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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Shin Dari
Covert Brigade
#1061 - 2012-05-31 21:35:47 UTC
Seishi Maru wrote:
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

Why not have these new strip miners automatically compress the ore? This will give a better risk/reward ratio for when the miner goes out to mine.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1062 - 2012-06-01 18:11:52 UTC
Transport drones
Cargohold: 1,000 m3
Can be stored in and used by Orca, Rorqual, Freighter, and Jump Freighter.
When activated on a jet can, wreck, or secured container, it transfers the contents to the cargohold of the ship. When ordered to return and orbit, it transports the contents of the ship's cargohold to the nearest station in the player's hangar and warps back to the ship until the ship's cargohold is empty. When ordered to return to the drone bay, it warps to the ship's location and then returns to the drone bay, emptying anything it has into the ship's cargohold or into a jetcan in space.

Those ship's of course need to have a drone bay and the bandwidth to use them and only that type of drones.

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

Quin Yi
Minds of Murderers
OnlyHoles
#1063 - 2012-06-02 04:35:23 UTC
A coolant system for reducing heat on modules in attempt to slow down module damage while overloading.
Effective neutralizer drones.
Perhaps a special weapon for black ops that would take the place of a covert portal.
A master overloading module that can be assigned to high mid or low slot modules and maintain steady heat and damage and melts before anything else does with large pwg and cpu cost.
My favorite idea is:
A rig that increases targeting range immensely, but gives the ship a minimum targeting range and a similar complimentary rig that greatly increases optimal range or flight time and gives it a minimal range.
This would mean that a heavy missile would increase from 80km range to 140-160km range about, but the missiles wouldnt deal damage if the target was inside 40km and do something similar for guns.
Esceem
The Scope
Gallente Federation
#1064 - 2012-06-02 18:27:06 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?



I like the idea. Just imo this should be a standard feature of any ship anyway - without needing any module. I mean we can already anchor containers in space and lock them with passwords. So I see no reason why this should not work with a spaceship.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1065 - 2012-06-02 23:24:39 UTC  |  Edited by: Andy Landen
Esceem wrote:
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?



I like the idea. Just imo this should be a standard feature of any ship anyway - without needing any module. I mean we can already anchor containers in space and lock them with passwords. So I see no reason why this should not work with a spaceship.

You know that the hulk can just immediately lock the Orca and thereby prevent anyone from boarding it right? Even still, I am supporting replacing that feature with a module-less, standard password locking feature for all ships. That lock should be good for all ships stored in ship maintenance arrays so that no one can board them.

These locked ships should be allowed to be scooped up into a carrier's ship maintenance hangar fully fit and then be repackaged in a station to remove the lock. Perhaps also have the lock disengage after the ship has been taken into structure unless anyone sees a problem with that. The lock disengages if the ship has been free floating in space without being boarded for over 30 days.

It works something like this: While aboard a ship, a player sets the lock by right-clicking the ship in space or in the station hangar and selecting lock. The player must then enter a password. The player does not have to enter the password for the character setting the password, but all other characters must enter the password in order to board it.

PS: Would also like to see an option for requiring a password to unanchor a pos with shields down (anchored) and also a feature which automatically unanchors any pos that is "anchored" (shields down) for 30 consecutive days.

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

DustinTheWind1
Aliastra
Gallente Federation
#1066 - 2012-06-03 19:04:06 UTC
Quin Yi wrote:
A coolant system for reducing heat on modules in attempt to slow down module damage while overloading.
Effective neutralizer drones.
Perhaps a special weapon for black ops that would take the place of a covert portal.
A master overloading module that can be assigned to high mid or low slot modules and maintain steady heat and damage and melts before anything else does with large pwg and cpu cost.
My favorite idea is:
A rig that increases targeting range immensely, but gives the ship a minimum targeting range and a similar complimentary rig that greatly increases optimal range or flight time and gives it a minimal range.
This would mean that a heavy missile would increase from 80km range to 140-160km range about, but the missiles wouldnt deal damage if the target was inside 40km and do something similar for guns.


If they use the modules that extend range I would exclude the minimum range but put a penalty on the tracking angular velocity. It makes sense because as you increase the sensitivity of the motors that turn a weapon you decrease the rate at which those motors can rotate the weapon mount. This also makes the turret useless at close range.

Also if they go with the idea of sniper modules they will have to consider sentries as well. Lots of people tend to over look them because they are different but they also server similar purpose. It wasn't untill just reciently we finally got a low slot damage mod. So because of that we get neglected.

I still think the sentries should be some how externally attachable to the ship.

If you are targeting with missiles you are gona wana increase the speed of those missiles becase in comparison guns will have an advantage in how fast the projectile gets there. Since missiles don't have tracking range then maybe introduce a different penalty. Or maybe not since the penalty is the speed at which those missiles get there I suppose compared to guns.

A problem I ran into is how difficult it is to increase the range at which my sentries can hit stuff. By the time I add enough omni's and range controll modules I barely have space for other stuff. Then I am limited to only 5 sentries as opposed to going guns I can have up to 8. If I go both guns and sentries I am over loaded with modules required.
Malakai Wraithin
Malakim of the Void
#1067 - 2012-06-04 13:20:39 UTC
New modules for Command Ships or for a new "Logistic Command Ship" (A T2 BC logi or possibly T3 logi) or even a specialized carrier for some of these. I see these as excellent fleet/small gang support modules. These are just ideas from off of the top of my head though. I realize that some of these things could be done with the warfare links already in the game, but these modules would provide a greater benefit for a small area rather than for all ships in a system.

"Sanctuary Shield Bubble" - Uses a high slot. Actiavting ship's shields cover an area as well as providing a major resistance bonus at the expense of a shield recharge rate. Shield range is based on ship size.

Pro: Covers an area and extends protection to all ships in the shield bubble. Could be used to protect logi's that are being targeted by snipers. Would be nice to use for covering ships undocking from a station.

Con: Enemies inside the bubble damage the shield bubbling ships' armor instead of shields. Would receive slightly less shield rep than normal to attempt to balance the fact that it protects every ship within it. Long cooldown, high cap use, ship is immobile, can only deploy logi drones and use remote repairers and increases signature radius greatly. I'm debating whether or not ships should be able to warp while under the cover of the shield bubble. Does not stack, can not have two activated simultaneously in close proximity. Shield bubbles can NOT overlap with other shield bubbles such as a POS or another sanctuary.

"Nanite Protection Field" - A high slot module with a similar functionality as the "Sanctuary Shield Extender" but designed for use with armor fleet and with different pros and cons. Would project an aura around the activating ship that increases all nearby ships armor hitpoints, resistances, repair rate and would allow the damage by heat to modules to be repaired (very slowly, can't be making this too overpowered).

Pro: Heals all friendly targets in aura slowly, including drones. Increases armor resistances for all friendlies in the aura. Increases armor hitpoints for all friendlies in the aura. Bonuses granted are significant compared to warfare links. Activating ship can move at full speed an activate an afterburner if cap permits. Activating ship may only use logi drones and remote repair modules.

Con: Reduces maximum capacitor energy, similar to a MWD. The more ships in the aura, the less each ship recieves from the aura with a cap on how much a ship can recieve from the aura, for example a single ship activating this would gain the same bonuses as a small gang of 4 but a gang of 8 would recieve less bonuses than a gang of 4 due to the nanites spreading out to cover each ship. Has a maximum range (Not sure what the range should be yet... 50KM max? 25KM maz?).

"Energy Field" - Uses a high slot. Can be activated to "link" each ship together with each other ship in an effort to share cap between the group. Each ship would have its cap transferred to every other member in the "link". The activating ship could also give a bonus to cap regeneration rate to every member of the "link" if it is a specialized ship (such as the T2 Amarr Logi or a T2 BC logi). The activating ship can only use remote repair and logi drones when using this module, can still move at full speed. I picture streams of energy like lightning linking every ship in the group together in a chain with this module.

Pro: Would allow ships that use little of their cap to give it to others who need it. Such as a minmatar ship supplying cap to an amarr ship, that uses more cap just to fire its guns than it can produce, allowing it to remain firing stably. Would help reduce the effect of energy neutralizing on key ships in a fleet such as logi, EWAR and etc.

Con: The "link" effect is a double edged sword. Any ship in the link that gets neuted drains cap from the group rather than only from itself. The link would have a maximum range and once a ship is out of range or the link is deactivated then every ship in the "link" would lose all of its cap but retain the cap recharge bonus for a few seconds after to stop them from being completely helpless.

"Tactical Network" - Uses a high slot. Increases the capabilities of all ships in terms of EWAR modules, sensor strength, target lock and ECCM while in range of the activating ship. Not quite as effective as a remote ECCM module or a sensor booster, but affects all ships in range rather than one. Can be boosted by remote sensor booster or remote ECCM to increase those bonuses for the entire group at a slight reduction (If a sensor booster gives +25% to sensor strength then if used on the ship using the Tactical Network, the group would reduce a further 15% boost.) Requires so much CPU that it can only be mounted on specialized ships. Could also apply to tracking computers and other turret/missile modules to increase those weapons in terms of tracking speed, falloff, optimal range, explosion velocity/radius (but not a damage bonus). Would help to provide a significant bonus if two or more affect ships use the same module (EWAR or electronics based module, nothing like remote armor/shield repairers) on a single target such as a bonus for two ships webbing a single target or two ships using ECCM together to make a single ship nearly ECM proof.

Pro: Would see benefit in many fleets for the bonuses to EWAR (Webbing, scrambling, tracking disruption, sensor dampening, etc.) and the benefits in sensors and such (Sensor strength, max targeting range, ECCM, etc.). Could also potentially affect turrets and missiles, although might be better to make a separate module for that. Wouldn't use much cap.

Cons: Uses a lot of CPU, would only be fit on specialized ships and even then wouldn't leave much CPU for fitting. Increases the activating ships signature radius.
Die Cinque
Currently Offline
#1068 - 2012-06-04 16:17:29 UTC  |  Edited by: Die Cinque
A hi-slot tow cable for helping capitals and freighters align. Maybe figure out a way to make it work for combat also (slows other ship and speeds you up a percentage until it breaks?), but the main idea is for industrials.

Actually, ways it could be used:


  • Tow cable for aligning capitals/freighters (capitals could have a tow hook lowslot mod or something to attach to)

  • Single use web-like combat mod that doesn't use cap to maintain, taking percentage off target's speed and adding that to user in same direction until it snaps (or, if user is being orbited, causes user to spin with target, reducing transversal)

  • Cap-less tractor beam for tugging cans/afk corpmates

  • Cap-less tow cable for slower ships, multiple could be used to speed it up (for missioning and incursions fleets, or maybe even capitals)

  • MAYBE attach to structures, if so then can be used to pull ships back into POS shield (also, MAYBE bad idea lol)


Single/multi use?
Rewind/static?
What can/cannot attach to?
EHP and how to damage?
Turret hardpoint?
Range?
Lucian Gaterau
Federal Navy Academy
Gallente Federation
#1069 - 2012-06-04 17:50:42 UTC
Deployable scanner beacons -- Anchorable versions of core scanner and combat scanner probes.

Allows ships to use corp-anchored beacons to scan for ships and watch sigs. Max number of probes + beacons still limited by astrometrics. Deployable beacons would be significantly larger, and could be used by ships w/o probe launchers.
Lucian Gaterau
Federal Navy Academy
Gallente Federation
#1070 - 2012-06-05 18:16:13 UTC
Malakai Wraithin wrote:
"Sanctuary Shield Bubble" - Uses a high slot. Actiavting ship's shields cover an area as well as providing a major resistance bonus at the expense of a shield recharge rate. Shield range is based on ship size.


I had a similar idea to this (called it a "Expanding Shield Generator") in a mining thread. Its a very interesting idea but could completely change the game dynamic. I think in order for it to work it would have to be like siege mode for dreads, meaning that you're glued in place for ~5 mins for people to take potshots at you. Could potentially allow players to work in unbalanced pairs, so an all-tank BC buddies with an all-gank BC. Also should have some achilles heel, such as taking much more damage from AoE weapons like bombs and smartbombs.
Hazzard
Chaotic Dynamics
#1071 - 2012-06-07 20:14:42 UTC
A module that has a chance to prevent cargo scanning. It could work similar to ECM, it wouldn't stop scanning just give a chance to stop it.

Another idea would be to make the module use a area of effect, so that the closer the scanning ship gets the greater the chance it can scan your cargo.
G Taa
Republic Military School
Minmatar Republic
#1072 - 2012-06-08 10:46:53 UTC  |  Edited by: G Taa
Talocan Dark Matter Emitter.Twisted

Scripts:
WH stabilisation. Extend EOL timer, something like 1minute per script used. Scripts should be rare & expensive (ISK10m each?)

WH reinforcement. Prevent WH from losing % of mass from passing ships while module is active, scripts may fail without warning.

WH redirection. Redirect a WH, should retain all other characteristics except end point.
-Should be a temporary effect. (limited time, or just the next single jump)
-Should take time to set up. (not just redirect while burning to hole with aggressors)
-Should have failure rates.
-Possibly require own corp POS or territorial claim in system?
-Maybe only works on statics not K162? or vice versa

WH spawn. Spawn a WH
-max one in 24/48 hours
-completely random end point
-lifespan of 1 hour
-mass limited to ([num scripts] * spawning ship mass) --cannot fit to caps ;P

The unit/scripts should drop from Talocan ships/hulls.
The scripts should be unusable/illegal in HS.
-We need more illegal, us smugglers is bored.
Drew Li
Space Exploitation Inc
#1073 - 2012-06-08 20:49:28 UTC
List of odd modules that would be cool to add. Along with some tweaks for existing ones.

Jump Drive Rig
-Fills up all rig slots in exchange for ability to jump
-Fuel bay, range, consumption etc
-Very inefficient

Reinforcement Field
-Like what a POS does but for a ship
-99% resists and consumes stront
-Immunity to warp disruption or enough time to get help

Utility Subsystem
-+5% to analyzing/codebreaking/salvaging/gas harvesting on Warfare Processor (not a ganglink)

Capital Cyno Suppressor
-Portable cyno jammer

Capital Strip Miner
-Mining rate determined by volume of rock
-Harvest mass amounts of low level ores(big rocks)
-Outputs compressed blocks
-Used on rorqual/orca

T2 Dreadnaught
-Ship that fits a single doomsday, nothing else

Modified Tractor Beams
-Increase target agility, decrease own agility

Hardpoint Conversion Rig
-Changes a missile slot into a gun
-Add a hardpoint (not sure his is easily possible?)
Alberich Merowinger
Galaxy Wealth Conglomerate Holdings
#1074 - 2012-06-09 10:51:28 UTC
Drone Bandwidth increase in cost of one turret/luncher hardpoint, size small 5m, medium 10m, lage 25m
max two can be fitted
Andy Landen
Deep Core Mining Inc.
Caldari State
#1075 - 2012-06-10 02:19:04 UTC  |  Edited by: Andy Landen
Anti-warp disruption probe - Fits to interdictors only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field.
Anti-warp disruption field generator - Fits to HICS only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field.
Anti-warp disruption field generator script - This script may be loaded into the Anti-warp disruption field generator. It cancels the effects of any targeted warp disruption modules activated against the targeted ship by increasing its warp core strength to infinity. This means that it also cancels the effects of all scripted warp disruption field generators activated against the targeted ship.
Mobile Large Anti-warp disruptor - These anchorable devices are similar to Mobile Large Warp disruptors, except that all non-targeted AoE warp disruption is cancelled within the bubble generated by this devices by cancelling the disruption field with an inverse phase field.

Added: Astrometric Processor - A medium slot module. This modules enables the probe launcher module to identify and locate the signatures detected with a 25% increase in efficiency of the launchers data analysis. This enables more accurate results on signature identity and signature location thus returning identity and location deviations equivalent to scan strengths 25% higher than the signal strengths obtained from the scan.
Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures.

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

Varg Krugar
Republic Military School
Minmatar Republic
#1076 - 2012-06-10 12:51:03 UTC
Andy Landen wrote:
Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures.
oooh shiny. making the game display the last x results for the same sig would be very handy.

i'm against ad-hoc counterbubbling to run away. but i do like the idea of an anchorable anti-warp bubble.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1077 - 2012-06-11 00:31:07 UTC  |  Edited by: Andy Landen
Varg Krugar wrote:
Andy Landen wrote:
Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures.
oooh shiny. making the game display the last x results for the same sig would be very handy.

i'm against ad-hoc counterbubbling to run away. but i do like the idea of an anchorable anti-warp bubble.


You know, a module which saves the previous scan locations of the same signature using different display colors sounds interesting, though different than my ideas.

The "counter bubbling" would increase the tactics considerations and would not necessarily grant escape to the fleet. An anti- warp disruption bubble would counter bubbles, but not targeted points. Ships utilizing targeted points would hold their ships. HICS would load scripts to "cut" through the anti- warp disruption bubble. HICS on the other side may load anti- scripts to free those ships. HICs would be high on the hit list for both fleets AND HICs would have to remain on the field with all that pressure until they were able to free all the ships that they wanted to free. If the logi's stayed to cover them, they would have to cover the logi's exit BEFORE they could leave themselves. With the logi gone from the field, they would be very vulnerable and dead. .. or maybe not necessarily, as it is difficult to anticipate all the tactics which would develop with these new technologies. Tactics on both sides could get real fun, real fast! And with the chance of escape using a tactical fall back, fights would not always go to the largest force with the complete destruction of one side.

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

Xandralkus
Caldari Provisions
Caldari State
#1078 - 2012-06-11 07:23:24 UTC  |  Edited by: Xandralkus
Let's see some cloaking scripts!

NOTE: The following cloaking scripts would ONLY be usable with the Improved Cloaking Device II, not tech 1 cloaks, faction cloaks, commander cloaks, and definitely not covert ops cloaks. Each script would have a 60-second reload time, for reconfiguration and calibration of the cloaking device.

"Phased Cloaking" Script (Brings the cloaking ship completely out-of-phase. Prevents uncloaking when passing within 2000 meters of another object. The cloak builds up heat while active, similar to overloading.)

Gameplay uses: Obviously, gatecamp avoidance. If you can put enough distance between yourself and the camp to warp out before your cloak burns up, then you'll likely survive. This isn't a guaranteed gatecamp-penetrator though, and will likely ruin your guns.

"Focused Cloaking" Script (Amplifies the cloaking effect to completely eliminate the ship's radar cross section, gravitational fields, magnetic properties, and reflectivity, thus allowing cloaking when already targeted. The cloak builds up heat while active, similar to overloading.)

Gameplay Uses: PvP avoidance. If you can put enough distance between yourself and your attacker before your cloak burns up and offlines, then you'll escape. It helps a player avoid unwanted PvP, though this is hardly a guaranteed escape method. Again, this damages your guns too.

"Exhaust Cloaking" Script (Masks the engine exhaust plume and sub-warp fields of the cloaked ship. Removes the speed penalty of the cloaking device, and allows the use of afterburners and microwarpdrives while cloaked. Any object passing within 10,000 meters will decloak the ship, and the cloaked ship is visible to scan probes and directional scanners as normal. Capacitor cost of all propulsion mods is tripled. The cloak builds up heat while active, similar to overloading.)

Gameplay uses: Gatecamp Avoidance, obviously. Awesome if you can avoid getting within 10 KM of anything, but with a decloak radius that large, it will be equal parts skill, luck, and poor gatecamp design if you manage to escape. Increased capacitor usage for propulsion mods to keep them from being able to sprint too far while invisible.

"Offensive Cloaking" Script (Instead of powering down the ship's active sensors, this keeps them online, allowing the ship to begin targeting other ships instantly upon decloaking. Any object passing within 10,000 meters will decloak the ship, and the cloaked ship is visible to scan probes and directional scanners as normal. Decloaking will consume capacitor analogous to onlining a module.)

Gameplay Uses: PIRACY!!! Being invisible and ambushing someone sounds incredibly awesome - but sadly, present eve cloaking doesn't allow this. The 10 KM decloak and heavy capacitor cost upon decloaking is to prevent short-range blaster boats from having an instant I-WIN button, and the scannability while cloaked is to enable some risk to the pirate where they would ordinarily be able to bypass ANY unwanted encounter.

Eve UI wouldn't suck if CCP allowed UI addons.

Twisted Xistance
Red Command
#1079 - 2012-06-11 08:52:20 UTC
How about an account linking module that allows you to effectively use a second account as a drone


1> Click module: please enter your username and password, select character

2> Account linked and a drone like interface pops up were you can issue simple commands to your alt


This would be a welcome addition to the game and would encourage more people to get extra accounts.


Something like this would add a lot more spice to the grind of mission running, mining etc and would not really give you an unfair advantage in pvp as there is no way you could control your alt as efffectively via a drone like interface as you could actually playing the toon (not to mention the account is being paid for)

I'd say make the module high slot

Anyway seeing as I've just given you such an awesome Idea I demand that the module be named in some way after me, something like, the enhanced 'Xistance' co-ordination link. Ohh and make it so you have to have leadership 5 for it, teh alliances will thank you
Drew Li
Space Exploitation Inc
#1080 - 2012-06-11 20:25:20 UTC
Oddball ideas for prop mods I thought would add a lot to pvp and fitting options. Could also experiment with the possibility of mixing AB with MWD at the same time. These should be easy modifications to existing modules, not necessarily overpowered, and add a lot of variety to the fittings that are out there. Dual-propped ships would also be far more interesting. Would be cool to add in 1,000MN prop mod varieties as well. The mods could be stacked but powering them would be problematic.

Propulsion Scripts:

Warp Core Reinforcement (MWD)
+2 to Warp Stability
-100% Thrust

Signature Destabilizer (MWD)
-25% Signature
-100% Thrust

Inertial Stabilization (MWD) (Warp disruption fields already do this)
-150% Additional Mass (+50 becomes -25)
-100% Thrust

Spoofing (T2 MWD Only)
-100% Thrust
-Change Ship Class on Probe/D-Scan/Overview

Thrust Vectoring (AB)
-50% Thrust
+25% Agility

Heat Sinking (AB)
-100% Thrust
-50% Heat Damage