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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Dr Cedric
Independent Miners Corporation
#1341 - 2012-09-22 19:05:11 UTC  |  Edited by: Dr Cedric
How about making structure tanking and actual gameplay mechanic?

Gallente ships already have high base structure amounts, why not give them a role bonus (or racial bonus?) to increase the speed and/or repair amount of Hull reppers. Or, similar to the ASB mechanic make a module that consumes charges that is specifically for structure repair. This might make some gallente pilots happy that instead of plates+trimarks the can fit a few bulkheads instead.

Also,

I really think a separate module w/ custom scripts should be created for the missile ewar proposals. I don't like the idea of a curse/pilgrim basically being the new flavor of the month for solo/small gang pvp! The module could work like the opposite of a target painter to make MY sig radius smaller, or like a "Smartbomb" to create a field of debris the reduces the accuracy (expl. velocity and/or explo. radius) of the missiles that are being flung at me. I can see a new skill or two on this, with scripts to fit. Basically change defenders into flak cannons!

Edit:

Also, wow, first time I've been top of any page i didn't start...even if it is page 68!

Cedric

h4kun4
Gang Bang Pandas
#1342 - 2012-09-22 23:41:10 UTC
Not really a Module but in the same catregory as scripts...

Probes which can scan down Cloaked targets

(I do not want to suggest Probes with which you can scan down effectively Cloakys in PvP)

Those probes are suggested for AFK-Cloaky Hostiles in 0.0 Space
These Hostiles are pretty annonying and overpowered and the only thing you can do about it is doing the same in his home...thats crap, so probes which can scan him down...
Of course its CCps Job to create game mechanics, but some ideas for Skills and Attributes from me:

(Modified aka Nerfed Combat Probe Parameters)
Structure HP: 240
Mass: 1kg
Volume: 1m³
Inertia Modifier: 333x
Max Velocity: 4000 m/sec
Used with (launchergroup): Scan Probe Launcher
Max Flight Time: 2000 sec
Warp Speed Multiplier: 2,5x
Base Scan Range: 0,25 AU
Max Scan Range: 8 AU
Base Sensor Strength: 12
Base Maximum Deviation: 0,25 AU
Scan Range Increment Factor: 2x
Probe can Scan Ships: true (only cloaked)
Can be fitted to: Covert Ops

Skill need:

Primary:
Astrometrics V
Astrometric Rangefinding IV
Astrometric Aquisition IV
Astrometric Pinpointing IV
Graviton Physics V
Quantum Physics V

Secondary:
Cloaking IV
Covert Ops IV
Science V
Engineering V
Electronics Upgrades V

Those would make it not too easy to use them so that not every Noob could scan down the claoked guy, also the Scan parameters are quite low so you cant use them for active pvp and with the max 8AU range you have to look around for a bit until you find him...so you can only kill the guy if really is AFK

Many people say thats not necessary becuse cloak should be claok, but actually its a bit Overpowered thet you can block the whole economy of a system just with standing cloaked in
CCP SoniClover
C C P
C C P Alliance
#1343 - 2012-09-23 00:51:47 UTC
Loius Woo wrote:
CCP, is anyone still paying attention to this thread?

Can we get a little feedback? Its a two way street.


Yeah, I'm still here Smile

I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#1344 - 2012-09-23 00:52:51 UTC
Ima add one.

Sig radius reduction module.

It starts off at 10% but increases to 30% the more ships that target you.

http://dl.eve-files.com/media/1206/scimi.jpg

Amelya Laurann
Undefined Probabilities
#1345 - 2012-09-23 01:14:53 UTC  |  Edited by: Amelya Laurann
Me and my friend had a super badass idea.

A ranged, (or projected), Warp core stabilizer.
Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)

Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.

Mid or High slot, i dont know.
To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time.
Average fitting requirement.
High capacitor requirement?
A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.



How awesome that would be?

Edit: I'm curious if that was ever proposed in one of these thread over the years
Noriko Mai
#1346 - 2012-09-23 10:03:04 UTC
Amelya Laurann wrote:
Me and my friend had a super badass idea.

A ranged, (or projected), Warp core stabilizer.
Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)

Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.

Mid or High slot, i dont know.
To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time.
Average fitting requirement.
High capacitor requirement?
A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.



How awesome that would be?

Edit: I'm curious if that was ever proposed in one of these thread over the years

I'm waiting for this for years now. Will be awesome in Low.

"Meh.." - Albert Einstein

Andy Landen
Deep Core Mining Inc.
Caldari State
#1347 - 2012-09-23 14:30:02 UTC
CCP SoniClover wrote:
Loius Woo wrote:
CCP, is anyone still paying attention to this thread?

Can we get a little feedback? Its a two way street.


Yeah, I'm still here Smile

I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost.

Mind using Google spreadsheets and publishing the link to make it public and include CCP feedback?

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

Amelya Laurann
Undefined Probabilities
#1348 - 2012-09-23 18:43:17 UTC  |  Edited by: Amelya Laurann
Hell yeah!

My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:

"I WANT SPACE MINES!!!!!!!"


where are they?


Edit: proximity bombs that only stick to where you put them? small medium and heavy variants?
Acac Sunflyier
The Ascended Refugees
Lord of Worlds Alliance
#1349 - 2012-09-23 19:17:02 UTC
Amelya Laurann wrote:
Hell yeah!

My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:

"I WANT SPACE MINES!!!!!!!"


where are they?


Edit: proximity bombs that only stick to where you put them? small medium and heavy variants?


Mins were a real problem. Everybody put them everywhere and so many sips were killed by just jumping into a system
Bienator II
madmen of the skies
#1350 - 2012-09-23 20:24:20 UTC
ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.

only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Muestereate
Minions LLC
#1351 - 2012-09-24 04:05:43 UTC
Time dilation module to give new guys time to figure out what they are doing. Yes, let it slow down a few systems.
Sui'Djin
Know your Role
#1352 - 2012-09-24 08:21:30 UTC
MotherMoon wrote:
Ima add one.

Sig radius reduction module.

It starts off at 10% but increases to 30% the more ships that target you.



I proposed such thingy as a target painter script.
https://forums.eveonline.com/default.aspx?g=posts&m=1821528#post1821528

I hope it will be considered in upcoming the E-War-Overhaul.
Bubanni
Corus Aerospace
#1353 - 2012-09-24 12:04:41 UTC  |  Edited by: Bubanni
Bumping bomb :) a bomb that basicly bumps anything within 5-10km of the blast radius, (the more mass, the faster the target accelerates away from the blast? (if a target is hugging a gate or station, they would potentially be launched 10-20km away from the gate if they were at the center of the blast, the further away from the blaster center, the less you get knocked away.... (basicly it would just create a bumping bubble for a few sec)

The launched bomb should probaly be launched by bombers only? or it could be a high slot module that more ships can fit, the bomb itself should do no damage, it could be launched to fly right infront of the ship and explode after 5-10 sec (going only 5-10km infront of your own ship) which would basicly land yourself inside the radius if you move even 1m forward

? what do you think ?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Ilja Muromez
Caldari Provisions
Caldari State
#1354 - 2012-09-24 15:13:34 UTC
Afterburner & Microwarpdrive update

Change:
Shorten cycle duration
Raise Cap consumption per sec
(e.g.: Shadow Serp. 10MN AB, Duration 4, Activation 40)

No new Modules needed. Just change one of the equal modules.
(Federation Navy & Shadow Serpentis Module ; Domination & Republic Fleet Module)

Reason:
More flexibility.
Partial solution for the problem of Afterburner V Skill which cause long AB cycles.

(dont now if suggested before)

Warde Guildencrantz
Caldari Provisions
Caldari State
#1355 - 2012-09-24 15:51:20 UTC
Bienator II wrote:
ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.

only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked.


ahahahaha this would be amazing

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Andy Landen
Deep Core Mining Inc.
Caldari State
#1356 - 2012-09-24 16:33:31 UTC  |  Edited by: Andy Landen
Remote Sensor Dampener base stats: -3 remote sensor strength (all types/races) -15% remote target range -15% remote target scan res 10s duration 36 GJ activation 30 Optimal 60 Falloff 42 CPU 1 PG
Each script multiplies their stat by x2 and the others by x0.

Sensor Booster: +30% target range +30% scan res +100% sensor strength (all types/races). Again, each script multiplies their stat by x2 and the others by x0.

These are intended to combine ECM and Sensor technologies together, thus replacing the existing separate technologies into a simplified and unified system to make their use simpler. The first is the RSD with ECM added. This adds versatility and simplification of the existing system. The second is SB with sensor strength boost added. This allows pilots to cover their sensor strength against ECM without feeling like a slot is wasted when ECM is not present.

As the sensor dampeners reduce the sensor strength (after sensor boosts are calculated) by x points for each module, the target ship loses its ability to lock as its sensor strength passes 0.

It may be possible to combine the similar effects of scan resolution and sensor strength stats into a single sensor strength stat so that as the sensor strength approaches 0, the lock times become longer until at 0 locks are no longer possible. I know that frigs tend to have high scan res and low sensor strengths and BS, etc. have low scan res and high sensor strength, but to be honest, it seems like larger ships have stronger sensors and ought to lock faster and frigates slow, so the current sensor strength values for the various ships ought to prevail. But it is still possible to combine the stats and simply compare the sensor strength against the ship's class value for the lock time.

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

Marwolaeth Arglwydd
Alternate Powers
#1357 - 2012-09-24 16:38:32 UTC  |  Edited by: Marwolaeth Arglwydd
If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#1358 - 2012-09-24 18:35:24 UTC
Marwolaeth Arglwydd wrote:
If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD.

I don't think this is the ise. The issue is a ship being targeted by a TD can use a tracking computer to counter the effects.

But these don't work on missles :/

http://dl.eve-files.com/media/1206/scimi.jpg

HazeInADaze
Safari Hunt Club
#1359 - 2012-09-24 19:41:07 UTC  |  Edited by: HazeInADaze
Drone Command Overide module.

High slot mod. Activate module on targeted drone to take control of it. Stolen drone assumes all the bonuses of new ship/pilot. Can only assume control of drones pilot has skill to use. Each module handles the bandwidth of the drone it controls.


The cost of this module is used weapons slots and targeting slots.

Might even work on own drones, allowing the pilot to deploy more of his own drones.

Getting jammed, damped, lock broken will lose control of these drones. If it uses capacitor, nuets could turn off the module.

The plus side is total drone boats in the sub cap realm. And some interesting hybrids. A vexor could use it utility high to control a heavy, use its native stats to control 3 more heavies. All fit in the 100m3 bay. Getting jammed will stop the damage of the guns and 1 drone.

Could also have light/med/heavy mods with 5/10/25 bandwidth for drones.
Serge SC
The Valhalla Project
#1360 - 2012-09-25 04:09:02 UTC
I might've skipped a few posts, but here are some ideas perhaps:

Offensive / E-War Modules

1. Slowness Bubble - Pretty much like a warp disruption bubble, affects AB and MWD effectiveness, reducing maximum speed of ships while inside said bubble. Can only be deployed in systems below 0.4 security, requires same or similar skill set and levels for warp disruption bubbles. Specialized ships like Interdictors and Heavy Interdictors can further increase the base range of the bubble. Bubble cannot be deployed in close proximity of a warp bubble, to avoid complete overlapping and abuse.

2. To-be-named - High slot AoE active module which uses charges to function. Randomly affects effectiveness of electronic systems on a vessel reducing the weaponry effectiveness, making turrets and launchers cycle slower and/or take longer to reload. Limited range (5km base range + 5km falloff at highly reduced effectiveness) with small charge cargo and long reload times. Charges have big m3 and can't be carried massively. Skills affect range of AoE, effects do not stack with other ships using the same module. Restricted to 1 per ship.

3. Modified Webifier II - High slot E-War module which affects maximum speed of target vessel. Requires a free high-slot. Skill set and level equal to that of the Webifier II. Effectiveness can be modified by skills. Module can only be equipeed on attack frigate and cruisers with their specialized variants. Battlecruisers, Battleships and Capital ships may not use these.

4. Web-scrammer. Directed midslots that requires activation on a target. Module disrupts the warp drive capabilities of the target while also reducing the maximum speed. Module is less effective than a dedicated warp disruptor and a dedicated webifier. Same range as warp scrambler, same strength as warp disruptor, 40% reduction of target's top speed. Capacitor usage is greater than the modules it replaces.
Ship Modification / Fitting Modules

1. Drone bandwidth amplifier - Passive low slot which increases the bandwidth of the ship by 5mbps pero level up to 25 extra mbps at level 5 for the user. Module may or may not increase drone capacity by a fixed modifier.

2. Calibration expander - Passive low slot which increases calibration points of the ship by 150 points. This extensive modification greatly reduces the structural integrity by a fixed value. Module is practically fitting-free, using only 1 unit of powergrid. Modules is affected by stacking penalties.

3. Slot increment +1 - Rig that increases the amount of mid or low slots available for fitting on the ship (1 of each can be specified). This module can only be used until the maximum numbers of slots is filled (ex. a nigthmare can fit for an extra med slot, but no more, as the maximum 8 are in place). This rig reduces the ship's maximum capacitor charge and decreases recharge rate. Alternatively, rig can increase signature and reduced speed of the ship. Mechanics 5, hull upgrades 5 and Jury Rigging 5 are needed for T2 version, which has lesser penalties compared to T1. Module cannot be used on T3 hulls or capitals.

4. Light structure - Low slot that reduces the ship's signature radius at the expense of armour integrity. Module suffers from stacking penalties with other modules that affect the same attributes. Hull Upgrades skills reduces the penalties to the reduced armour amount.

Defensive Modules

1. Adaptive Invulnerabilty Amplifier - Passive midslot that increases the ship's shield resistances by a base amount. This skills is affected by the resistance compensation skills, increasing the effectiveness of said module. Module is affected by stacking penalties of other modules affecting the same attributes.

2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs! Each faction gets an improvement over the others based on their main method of tanking. Example: Caldari Navy Damage Control has increased shield resistances while lowering both armour and structure resistances. Imperial Navy Damage Control greatly reduces the shield bonuses and focuses mainly in armour resistances. Federation Navy increases both armour and structure by giving away the shield resistances. Republic fleet gives away the structure resistances to further edge on shield and armour. Same as Damage Control use, consumption and limitations.

3. Extra large Shield Extender - Passive midslot. Greatly boosts the shield amount of the ship by a percentage by also increasing its signature radius significantly. Module is affected by the Shield Management skill, increasing 5% to the given capacity per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Module requires CPU to work.

4. Heavy plating - Passive low slot that greatly increases armour amount of the ship by a percentage by greatly reducing the ship's agility. Module is affected by the Mechanics skills, increasing 5% to the given amount per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Requires available powergrid to work.

5. Collision deflector. "Passive" midslot that reacts using the ship's energy to reduce the incoming damage. Module does not reqModule consumes the ship's capacitor in order to absorb a percentage of the incoming damage, equal to an X amount of damage received. New skill required, that improves the effectiveness of the module, by reducing the capacitor consumption per level. Module works on a chance factor base to reduce damage.

I think those are all the ones I can think of right now. Any thoughts? I can detail each one more, and some extra balancing would be required to make it feasible, but the main effects would be those as described on the post.

Serge SC Le Frenchman Friendly FC