuzz
Republic University
Minmatar Republic
#1026 - 2012-05-25 01:34:24 UTC
Nikk Narrel wrote:
Nova Fox wrote:
Suicide Drones aka mines.

These are one shot high damage drones with low hp.

They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.

New ships may be needed to have large drone bays to deploy as a main weapon.


COOL!

Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform.

Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier.

Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact.



I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.

The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range.
Ms GoodBuzz
Republic University
Minmatar Republic
#1027 - 2012-05-25 02:03:52 UTC  |  Edited by: Ms GoodBuzz
Just thought of one more new module:

Module Type: Consumable

Fitting Type: High Slot

Effect Type: Hybrid AOE

Module Name: Butterfly Laser Shield

Theory:

When fitted the module would add two fore and aft lasers to the ship (top and bottom)

When engaged in multi-target warfare, (on missions or involved in a war dec situation) when the pilot feels overwhelmed by targets, he/she can use this consumable mod that, when activated, will begin to spin the ship on all its axis creating a spinnig ball and firing several lasers with a short range creating a sphere of laser fire aound the ship thus causing damage to anything within range of the ship's lasers without the drawbacks of a smartbomb because the lasers will only target hostiles when firing. If the firing range would hit a non-hostile target, then it will not fire in the current direction (thus the name butterfly).

This gives the weapon a small drawback that could be exploited by the target ships for protection duing the module's run cycle by trying to hide behind a non-hostile target.

Once consumed, fore and aft lasers drop off into space as space junk.

If you are having trouble with the concept of how it should look and work, look no further than "The Last Star Fighter".



One last thought... Would anyone be interested in a mod that allowed you to add or remove lighting from your ships (headlights, running lights, neon lights, etc...)?

I think it would be useless but some of the ships in the game are only "TROPHY" ships anyway, why not decorate them before you criuse the hood...

They could be called "PIMP MODS" or "BLING MODS" LOL
Jajas Helper
#1028 - 2012-05-25 10:11:46 UTC
Goose99 wrote:
Rigs that add a hig/mid/low slot.Big smile

Buff faction guns so they don't completely suck against t2.

Edit: Lulz at threadnaught. Ppl spaming instead of editing their first post to add an idea. Think CCP will read all that?Roll



T2 takes more time to train then faction guns... you make no sence. Training time should be the only factor on how efficient something works.


Worste-T1 - T1meta - faction - T2 - Officier - Best

What i could agree on is having MAYBE a tracking or 'applying damage" bonus on the best faction guns and a higher "raw dps" form on T2. But this only being a minimum difference. This allows people who can't fly T2 to have at least the ability to apply their lesser dps guns to actually hit something.

Inferno do _stuff _with _stuff _to imitate the _stuff _you could do faster with the old stuff

-stuff-

Jajas Helper
#1029 - 2012-05-25 10:14:01 UTC  |  Edited by: Jajas Helper
Ms GoodBuzz wrote:
Nikk Narrel wrote:
Nova Fox wrote:
Suicide Drones aka mines.

These are one shot high damage drones with low hp.

They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.

New ships may be needed to have large drone bays to deploy as a main weapon.


COOL!

Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform.

Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier.

Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact.



I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.

The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range.


you basicly just thought of a decent FOF upgrade... where you can IF you have a lock, give your missiles a primary target to shoot at instead of the useless crap it now seems to shoot...

Also anything that you can "lay down" will be mass abused in gatecamps.

Inferno do _stuff _with _stuff _to imitate the _stuff _you could do faster with the old stuff

-stuff-

Andy Landen
Deep Core Mining Inc.
Caldari State
#1030 - 2012-05-25 10:55:05 UTC  |  Edited by: Andy Landen
Salvaging improvement
Add a skill that increases the quality and quantity of the salvage and/or improves the T2 salvager to salvage more and better than the T1 version.

Add a salvaging range bonus to the Noctis.

Magnetometric drone
Salvage drone. This drone flies to each wreck and then savages it when in range. After its hold is full, it returns to the ship to drop off salvage, much like a mining drone.
Drone cargohold: 100 m3

Loot drone
This drone flies out to the closest wreck or can beyond 2500 m from the ship, grabs the stuff inside, rinse and repeat until its hold is full, and then returns to the ship; like a mining drone. They wait until the cargohold has room for their loot and after it has been transferred, they then travel to the next wreck or can. They ignore metal scraps.
Drone cargohold: 200 m3

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

Doppleganger
Federated Holdings
#1031 - 2012-05-25 18:00:49 UTC
Don't know if this was mentioned as I tried to read the thread but was taking to long to read Novafox's 5000 posts.

New version of shield transporter that instead of using cap to change into shield to send to another ship it can use shield recharge of the ship it is mounted on to send shield to another ship. This idea comes from my heavily passive tanked Rattlesnake that has little cap recharge to use for a shield transporter but would be nice to be able to send some of its shields to other ships when needed.

Wouldnt be an item to use on many set-ups but still would be nice
fido gotran over
Center for Advanced Studies
Gallente Federation
#1032 - 2012-05-25 18:13:26 UTC
Tech II Ewar drones
Hull repair drones

Drone bay/bandwidth expansion modules
- fits in high slot and reduces cargo bay
- multiple sizes so that different ships can use them

This would really make fits variable if ships with no drone bay suddenly droped a set of ewar drones on you.
Shin Dari
Covert Brigade
#1033 - 2012-05-25 22:12:51 UTC

Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
Ribikoka
Royal Amarr Institute
Amarr Empire
#1034 - 2012-05-25 23:34:28 UTC
Shin Dari wrote:

Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.


Area of Effect deCloaking Device ?
Andy Landen
Deep Core Mining Inc.
Caldari State
#1035 - 2012-05-26 03:04:58 UTC
Structure Unanchoring module
Medium slot
This module unanchors a fully repped tower in anchored status.
Cycle time: 600 s

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

Ms GoodBuzz
Republic University
Minmatar Republic
#1036 - 2012-05-26 18:33:01 UTC
Shin Dari wrote:

Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.



Great idea, should require lots of training time tho and a restricted area per level of training so as not to become too powerfull that you can cloak an entire fleet. Just sayin... Big smile
Andy Landen
Deep Core Mining Inc.
Caldari State
#1037 - 2012-05-26 21:44:42 UTC  |  Edited by: Andy Landen
Sm/Md/Lg Astrometric Pinpointing Upgrade
Rig slot
Calibration cost: 100
Scan deviation reduction: 10%

Reduces the maximum scan deviation. T2 version reduces it by 15% Fits to Core probe launcher with the same volume as the core scanner probe.

Wormhole scanner probe
Does not include even basic circuitry to scan down signatures beyond wormholes, let alone ships, drones, or structures. Scans down only wormholes and anomalies.
Max velocity: 4,000 m/s
Warp Speed Multiplier: 5.5 x
Base scan Range: 0.25
Base Sensor Strength: 40 points
Base maximum deviation: 0.125 AU

Should also include the Sisters line with appropriate scaling, of course.
Scan range Increment factor: 2x

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

Night Sabre
Ethelion's Glory
#1038 - 2012-05-27 11:28:24 UTC
I'd like to see a passive version of the active Adaptive Invulnerability Fields. Shield Hardeners have each of the 4 base types plus invulnerability, but Shield Resistance Amplifiers only have the 4 base types.
Imiarr Timshae
Funny Men In Funny Hats
#1039 - 2012-05-27 15:05:50 UTC
Thread hijacked by Nova Fox.

Bringing you all the ideas you've ignored once so you can ignore them again.

Hooray!
Utremi Fasolasi
La Dolce Vita
#1040 - 2012-05-27 15:27:58 UTC
Nova Fox wrote:
Smart Mines
a.k.a. Suicide Drones


Drone Thoery


This drone sacrifices enduring fighting capability of a standard for a one shot attack execution.



Pretty sure this already exists only they are called Missiles.