These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ideas for new modules

First post
Author
dorplii
The Scope
Gallente Federation
#1041 - 2012-05-27 21:49:58 UTC
Max Von Sydow wrote:
Nova Fox wrote:
Spinal Mount Weapons

These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed.
Long Range
Damage equatable from a size up.
Long refire rates.
of course horrible tracking and difficult use against moving targets.

Not available of cap ships.


I'd rather see a completely new type of ship for that.


I like that Idea. If anyone has ever played any of the homeworld games, I'm thinking the ship could be like the Ion cannon frigate, maybe it would be a cruiser class ship that is super effective against capital class ships and MAYBE Battle ships as well but be completely blown away by anything else, perhaps it could even cloak.

On another note, a new rig that adds a very small "5m3" cargo bay for stuff like moving illicit goods through high-sec would also be pretty cool. it could be something like how the Millennium falcon had its floorboards open up, just a small space, but very useful.

Or a rig that added drone bay space would also be cool.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1042 - 2012-05-28 03:05:32 UTC  |  Edited by: Andy Landen
Astrometric Jammer
Medium slot
An active module which emits signals intended to confuse scan probes searching for locks within the area. Each module decreases the signature and decreases the percentage lock on any object/target located with 1/4 AU of the module. Cycles during cloak as well.
Requires Astrometrics V

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

Ms GoodBuzz
Republic University
Minmatar Republic
#1043 - 2012-05-28 05:02:31 UTC
Utremi Fasolasi wrote:
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.


Couldn't resist! LOL LMFAO!!!
Seishi Maru
doMAL S.A.
#1044 - 2012-05-28 13:25:02 UTC
New mining laser and new strip miners that are banned in high sec (reason could be due to environmental effects) but have a much higher efficiency (like 50% faster).

That could work as an incentive for mining outside high sec, specially ninja mining. Altough would need a boost in low sec mineral types to make it closer to 0.0
Ms GoodBuzz
Republic University
Minmatar Republic
#1045 - 2012-05-28 14:55:41 UTC
Jajas Helper wrote:
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.



---

After Thought:

The mines could be given a limited "Shelf Life" as it were and would self-destruct after a certain amount of time passes. This would make it a more fair mod... yes?
Michael Harari
Genos Occidere
HYDRA RELOADED
#1046 - 2012-05-28 16:38:14 UTC
A new kind of eccm, call it sensor recalibrator or something.

Lowslot, gives a small bonus to sensor strength (less than even the current lowslot eccm), but upon activation, instantly unjams you.
serras bang
Caldari Provisions
Caldari State
#1047 - 2012-05-29 02:05:34 UTC  |  Edited by: serras bang
ok gonna rattle of a few ideas and see what yahs think.

1. EW modual: Heat Induction modual

Will over heat the systems of the attacking or attacked ship the downside tot his modual is that it will constantly be over heating itself however unlike most other moduals it will not affect other moduals with heat dmg.


2. T3 ammo

This ammo will not be stronger than t2 but most likely weeker not only will it deal dmg but will also actiuvely dmg random moduals for small amount of dmg come in 2 type just like the T2 version the pricision 1 dose more modualar dmg however.


3. Pirate drones

Increased ability such as the shields of caldari while shooting thermal dmg kinda thing.


4. Faction cap Flux coils

Just cause we havnt got em yet Slight increase over tech 2.


5. Super collant modual and/or rig

This modual will until broken absorb heat generated by over heating your moduals this could also be used as a counter agents against moduals like the first i suggested.
Baaa Shakiel
Kinnah Incorporated
#1048 - 2012-05-29 08:47:01 UTC
Ampoliros wrote:
I would agree with other posters that the most prudent course of action is to iterate on existing items first, then deal with new stuff. There are plenty of items that just plain suck, that are missing faction variants, t2 variants, or just don't exist at all (many types of capital sized mods, for example).

There are some potential opportunities for 'new' stuff to be included with that; eg, you could have a t2 interdiction launcher that fires a cynosural-jamming warp probe - but starting with the basics seems like the more prudent course.


This, Adding More New stuff without fixing the old is only going to open Pandora's Box of Stupidly Overpowered OMGWTFBBQ Mods. However, I do hope that CCP will give take all the suggestion and integrate them into some of the useless mods that we have in-game right now instead of making new ones from scratch. I.E. to say I like what they did with the capacitor battery post inferno patch.

Who Said that Noob Ships SuCK? http://eve.battleclinic.com/killboard/killmail.php?id=15091146#lostLoadout

Buddy Program Available - Start off with Millions of Isk! https://forums.eveonline.com/default.aspx?g=posts&t=9874&p=10

ITTigerClawIK
Galactic Rangers
#1049 - 2012-05-29 13:58:47 UTC  |  Edited by: ITTigerClawIK
-TIggys Ideas Post-

This post will be updated when more ideas come to me.

Prototype Targeted Jumpdrive

New short range prototype jumpdrive system that allows a jump to another system without the use of a cyno' field that requires twice the normal jump fuel of that of a capital ships normal consumption and the ships jump exit location is in a random location within 1 AU of the systems star as jump drive uses the energy signiture of the star to lock onto,

High slot module

NOTE: Can only be equiped to Capital ships
unable to jump to systems with active Cyno jammers
unable to lock targets for 60 seconds after jump
Residual jump signiture generated in system for 60 seconds that can be warped to

Deployable Moduler Weapons Platform

A deployable structure that can only be deployed in your own alliances space within 100KM be no closer than 15KM of Asteroid belts or Star Gates with a limit to only 5 ( amount debatable) on the same grid. this platform comes initialy with nothing, has to be deployed first and then a limited amount of medium and small weapons can then be placed in a simuler way that you currantly fit ships.

comes in Racial variations with there own E-War version as well as a Drone Deployment structure.

intended as fairly cheap customisable weapons/E-War platform with simuler HP as a medium gun platform with a tiny stront bay with enough capacity for about 2 hours.

Note: Must have system sov and strategic level 3 for that system.

Wormhole Analyser

A mid slot module for the sole purpose of analylising the state of an active wormhole and determining how much more mass can pass through the wormhole before it destabalises and collapses to a varying degree of accuracy.

Wormhole Stabaliser


A high slot module that decreases the mass factor of ships passing through the targeted active wormhole by a factor of 25% ( 50% for T2 Module) enabling more ships to pass through.

Note: Users ship can not target move or activate any modules while this module is active.
Only one of this type of module can be fitted on a ship at any one time.
Multiple modules of this type on the same wormhole DO NOT STACK.
This module does not enable ships of a larger size than what is normaly allowed go through the womrhole of its type to pass through.

Mine Drones

Small single use drones that once deployed need to be manualy sent to the target and once the drone hits 0km with the target detonates dealing damage to the target and anything within a small radius of the target.

mine drones are 2.5 m3 each and must be in the drone bay to use.
mine drones have 4 varients and possably faction varients for each damage type.
fido gotran over
Center for Advanced Studies
Gallente Federation
#1050 - 2012-05-29 18:22:24 UTC
I have idea for a space equivalent of takeoff assist rockets.

It would be a module and could even take charges

Basically it would temporarily give a massive boost to agility

This would help to get you into warp faster if in hostile territory or just in a hurry

I was thinking about having a special one that could be fit to freighters but have the ammo be very expensive so that it would have limited useage

The freighter one does not even have to be a removable module but could be put as a permanent part of the ship that could be loaded with fuel and just have a button so you can activate it like a module.
Cid SilverWing
Doomheim
#1051 - 2012-05-30 02:19:32 UTC
Stealth Disruptor Pulse

High Slot, can only be fitted on the specialized battleship "Illuminati" (see below)

On activation, disrupts all cloaks in the pilot's current position up to 500km away and disables their use for X seconds (increased by relevant skill, maximum 15-20 seconds?). After use, the Stealth Disruptor cannot be activated again for X minutes (decreased by relevant skill, maximum 5-10 minutes?), and the ship becomes completely incapable of maneuvering, warping and receiving friendly Logistics/EWAR support. Can only be used in Solar Systems with security 0.0 and less, effectively banning it from Empire Space.


Illuminati

Tech 2 Battleship.

1 High slot, no cargo/drone/rig space. Can fit the Stealth Disruptor. 100 m/s velocity, maneuvers about the same as an Abaddon, 3 AU warp speed, extremely low EHP, has no Scan Resolution and thus no Targetting, big enough Signature Radius that Capital weapons can hit with ease. Can never benefit from Gang Links of any kind, but can use Jump Portals.

Combined base price should be something like 500 million or over. Restrictions are of course to balance this possible gamebreaker. It's INTENDED to counter cloaky-camping enemy solar systems in nullsec, but the above penalties should IN THEORY keep players from spamming it and then invalidating Stealth Bomber/Black Ops tactics.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1052 - 2012-05-30 04:24:07 UTC  |  Edited by: Andy Landen
Step 1: Name the thing that you desperately want.
Step 2: Throw on as many bad things as you can so as to convince people that your idea is okay.
Step 3: Ignore how ugly the monster that you threw together looks and cross your fingers.

PS: For everyone that pushes the cloak disruptor module, remember that there are other ways to deal with cloakies besides simply rendering their technology impotent. Put some thought into allowing and enhancing cloaky technology.

Shared concerns:
  1. You don't like neuts in your system.
  2. Cynos really exacerbate the problem by allowing an unlimited force to land on you in seconds because of that cloaky.
  3. Cloakies have no defense/counter to jetcan spams.
  4. Cloakies can freely penetrate hostile space with little difficulty.

Killing cloakie tech doesn't solve most of those issues.

  • System defensive systems for sov holders and their friends by standings addresses all but the second point with hurting cloakie tech.
  • Cyno jamming module (high slot) addresses the second point by preventing non-blue cynos.
  • A system-wide audible alarm for all non-blue cynos (lit by non-blue characters) during the duration of their activated status. This addresses point 2.
  • A cyno delay of 10 seconds in non-blue space after decloaking for regular cynos addresses point 2.
  • Ability to build defense arrays at gates and stations with sovereignty, including the ability to anchor a decloaking array to a pos only in those locations.
All of these things address your concerns and improve the value of sovereignty, making it much more worth fighting for.

Edit: To Goodbuzz, below, just because I call people on forcing their anti-cloakie agendas and other agendas through repeated posting of the anti-cloakie module doesn't mean that I have issue with their motives. I even proposed solutions to their legitimate concerns while protecting the cloakie technology at the same time. What more could you ask for?

Point is: You cannot get anything you want in game at the expense of everyone else by trying to justify it with drawbacks in hopes of avoiding criticism of being too OP or too destructive to Eve. It doesn't matter how many drawbacks you put on an AoE DD, the concept itself is flawed and bad for Eve itself. Same goes for an AoE de-cloaking module, and many other ideas proposed here. Listed above are some good ways to address the cloakie concern while meshing with existing Eve tech and accepted sci-fi tech. .. and yes, I like the cynabal. lolz.

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

Ms GoodBuzz
Republic University
Minmatar Republic
#1053 - 2012-05-30 17:04:33 UTC  |  Edited by: Ms GoodBuzz
Andy Landen wrote:
Step 1: Name the thing that you desperately want.
Step 2: Throw on as many bad things as you can so as to convince people that your idea is okay.
Step 3: Ignore how ugly the monster that you threw together looks and cross your fingers.

PS: For everyone that pushes the cloak disruptor module, remember that there are other ways to deal with cloakies besides simply rendering their technology impotent. Put some thought into allowing and enhancing cloaky technology.
Facts:

  1. You don't like neuts in your system.
  2. Cynos really exacerbate the problem by allowing an unlimited force to land on you in seconds because of that cloaky.
  3. Cloakies have no defense/counter to jetcan spams.
  4. Cloakies can freely penetrate hostile space with little difficulty.

Killing cloakie tech doesn't solve most of those issues.
System defensive systems for sov holders and their friends by standings addresses all but the second point with hurting cloakie tech.
Cyno jamming module (high slot) addresses the second point by preventing non-blue cynos.
A system-wide audible alarm for all non-blue cynos (lit by non-blue characters) during the duration of their activated status. This addresses point 2.
A cyno delay of 10 seconds in non-blue space after decloaking for regular cynos addresses point 2.
Ability to build defense arrays at gates and stations with sovereignty, including the ability to anchor a decloaking array to a pos only in those locations.
All of these things address your concerns and improve the value of sovereignty, making it much more worth fighting for.



Have to speak up... CCP works hard at making the game "OUR WAY" can peeps please show them some respect and leave the bad attitudes at home?

OK good ideas but no one needs the cynical Attutides. Let's keep it Professional...


cyn·i·cal   /ˈsɪnɪkəl/ Show Spelled[sin-i-kuhl] adjective:

1. like or characteristic of a cynic; distrusting or disparaging the motives of others.
2. showing contempt for accepted standards of honesty or morality by one's actions, especially by actions that exploit the scruples of others.
3. bitterly or sneeringly distrustful, contemptuous, or pessimistic.
Olodn
Infinite Duress
#1054 - 2012-05-30 23:18:59 UTC  |  Edited by: Olodn
Missiles with optional extras:

Chaotic maneuvering:
Gives a chance to dodge defender missiles.

Intelligent targeting computer:
Will attack secondary targets if primary is destroyed.

MIRV:
Less total damage, but more effective damage aginst smaller ships.

Augmented:
More speed/dmg/other property with a balanced drawback

Armored:
Can take a hit from a defender missile or other anti missile weapon

Cheap:
Incurs some penalties but will be cheaper.

Multi purpose:
Can fill the roles of all missiles of same size, but does not change damage type.

Drone compatible computer:
Can use drone bandwidth to control unfired missiles in space for ambush tactics.

Target painter dependent:
Cheaper, but reliant on target painters to find target (potentially dangerous)

Pandemonium:
Random damage type or cycled in order. good VS adapting hardeners.

Anti-anti-anti-missile:
Will shoot down itself (in confusion).

ECM vulnerable:
Cheaper, but vulnerable to ECM(non directed)

Smart missiles:
Superior and expensive but potentially rebellious.

Fake:
Appears to have different properties than it actually have.

Custom paint:
Lets you custom paint it. Or just write: Ammatar, **** yeah!!

Stupid missile:
Will target closest target(except from launching ship), cheapest missile mod.

Swarm aware:
Will take advantage of other missiles sensors to gain targeting advantage.

Engine targeting:
Missile will target opponents engine in an attempt to damage and slow him.

Armor/shield penetration/negation:
what it says.

disiplinary:
Lets you launch crewmembers in missiles for the sake of disipline(no plank in space)

Visually pleasing warhead:
fireworks

Emergency evac:
Lets you fire a missile with a pod in it to save your skin.

Direct control:
Gives you the direct control and perspective of a missile.

Exterior module targeting:
Lets you target exterior modules directly

Prank:
Harmless, but will freak people out.



Other missiles:

missiles of questionable origin:
Chance of malfunction. (Cheap parts and assembled by slaves
Esceem
The Scope
Gallente Federation
#1055 - 2012-05-31 00:03:34 UTC
Ewar:
Adjustable Warp Disruptors and Stasis Webifiers

Purpose:
Increase the ability of ships with long range setups to hold their target at their gun's optimal.

The modules will have
- adjustable optimal range (with say 1,5 Points warp disruption strength/ -50% velocity bonus)
- fixed fall off of say +/- 5 km

Thus, the modules will be effective only in a specific distance.
A target flying way below or above optimal will not be influencend.

Adjusting Optimal Range could effect by either (just one of the follwing):
- automatically matching the optimal of the guns and ammo currently used (Use median if different guns/ammo are in use).
- a module button with a field to type in the desired optimal value up to a max of e.g. 200 km
- loading multiple scripts into a single module. Each Script extends the range by 10 km up to a max of e.g. 200 km
- the fitting screen - and only when being docked/near a fitting service

Apply a delay of 30 seconds for "calibration" when the player wants to re-adjust optimal.

Possible variation:
The higher the optimal range the the more fall off and the lesser module effectiveness.
tsukubasteve
Doomheim
#1056 - 2012-05-31 00:33:38 UTC
Praerian wrote:
Structure repair drones, let's finish the set.

Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.




I was just thinking of posting an idea like this. I'd propose that it would be available only on heavy interdictors though, and that it required fuel like a cyno generator. Also that the hic can only fit the jammer or a bubble, or that you just couldn't use both at the same time, not even a bubble with script. Also, this item would, like a generator, make you unable to move, and would broadcast in local.
Farmer McNibbles
Imperial Shipment
Amarr Empire
#1057 - 2012-05-31 06:14:10 UTC
PHEW! This sure is a lot to read! I gave up at about page 10 trying to find out if anyone posted the module ideas I have.. Apologies if these are reposts:

These are FOUR modules, that do the same thing with different affects. BPCs will drop from faction spawns.
They are all for the Medium Slot, and Sm/M/Lg/XL

Gallente: (hulk and hauler protector)
Hyper-Invulnerability Shield Solidifier I
What it does:
Drops all targets, Powers down all modules in the High and Middle and Low slots except passive modules (i.e. cargo expander)
What it requires:
You to have at least 25% shield.
You are Completely and absolutely invulnerable to all damage types (not really, just 99% resists) for 5 seconds. That's all, five whole seconds. Regardless of your engine speed everything shuts off, you can't warp you can't shoot, you can't turn on your shield booster. You stop dead. I'm sure the brainiacs can find a purpose to this.
The ultimate catch: The module destroys itself and would cost about 2 million isk for a small, 10 for a medium, 50mil for a large, and 200mil for an XL.

Caldari: (The Answer to your Covert and Ewar problems.. sort of)
Hyper-Tonic Seismic Streamline I
W.I.D.:
Expand your signature radius by 5000% as an energy wave. It will disrupt all EWAR modules currently active in that radius and disrupt all cloaking modules. Anyone using an EWAR Module on a specific target also loses that target. You also cannot target those players either for the duration
Lasts 5 seconds.
Requires: 50% of your maximum shields, module is destroyed.

Amarr: (The Drone Killer)
Hyper-E.M.P. Energy Wave I
W.I.D.:
Blasts the shields out in all directions Nullifying them to 0 (The more shields you have, the further the range)
This blast will also drain a portion of the equipped ships' capacitor and destroy the module.
It will disable any ship smaller than itself within the range for 5 seconds. They cannot target anyone, they cannot use any of their modules. Their capacitors are 0 for the duration of 5 seconds. Drones have to be reconnected to.
People will call this "The Drone Killer"

Minmatar: (the best one imo)
Hyper-Shield Stability Disruption Array I
W.I.D.: (what it does if you didn't know by now)
Sends out a pulse through space as far as your optimal range, in the direction of your ship, 45 degree cone.
You ignite the shields of anyone in the cone, literally flaring their ship up.
Those players have been target-painted, their signature radius has just been increased by 100% and so long as they have more than 25% of their shields, you have a 50% chance that all of your attacks will critically hit them.
The modules is destroyed. Hopefully you were fast enough to get in AT LEAST 3 volleys.

As for other modules, I liked about 2/3rd of what Nova posted.
*I love the idea of your cargohold exploding, but I see the only point would be a 50% chance that a stealth bomber bomb going off or a stack of 500 rocks randomly launching in every direction. Would all have to be like, a 1km range though and everything inside would explode at 10% of its maximum power.
*I also like the covert cloaker thing needing fuel.
*And the Drones that are kamikaze bombers, could just call them that, "Kamikaze Drones" and make a drone ship specifically for them. A battlecruiser. The drones are small only. meant for slaughtering gate camps where players are clumped together with the power of a bomb launcher but only a 5km radius.
*I also like the Modular Weapons Platform.
Farmer McNibbles
Imperial Shipment
Amarr Empire
#1058 - 2012-05-31 06:49:00 UTC
And my other module idea, again sorry if any of this is a repost: I do know that kamikaze drones were mentioned, I know that exploding cargoholds and exploding jet cans have been talked about, or simple mine-laying. This is just a higher level of complexity and "OHHHH SHHHHHIIIIIII******" factor when jumping into another system and have 12 torpedoes simultaneously locking onto you and flying to your last known location, inside or outside of a warp bubble.)

Remote-Anchored Torpedoes, basically they are "Passive-Aggressive Missiles"

What you fit:
A high-slot module that works like a probe launcher. You load in 8, 10, or 12 based on the meta level.
What you do: You launch your missiles like you would a probe launcher. They are perfectly visible while you are setting them up.

What you do:
They cannot be placed within 10km of each other. You skill with this module will let you control 2 additional missiles per skill level, with 4 starting at level 1, and a specialization skill will allow you to place them 10% closer per skill level.

The placement works just like how you use probes on the big map, except you are placing them locally, within your optimal range. When you launch a missile, you can retrieve it back but if you "set it up" it is lost.

They are basically anchored, they take 3 seconds to anchor to set up, where they disappear from the overview. They don't cloak and you cannot scan them, they are basically just tiny space debris. They also last for 30 minutes before they self-disable.

When you target someone, you activate the launcher on them and all of the missiles will activate, show up on the overview, and chase down the target. They have a 1-second targetting delay giving a cloaking device a chance to escape. If you cloak they will fly to where you disappeared at and detonate giving a 5000m explosion.

Modest torpedo-level damage.

Limits:
1. You cannot activate the missiles if you are out of your targeting range.
2. The missiles become "Safe" and despawn after 30 minutes.
3. The missiles become "Safe" and despawn if you leave the system for more than 5 minutes.
4. The missiles cannot be individually activated, unless if CCP implements a missile control console.
5. Missiles cannot be used unless anchored/set up. If an enemy targets the missiles they can shoot at them even after they are anchored, but they have up until that 3 second anchoring time to target them.
6. You cannot anchor them within 10km of another torpedo, including multiple players. At most, two of these ships in a big fleet is all that will make sense but one would be enough.
7. You cannot use this module in hi-sec or low-sec. only 0.0 and wormhole space.
8. You have to target someone in order for them to focus-fire on that target otherwise;
if you have no targets and you activate them, they will fire against any closest target based on their standing with you. So be sure your friends are blue and your enemies are neutral or red.

There will be tech I, Tech II, and a Faction of these missiles. Missile Name: "Passive-Aggressive Missile"
(They start at the same stats as your standard torpedo, balanced in case this is too powerful)
*T2 has the following stats increased by 10%: Damage, Blast Radius, Signature Radius, Flight Speed, Flight Time, and Targetting Speed. Also they stay anchored for 45 minutes.
Faction has the following stats increased by 20%: Damage, Blast Radius, Signature Radius, Flight Speed, Flight Time, and Targetting Speed. Also they last 10 minutes if you leave the system and come back before deactivation. They also stay anchored for 1 hour.

Imagine having a dozen faction torpedoes surrounding a gateway in your 0.0 or around your wormhole. Imagine all twelve of them going mad to their closest targets or the one you target.

Counter-Measure Module:
Radiation Cache Inactivator I
This is a low-slot or medium-slot module that if fit onto a ship that is jumped by a missile-anchoring boat, they can use this module to make the missiles within 20km simply explode, or maybe just deactivate. The only sure-strike counter.

Also, the modules I made in the previous post about the four racial shield pops, would work specifically against these missiles, especially the amarr one. Just keep in mind those modules ignore player standing.
Ricand Michelliaos
Estrale Frontiers
#1059 - 2012-05-31 07:28:40 UTC  |  Edited by: Ricand Michelliaos
Two things I'd like to see;

Projected Cloaking Device:
High Slot
can be fit on: Black Ops (96% to 99.9% Reduction in CPU Cost/ level)
CPU: 10,000
Powergrid: 1
Cycle Time: 1 Minute
Skill Prereqs:
(T1) Cloaking V, Projected Cloaking I
(T2) Cloaking V, Projected Cloaking IV

Skill:
[Electronics]: Projected Cloaking: (8x) Skill at the operation of Black Ops Area Cloaking Devices. 5% boost to Duration per level -OR-10% Reduction in Fuel Cost per level

What it does: Like a standard cloak, only it projects itself onto nearby ships. While The Cloak is projected, the ship that activated the module must remain stationary. Can either Be Capacitor powered or Fuel Powered.

Tech I: All Friendly (read: Fleeted) Ships within a 24km Radius will be cloaked
Tech II: All Friendly (read: Fleeted) Ships within a 30km Radius will be cloaked

The Distance is about the same as a Heavy interdictor's "Bubble." This allows a Decent sized gang to wait in hiding.

*Penalty: If two Projected Cloaking Devices Occupy the same area, both are nullified. This makes it hard to use multiple Black Ops ships to hide large gangs.


Other Idea:

Sentry Drones that Orbit Your Ship.
All stats remain the same, except that instead of being stationary, the Sentry Drones will Orbit the Ship that launched them. If the Pilot Tells the drones to Engage, Assist, Defend, or otherwise perform an action, it will do so from it's orbiting position.
If a Sentry Drone is for some reason forced further than 2500m from it's home ship, it will remain stationary until scooped, with the word "Incapacitated" in Yellow Letters in the Drone Window next to it's name.
Collin Dow
Glorious Revolution
#1060 - 2012-05-31 19:34:53 UTC
Jade Imp wrote:
I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.

Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.

Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.


It's genius.

The Glorious Revolution is a great (awful) corp, and you should (not) join today, comrade!