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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#1401 - 2012-10-01 17:21:09 UTC
A google spreadsheet would make it much easier for people to see if there ideas have been suggested, especially if it was organized by type of idea. Then we wouldn't see the same ideas reposted for the nth billionth time. Share it with the public and let people know where CCP stands with each idea. Maybe give each a rating and a development stage indicator. Let's get on it already, CCP.

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

Lord Calus
The Scope
Gallente Federation
#1402 - 2012-10-02 04:01:38 UTC

  • ASB for armor.

  • Tweak armor/shield/hull reps to normalize cap per hp.

    Modules which perform better the closer they are to burning out from being overheated.

    Fix FOF and Defender missiles.

    Allow ALL EWAR to be scripted.

    Allow ALL EWAR BLOCKING mods to be scripted.

    Normalize effectiveness of EWAR drones.

    Remove ECM drones entirely.

    Suicide smart-bomb drones.

    Scripted Salvagers and Tractor Beams!

    Scripted code breakers and analyzers.

    Make the new inferno modules that aren't ASBs not suck?

    Scripted smart bombs.

    Fix Tech3 subsystems so more than 2 fits are viable.

    Add the missing subsystems.

    Tech2 nanite repair paste.

    Normalize Meta0-Tech2 modules.

    Passive armor HP regen modules.

    Alpha strike module which dumps all remaining loaded ammo at 1 target, reduced hit chance, burns out all guns including itself when used. Every level of thermodynamics reduces - hit chance. BC or larger module.

    New ammo that can hit different damage types. Projectiles got it, everything else could use it to. You figure out the lore.

    Remove learning implants, everyone gets +5 base to stats.

    Mining drones are a joke, make them worth using or remove them entirely.


That is all I have for now.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1403 - 2012-10-02 04:05:30 UTC
Lord Calus wrote:
[list]
  • ASB for armor.


  • Wouldn't that be an AAR?

    Auxilary Armor Repairer as opposed to an ASB for armor.
    Tatjana Braun
    Black Lotus Industrial
    #1404 - 2012-10-02 08:25:29 UTC
    Supcap Drone control Unit:

    Fittin: 1 High/ 70FT/ 1MW
    Boni: +1 Droncontrol/ +10%CPU need for all Other installd SCDCU
    Skill request: Advanst Drone interface (Only one can be fetted for every Point on it.)

    http://eve-radio.com/ https://www.daisuki.net/ für slle animefans

    Midnight Hope
    Pator Tech School
    Minmatar Republic
    #1405 - 2012-10-02 14:30:52 UTC
    CIWS script for pulse/blasters/autocannons.

    Until you load the script the turrets work exactly a before.

    As soon as you load the script they work as a a close-in weapon system for defending against anti-ship missiles. (see http://en.wikipedia.org/wiki/Phalanx_CIWS)

    They should work similar to defender missiles but useful for gun boats. Also, since they are still turrets, you solve the defender missiles main problem which is taxing the server with even moar missiles to keep track off.

    Once activated, the turret will fire at incoming missiles decreasing/negating their damage.
    While working as a CIWS the turret can not target locked targets.
    Unloading the script will revert the turret to its normal operating mode.
    While the turret works in CIWS mode they consume twice the amount of ammo per cycle.

    Notes:
    The script could also be a special kind of ammo instead of an actual script.
    They should actually work better than defender missiles which are currently not in use because of their dismal performance.
    Mirima Thurander
    #1406 - 2012-10-02 15:51:46 UTC
    Armor rep mod that uses Nanite paste and not cap.

    All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

    Harvey James
    The Sengoku Legacy
    #1407 - 2012-10-02 16:50:05 UTC
    Mirima Thurander wrote:
    Armor rep mod that uses Nanite paste and not cap.


    christ do you know how expensive it would be using nanite paste and besides the ASB has already nerfed neuts we don't need the same thing again i still don't understand why projectiles and missiles don't use some cap even the tiniest amount so they could be neuted out.

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Judas II
    Dark-Rising
    Wrecking Machine.
    #1408 - 2012-10-03 08:32:03 UTC
    Projected Smartbombs.
    Much like the Bombs we have now, but require lock (a sort of missile launcher?). They are AoE to kill drones. Minimal damage, enough to kill drones.
    Rytell Tybat
    Doomheim
    #1409 - 2012-10-03 17:48:51 UTC
    Have no idea if anything like this has been suggested, but how bout...

    Drone Bay Maintenance Array (mid slot?)

    When activated it works in a similar fashion to armor and hull repairers, except that it repairs the armor and hull of your damaged drones currently in your drone bay. The single module repairs both armor and hull. Only one module per ship can be fit. The module repairs one drone at a time, first hull than armour, and gradually cycles through your drone groups from top to bottom until all drones are repaired. It could potentially be left active during combat (if you can spare the cap) so that it automatically begins repairing damaged drones as they return to the drone bay. It would use less cap then either an armor repairer (of course repairs less in each cycle) or a remote armor repairer.

    The idea here is that it adds to the longevity of your drones as you cycle through returning and launching. Also adds another element to drone management. There would only be module sizes for medium and large ships (?)
    Harvey James
    The Sengoku Legacy
    #1410 - 2012-10-03 17:54:22 UTC
    you would think the drone bay would be able to fix the drones without having to waste a valuable slot.
    especially since drone boats have one slot less to begin with.

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Omnathious Deninard
    University of Caille
    Gallente Federation
    #1411 - 2012-10-03 22:33:20 UTC
    Harvey James wrote:
    you would think the drone bay would be able to fix the drones without having to waste a valuable slot.
    especially since drone boats have one slot less to begin with.

    Some one mentioned being able to repair drones in the drone bay using nanite repair paste

    If you don't follow the rules, neither will I.

    Zindale
    Spias Inc.
    #1412 - 2012-10-04 11:46:19 UTC
    Have not read the whole post so sorry if posted before.

    How about scripted shield and armour amplifiers.

    Un-scripted would work like an Invul for shields and Aapt. Nano for armour with say a 10% boost accross all resists. When a scripted is added for example EM the would boost only em by say 40%.

    Advantage would be that you would be able to change resist on the fly, making combat more interesting.

    These scripts could also have a timed usage meaning that they would have to be replaced during a battle. Reload times could be set to give the attacker a chance to destroy the ship, so not to make these modules over powered.
    Harvey James
    The Sengoku Legacy
    #1413 - 2012-10-04 13:44:39 UTC
    Zindale wrote:
    Have not read the whole post so sorry if posted before.

    How about scripted shield and armour amplifiers.

    Un-scripted would work like an Invul for shields and Aapt. Nano for armour with say a 10% boost accross all resists. When a scripted is added for example EM the would boost only em by say 40%.

    Advantage would be that you would be able to change resist on the fly, making combat more interesting.

    These scripts could also have a timed usage meaning that they would have to be replaced during a battle. Reload times could be set to give the attacker a chance to destroy the ship, so not to make these modules over powered.


    failed new adaptive armour mod comes to mind

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Sofia Wolf
    Ubuntu Inc.
    The Fourth District
    #1414 - 2012-10-04 14:04:00 UTC  |  Edited by: Sofia Wolf
    We need rigs that would reduce power grid requirement of AB and MWD. You can make them either astronautic rigs or energy grid rigs, does not matter much, but they should provide massive reduction of power grid demand. Something like -22% for T1 rigs and -33 for T2 rigs would be desired and would allow for more dual prop fits and oversized AB fits.

    Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

    Crispin McTarmac
    School of Applied Knowledge
    Caldari State
    #1415 - 2012-10-04 14:58:21 UTC
    1mn/10mn/100mn pulse drive unit

    Applies a very large impulse to the ship in the direction in which it is aligned for 1 second, which ignores the ship's max speed or warp strength (as if it had been bumped). How much speed is added depends on the mass of the ship, and it cannot be online simultaneously with a microwarpdrive or afterburner. Before each use the module requires 20 seconds to charge up, this timer is started immediately after decloaking or undocking (so it cannot be used to speed up aligning from a gate). The amount of impulse generated should be perhaps enough to almost reach MWD speed from a standstill, but not enough to average faster than an afterburner with continuous use.

    How might this module be used?
    >to urgently sprint towards an enemy as they land or uncloak
    >to aid in bumping- as you're about to hit the ship you wish to bump you switch your mwd off and fire the pulse drive for extra speed. A difficult but very potent trick
    >fitted to kiting ships to permit a last ditch escape from hard tackle
    >fitted to brawling ships to "slingshot" across the range gap more effectively
    >a chance to "break through" dual webs or serpentis webs with skilled piloting
    >used by slower, tougher ships to reapproach a camped gate (while skilled gatecampers will use the same module to bump them away first)
    Bloodpetal
    Tir Capital Management Group
    #1416 - 2012-10-07 14:44:13 UTC  |  Edited by: Bloodpetal
    Ok Mr. CCP Man.

    Seriously, consider this one.

    Smartbomb Sheathing.

    Ok, so here's what it does... The idea of a Smartbomb is that it generates a pulse of energy that doesn't damage the ship it is fit on, hence "Smart" (not smart in any other way really) - so the pulse of energy can identify the ship it is fit onto, perhaps the smartbomb itself sheathes the ship in some kind of smart skin that creates the pulse of energy which also helps the energy pulse identify what it shouldn't damage.

    So, Smartbomb Sheathing would be a skin that the smartbomb identifies as a non-target, just like the ship itself, and the smartbomb's energy pulse does no damage. This would protect you from a Smartbomb of a certain damage type. This could have a few applications -

    #1, it can make team members immune to smartbombs for smartbomb types.

    #2, if you are privy that you are going to fly into a smartbomb fleet, you could pre-empt the attack and sheath the ship. Obviously, this will take a defensive slot, so it's always a risk.

    I recommend the sheathing come in 5 flavors:
    1 for each damage type. (em/therm/kin/exp) sheathing that protects you completely.
    1 adaptive smartbomb sheathing that just reduces damage in half or such.


    Thanks :)

    Where I am.

    ApolloF117 HUN
    The All-Seeing Eye
    GaNg BaNg TeAm
    #1417 - 2012-10-08 15:14:57 UTC
    Target painter yes this is not a new module, i saw this in the 2012 jun 26 patch, well why don't put this tp back to the game? maybe the rapier or the tp ships can use the bonus what they got :)
    Col Callahan
    Comply Or Die
    Pandemic Horde
    #1418 - 2012-10-08 15:22:28 UTC
    MacroWarp Drive

    *Mid slot Item
    *Increases agility by 100%
    *Increases top Warp speed 500%
    *increases warp acceleration 500%
    *increases Warp cap need by 500%
    *-100% to Micro Warp Drive speed bonus

    The discussion thread can be found in the Features and Ideas section
    X Gallentius
    Black Eagle1
    #1419 - 2012-10-08 15:28:15 UTC
    Remote E-war dampener. Reduces optimal/strength of all ewar modules on target ship.

    Example - Some kitey bastard has you pointed at 21km... Throw the e-war dampener on him and get him down to a range where your Gallente hull can omgwtfpwn him.

    Ratmuss
    Children of Prophecy
    #1420 - 2012-10-09 14:53:55 UTC
    Fleet Cloak Module.

    Skill Required: Fleet Cloaking 2(new), Covert Ops 5, Cruisers 5
    Ship requirements: Only fits on Cruiser Class ships
    Fitting: High Slot.

    Effect: Area effect cloak 10 km around emitter cloaking all ships (friendly or hostile) within range.
    Duration: 10 Minutes and cannot be deactivated during cycle.
    Cost: 100-300 Ozone per cycle (less with skill bonus)

    While active:


      Ships affected by cloak cannot use weapons, or modules (no AF/AB, etc..).
      When ships leave cloak ring, all modules are disrupted for 5 seconds.
      Host ship cannot move for duration of cloak cycle.
      Every affected ship behaves as if it had a prototype cloak active ( movement penalty, targeting delay, etc...)