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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Alx Warlord
The Scope
Gallente Federation
#1081 - 2012-06-11 22:49:16 UTC
Precision Bomb
-50% Explosion radius
+200% Explosion Damage
only usable with bomb launchers T2

long range Bomb
explodes 60Km away
+100% flight speed.
only usable with bomb launchers T2

Speed Bomb
+100% flight speed
-50% explosion time
only usable with bomb launchers T2

Siege bomb
-100% flight speed
+400% Explosion Damage
explodes in 30s
only usable with bomb launchers T2
Andy Landen
Deep Core Mining Inc.
Caldari State
#1082 - 2012-06-11 23:27:42 UTC  |  Edited by: Andy Landen
Alx Warlord wrote:

Siege bomb
-100% flight speed
+400% Explosion Damage
explodes in 30s
only usable with bomb launchers T2

Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too. And somehow, the guys you dropped it on can't get out of range before it goes off.

Lots of very interesting and creative ideas, guys. Good work. Here are another two of my own ideas. Hope you like them.

Command cloaking device - Fits to Command ships. The ship can target with a Passive Targeting module while cloaked. Scanning modules may be activated against the target ship or asteroid/cloud/container. Warfare Links may be run while cloaked. Deactivation range: 2,500 m.

Black Ops Cloaking Device II - Fits to Black Ops and Recon. Warps while cloaked. Targets while cloaked and allows the use of scanning modules on the target. Bonus to speed while activated: +150% Deactivation range: 1,000 m. Can use AB which increases deactivation range to 12,500 m. May use mwd, which increases deactivation range to 25km and renders the ship visible by combat scanner probes.

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

Zalasastra
Royal Amarr Institute
Amarr Empire
#1083 - 2012-06-11 23:42:11 UTC
Andy Landen wrote:
Alx Warlord wrote:

Siege bomb
-100% flight speed
+400% Explosion Damage
explodes in 30s
only usable with bomb launchers T2

Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too.

sprototles Ganzo
Big Fat Panda Corporation
#1084 - 2012-06-12 08:54:46 UTC
something what can increase missiles range

My ideas...pls chceck them :) Battleship Yamato - http://bit.ly/1e3fPJY Nice Missiles - http://bit.ly/1f8j8Wb OVERHEAT Drones - http://bit.ly/1bh8MT8

Decoe DeTouront
The Scope
Gallente Federation
#1085 - 2012-06-12 13:12:15 UTC  |  Edited by: Decoe DeTouront
hi there. i'm new in this game and surely haven't found every gimmick being available. some things, i couldn't find yet but perhaps they will be nice to have :)

Defense Items

  • "Smoke" Grenates

  • this is a kind of a ammunition, which can break different kinds of sensor up-links from enemy ships, by blowing a huge cloud of gas into the space. the kind of gas has influence on the reflection of sensor signals etc. and gives you a chance to escape or disappear while no one can "see" you. a smoke grenade is a real world analog, i'm sure there'll be a better name for that.

  • "Flares"

  • needs a special type of launcher which can throw a huge number of flares, which possibly deflect incoming missiles by giving them a "better" target

  • "Missile Defense System"

  • laser, hybrid turret, energy or whatever defense system for the ship to fight against incoming missiles. just for defense, no offensive options with this installation.

  • Holographic Generator

  • uses the technique of wave interference to create sensor duplicates into the space. enemies will see two or more ships, not just one. to avoid manual accommodation, they also project a detailed holographic image of a ship into the space. now it's your turn to guess - is it just one ship with a holographic projection, are there two or is it a whole fleet? =)

  • Ablative Armor

  • ala voyager: http://www.youtube.com/watch?v=Xpc6SwYd8Dg
    it gives you a second, very well armored skin but allows just "primary ship weapons", and a few sensors.

  • Reactive Armor

  • sends a massive particle/energy wave into a special direction to destroy energy balls and/or rockets in a secure distant to the ship.

  • Deflector Shield

  • temporary second shield which protects just a part of the ship (incoming fire from the front, back, or the sides).
    this works well against heavy fire from a single ship - at least for a couple of minutes.

    Attack Items

  • Cluster Bomb

  • is a smart bomb carrying a couple of smart bombs which explodes in a region around the ship - similar to water bombs. this makes damage to the hull integrity through a spatial distortion around the ship (or something like that *g*)

  • Primary Ship Weapon

  • is a ship integrated weapon with a very good system integration (means less cpu and energy requirements). therefore it depends on the ship class (no exchange possible after ship construction) and perhaps it is stronger in the front than in the back of the ship (and has no spheric fire-sight ...). in huge ships this can also be some super-weapons.
    Cristalen
    Aliastra
    Gallente Federation
    #1086 - 2012-06-12 17:51:51 UTC
    I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot

    Stats would be similar to their little bothers:
    True :Banned in Empire space
    1 :Max Modules of this group allowed
    44,000 GJ :Activation cost
    -100% :Max Velocity Bonus
    Level 2 :Tech Level
    900 sec :Jump Delay
    Nitrogen Isotopes :Consumption type
    40,000 :units Consumption Quantity
    900.00 s :Activation time/ Duration
    50.00km :Area of Effect Radius
    50,000.00 :Kinetic Damage
    400 m :Explosion Radius
    150.00km :Optimal Range
    100.00km :Accuracy Falloff
    True :Cannot Auto Repeat
    CirJohn
    Sebiestor Tribe
    Minmatar Republic
    #1087 - 2012-06-12 22:30:51 UTC
    Alx Warlord wrote:
    Precision Bomb
    -50% Explosion radius
    +200% Explosion Damage
    only usable with bomb launchers T2

    long range Bomb
    explodes 60Km away
    +100% flight speed.
    only usable with bomb launchers T2

    Speed Bomb
    +100% flight speed
    -50% explosion time
    only usable with bomb launchers T2

    Siege bomb
    -100% flight speed
    +400% Explosion Damage
    explodes in 30s
    only usable with bomb launchers T2


    I really like these, especially the "siege bomb". That may be the most amusing thing to drop on a blob since bursting scorps.

    I'd recommend keeping all of the base bomb stats unaffected (hp, resists, etc). That would maintain a similar dps cap on large scale bombing operations.
    Tex Bloodhunter
    SciFiCentral Explorations Inc.
    #1088 - 2012-06-14 15:22:48 UTC
    High Slot Module: Mine Launcher

    Deploys mines that floats towards the closest cloaked ship on grid. Decloaks the ship upon getting within 2000m as usual. Maybe add something like a 10 second warp disruption bubble upon impact or an effect that disables the warp core for 10 seconds - just so there is an actual chance for the decloaked ship to get tackled.

    Can be used when you want to make sure that there are no cloaked ships on grid. Useful in large PVP fights where cloaked ships provide intel and warpins. Also when jumping caps to POSes checking for hot drops beforehand might be useful. Maybe also useful for low/null sec mining in case that should become profitable at some point. Different types of mines could be introduced: Faster floating mines without tackling ability or slower mines with some form of tackling ability.

    Remaining stationary on off-grid safe spots would remain uneffected while introducing the new role of a cloaked ship hunter, very much like destroyers searching for submarines in WW2. Restricting the module to dedicated ship types probably makes sense in order to avoid giving this powerful module to just everybody.
    Samuel Taylor Anders
    Deadspace Rednecks
    #1089 - 2012-06-14 15:29:10 UTC
    How about a self-destruct suicide bomb module?

    It would destroy the ship it is fitted on (generating a kill mail) but do large area-of-effect damage. The damage and range of effect could be proportional to the size of the suicide ship, and could be scaled by the percent structure HP of the suicide vessel so it would be less effective if triggered right before the suicide ship was going to be destroyed. It should probably have a brief activation timer with a corresponding visual effect.

    It should have significant fitting requirements. Prehaps something in the rest of the fit could enhance to damage. Or a cargohold full of Industrial Explosives.
    Jake Shepherd
    Causality Crew LTD
    #1090 - 2012-06-14 17:57:55 UTC
    Ghost Probes/ Beacon

    You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold
    Andy Landen
    Deep Core Mining Inc.
    Caldari State
    #1091 - 2012-06-14 20:13:12 UTC  |  Edited by: Andy Landen
    Jake Shepherd wrote:
    Ghost Probes/ Beacon

    You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold

    For all of you that want to mess with dscan, don't. K, so that is not an order, but seriously, the only thing that undermining dscan results does is make dscan worthless because it cannot be trusted. Eve is not about making things worthless, but about making things balanced. This means that each part of Eve must retain value and operate in a consistent manner which the players can count on. Can you imagine what would happen to the market if half of the orders were fake? It would trash the Eve economy.

    Plus, probes are supposed to scan for things. Not imitate things.

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

    Lipbite
    Express Hauler
    #1092 - 2012-06-14 23:32:03 UTC
    High-slot drone modules to replace guns/launchers which allow +1 drone for subcapital ships. +1 module per each level of Drone Interfacing skill (or Drones skill).

    Those T2 cruisers are pretty much weaksauce compared to Wardens II with 3 t2 Drone Damage modules.
    Andy Landen
    Deep Core Mining Inc.
    Caldari State
    #1093 - 2012-06-16 01:23:54 UTC
    Extra large shield transfer, remote armor repairer, energy transfer, and remote hull repairer.
    Logi BS with similar bonuses as Logi cruisers.

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

    Varg Krugar
    Republic Military School
    Minmatar Republic
    #1094 - 2012-06-16 16:33:17 UTC
    Cristalen wrote:
    I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot

    i'm against spherical or wide-angle cone area effects. some groups could probably field enough titans to just kill anything subcapital with stacked aoe and that makes cynojammed systems rather ridiculous.

    but i always thought the doomsday deathray should just burn through everything on its way to the target. "BRING SAJUUK TO BEAR" and all that. come on, you thought of that yourself when you saw the first videos of the new effects when they changed the doomsdays.

    so maybe give the t2 version a cylindrical AoE with a width of like 100m and a length of whatever the range is, one end anchored at the titan and from there through the target. if the shot has some spin-up fireworks along the fire path a for a bunch of seconds, agile ships could still steer clear of the blast.

    if the hamsters can deal with it, make the deathray a sustained effect that deals damage every server heartbeat for whatever time amount feels right, maybe 30 seconds, but only hurting the first thing in its path. that would make for some frantic "GET YOURSELVES IN FRONT OF THE TRIAGE CARRIER YOU MAGGOTS" on voice comms and suddenly positioning/formations would mean something (granted only to ships that aren't really made for maneuvering).
    GavinCapacitor
    CaeIum Incognitum
    #1095 - 2012-06-18 17:40:47 UTC
    We have remote hull repairers, still waiting on those remote hull repair drones.

    PS. you should be able to target yourself with drones.
    Jed Clampett
    Doomheim
    #1096 - 2012-06-18 22:49:16 UTC  |  Edited by: Jed Clampett
    How about modules that let a user set % of shields, armor, structure, max speed, etc -- to fire off automatic module activation -- instead of blindly running on autorepeat as fast as possible regardless of need?

    So for example a shield booster module can be either manual or set fire off whenever shield drop to 70%. Implementing this might only be a couple lines modification to current autorepeat behavior -- basically skipping over the actual reactivation unless said % based condition was met. OK extending the idea to remote repping modules might be a little more difficult as it requires determining target and reading target status for each module first.

    I know some of our best loved EVE weenies are going whine that this stinks of macros since it partially negates their 3-9 years of EVE reflex training and rep for being cool and calm in battle.

    But frankly this touch of computer automation in EVE game play seems equivalent to 1970s cruise control on cars in RL and should pass the anti-AI laws of DUNE.

    And it still leaves plenty of room for tactical screw ups in cap use.
    Jed Clampett
    Doomheim
    #1097 - 2012-06-18 23:07:29 UTC
    GavinCapacitor wrote:
    We have remote hull repairers, still waiting on those remote hull repair drones.

    PS. you should be able to target yourself with drones.


    It really does make sense to be able to put helpful drones on your own ship since you can see yourself on cameras. Though I noticed you didn't exclude setting harmful drones on yourself.

    Yup and you should be able to target yourself with repair missiles too. Warheads of big sticky tubes of nanopaste ;)


    yeah logically.

    But there is all that potential for bad code and silly users to some how end up being able to shoot themselves with turrets that make CCP shy away from this. Plus of course all the exploit fun to be had targeting yourself with transferring cap, shield etc to yourself.

    My guess is that CCP feels

    #1 Seeing your self on camera is not the same as being able to see yourself on target sensors

    #2 it would bog down performance to add bunch of checks to see if the target you are trying to activate on is you and then exclude devices that should not be able to point back at you (like gun barrels mounted on your ship). But perhaps it would not be as difficult to code and maintain if CCP coded to deny activation of self-targeted stuff unless on a limited allow list.



    Jed Clampett
    Doomheim
    #1098 - 2012-06-18 23:28:23 UTC  |  Edited by: Jed Clampett
    Jason Nautica wrote:
    Spent a bit of time reading the thread to make sure that I wasn't repeating someone's idea......This isn't exactly new but rather unifying all the hacking ideas here.....

    IRL there is a program called 'Suter'. It involves hacking a nations air defence network to either prevent detection, preform target deception, or to shut down the network entirely.

    For EVE this would be applied as a hack either against stations, ships, or probes. Ideally the user would have a module or family of modules [perhaps a subsystem for use on the strat cruisers] that would hack the system in question that would allow the user to insert their own data into the system.

    I think the idea of active decoys that are tailored to a specific ship type is good. And I would like to add a T2 variant that provide for more realistic control/actions. This could be tied into bandwidth. It would also come with their own skill set.

    Level 1 would be limited to a random result [either telling the opposition that you're elsewhere or exactly where you are]. At higher levels you'd be able to control multiple decoys and be able to alter their signatures to preform various actions.



    Decoy probes to fool combat probes can be quite simple to implement in EVE or quite complex.

    Simple decoy probes that imitate a single type of ship and are manually moved about the system should be simple to implement except for ship names which requires a user input. However that leads to a huge number of decoys to cover each ship type or people being very suspicious of certain ship types if decoy probes cover on a limited number of the potential list.

    A better if more complex decoy probe system would probably have a decoy for each size class of ship, a drop down selection of ships of that size and user input for ship name. The rationale for size class is twofold #1 to make list length more manageable but also #2 becasue logically the power output to fake electronic signature of each size ship is different. If all probes are equal sized (especially if for single launcher) then perhaps decoys for large ships will have shorter active lives. Decoys could be set to go inactive (or stealth profile) to save power but might then be seen as probes-drones if left resting in range of enemy combat probes or sensors.

    Again for a well designed system the only place you can insert data for the whole network is at the central processing core (NORAD in US case) ...and if you got access to that...you have basically already won. Or if its just temporary spec ops access why not just destroy it or relabel all friendlies as enemies and issue emergency fire messages then destroy it?

    Humorously enough most third world countries do not worry about well designed or secure because..well 80% of the time they don't have more than a few illiterate guards on inceptor missile sites...operators may live hours away. And in action they seldom care about anything but what their own radar sees...if they are brave enough to leave it on. Having it on says the skilled operators are onsite, not just replaceable outdated equipment.
    Jed Clampett
    Doomheim
    #1099 - 2012-06-19 00:37:29 UTC  |  Edited by: Jed Clampett
    One time use (consumable) modules....would that include ramming speed force beams and ultra overload smart (suicide) bombs?


    I would assume that wired-to-overload smartbombs would be loaded with boosters charges similar to the new auxiliary shields to get similar double the effect or better bursts. I also assume that some heat would spill over to the entire rack even if most heat was concentrated on that module.

    Maybe fast ships could have a briefly active bow ram like the ancient galleries based on some hybrid technolgy blending shields, tractors and mining laser technologies. If you time the delayed activation right such that the ram is active at collision time...damage proportional to combined impact velocity and ram size...or maybe chance at damaging or destroying random specific system modules. So two second activation delay and active only 1 second?
    Smohq Anmirorz
    State War Academy
    Caldari State
    #1100 - 2012-06-19 03:34:59 UTC
    CCP SoniClover wrote:

    One-use (consumable) modules
    SoniClover


    You know the scene in The Matrix where Lawrence Fishburn is telling them to hold off on the EMP until the sentinels are actually burrowing into his ship? Some kinda' module like that, where you have to time it right and there's risk if you wait too long, but maybe a 1-time-use-limp-back-home type thing.

    I know that's kinda' vague, I like the description better than it having to be this actual module. Something that you have to hold off and time it right, but if you wait to long it becomes very dangerous.




    SoniClover, huh?

    Does your name have anything thing to do with the burger joint?