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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Callduron
Dreddit
Test Alliance Please Ignore
#1441 - 2012-10-16 11:15:32 UTC
Deployable decloaking field

[Consumable, terrain transforming]

This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.

Small 15 km radius
Medium 25 km radius
Large 40 km radius

Tech 1: 15 minutes
Tech 2: 25 minutes

Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices.

I write http://stabbedup.blogspot.co.uk/

I post on reddit as /u/callduron.

PAPULA
The Chodak
Void Alliance
#1442 - 2012-10-16 11:39:50 UTC
Armor boost amplifier that amplifies armor repair rate to local armor rep similar to shield boost amplifier.
Camera Drone
EYES 3VERYWHERE
Sentinel.
#1443 - 2012-10-16 14:12:42 UTC  |  Edited by: Camera Drone
Keui Tan wrote:
No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.

Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.

Field Integration Disruptor- Same song, second verse. But for the shields.

As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.

For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array.


I like this idea, but it would have to be a high slot imo. Then you could fit logi ships with these RR nerfing mods to counter hostile logi, instead of having to rely on neuting, jamming or dampening ships exclusively. Or do you mean local reps only?
OT Smithers
Did he say Jump
Deepwater Hooligans
#1444 - 2012-10-16 15:03:34 UTC
SUGGESTION:

"Duct Tape": SImilar to Nanite Repair Paste, this high-strength nanite polymer tape is just the thing for patching holes in armor and hull between fights. Also perfect for in-station 'surprise dating' adventures for charismatically challenged capsuleers.


Why add it? One of the biggest downsides to hull and armor buffer tanking is the total reliance on either active repair modules or in-station repair facilities. The former are simply incompatable with many currently excellent fits, and the later are unavailable in many areas. Adding "Duct Tape" to the game serves the same purpose Nanite Paste does today: it allows the fun to go on after the first fight is over.
Thistleblossom Meadowjewel
Native Freshfood
Minmatar Republic
#1445 - 2012-10-16 15:06:26 UTC
Cargo Scan ECM &
Veiled targeting detection modules

It seems only natural that if bandits develop technology to detect valuable cargoes, that merchants would develop countermeasures to keep their cargoes hidden, especially something along the line of cargo bay scan shielding. They would also want to detect attempts to spy out their cargo/fitouts. This might also imply cargo scan eccm.
Hermann Simm
Doomheim
#1446 - 2012-10-16 19:03:07 UTC
Ancillary Cap Transfer

Ancillary Energy Neutralizer

Ancillary Remote Armor Rep

SlaughterhouseDb
3MR Incorporated
#1447 - 2012-10-16 22:00:33 UTC
Yun Kuai wrote:
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can “easily” be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.

So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plate’s PG requirements of 500 MW.

This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.

The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...

Module name: 1200mm reinforced steel plate (meta 0)
Volume: 75 m3
Mass: 0 kg
Capacity: 0 m3
Radius: 0 m

Increases the maximum strength of armor
Penalty: Adds to your ship’s mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.

Fitting Requirements
Powergrid usage: 500 MW
CPU usage: 27 tf

Armor bonus: 2250 HP
Mass Addition: 2,812,500 kg

Variants:
1200mm reinforced nanofiber plate (meta 1)
1200mm reinforced titanium plate (meta 2)
1200mm reinforced crystalline carbonide plate (meta 3)
1200mm reinforced rolled tungsten plate (meta 4)
1200mm reinforced steel plate II (meta 5)
Storyline 1200mm reinforced steel plate (meta 6)
Faction Navy 1200mm reinforced steel plate (meta 7)


Brilliant. +1
Harvey James
The Sengoku Legacy
#1448 - 2012-10-16 22:29:40 UTC
SlaughterhouseDb wrote:
Yun Kuai wrote:
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can “easily” be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.

So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plate’s PG requirements of 500 MW.

This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.

The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...

Module name: 1200mm reinforced steel plate (meta 0)
Volume: 75 m3
Mass: 0 kg
Capacity: 0 m3
Radius: 0 m

Increases the maximum strength of armor
Penalty: Adds to your ship’s mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.

Fitting Requirements
Powergrid usage: 500 MW
CPU usage: 27 tf

Armor bonus: 2250 HP
Mass Addition: 2,812,500 kg

Variants:
1200mm reinforced nanofiber plate (meta 1)
1200mm reinforced titanium plate (meta 2)
1200mm reinforced crystalline carbonide plate (meta 3)
1200mm reinforced rolled tungsten plate (meta 4)
1200mm reinforced steel plate II (meta 5)
Storyline 1200mm reinforced steel plate (meta 6)
Faction Navy 1200mm reinforced steel plate (meta 7)


Brilliant. +1


yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that.

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

SlaughterhouseDb
3MR Incorporated
#1449 - 2012-10-17 15:14:41 UTC
Harvey James wrote:
SlaughterhouseDb wrote:
Yun Kuai wrote:
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can “easily” be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.

So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...

Variants:
1200mm reinforced nanofiber plate (meta 1)
1200mm reinforced titanium plate (meta 2)
1200mm reinforced crystalline carbonide plate (meta 3)
1200mm reinforced rolled tungsten plate (meta 4)
1200mm reinforced steel plate II (meta 5)
Storyline 1200mm reinforced steel plate (meta 6)
Faction Navy 1200mm reinforced steel plate (meta 7)


Brilliant. +1


yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that.


Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will.
Harvey James
The Sengoku Legacy
#1450 - 2012-10-17 17:38:22 UTC
SlaughterhouseDb wrote:
Harvey James wrote:
SlaughterhouseDb wrote:
Yun Kuai wrote:
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can “easily” be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.

So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...

Variants:
1200mm reinforced nanofiber plate (meta 1)
1200mm reinforced titanium plate (meta 2)
1200mm reinforced crystalline carbonide plate (meta 3)
1200mm reinforced rolled tungsten plate (meta 4)
1200mm reinforced steel plate II (meta 5)
Storyline 1200mm reinforced steel plate (meta 6)
Faction Navy 1200mm reinforced steel plate (meta 7)


Brilliant. +1


yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that.


Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will.


Bc's aren't meant to be mini battleships christ sake don't you understand just how much bc's make cruisers useless as it is if you buff them more ........

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

Nriz Barol
1IL
#1451 - 2012-10-20 01:19:00 UTC
A mid slot module that negatively effects missiles. Missile Computer disrupter pulses once every 1.5 seconds with a chance to disrupt/destroy a missile. Would be much like a tracking disrupter in effect only that it is better on long range then short ie. longer flight time = more chances for the module to work.
irishFour
Kybernauts
#1452 - 2012-10-20 21:48:41 UTC
Capsule scanner

It's like a ship scanner but can scan the capsule while in the ship for implants.

+1 for the following
Increased reason to pod people
Increase isk sink to replacing implants
Increased highsec pew pew

I like to have my cake and eat it too

Harvey James
The Sengoku Legacy
#1453 - 2012-10-21 14:03:24 UTC  |  Edited by: Harvey James
how about a drone augmentation module in the high slot restricted to one per ship
This boosts all drone stats by 25%.

This one is a curious one not sure it would be worth using or not :
Drone command modules boosting various things perhaps the drone command ship could be bonused for it perhaps only works on ships using the drone augmentation module so primarily drone boats you could have a drone boat fleet with nice bonuses.

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

Mindnut
Rockbiter Industries
#1454 - 2012-10-22 10:28:37 UTC
Hi all,
haven't made through the whole thread yet but already I noticed some really great ideas out there =)

Here's mine. It's not so great and it has to do with the "bumping games".
I'd like to see "bumping games" disappear from the game since crashing into another ship imho should result in damage being applied to both of the ships. So a ceptor flying into a bs, freighter or an orca should just go splat / pop...

...but if you guys at CCP don't want to fix that at least consider adding a Magnetic Field Generator.
or a Stasis Field Generator. The general idea behind these mods is to aid mainly industrials, maybe even fix the tier 2 transport ship (Occator)

Magnetic Field Generator:
This module would generate a strong magnetic field that pushes away fast approaching ships making them shhot out instead.
To prevent ppl from using this module to actually do the bumping there would have to some sort of penalties and CPU req's that would not allow this mod to be fitted on frigs and maybe even cruisers. Maybe it would prevent ab's and mwd's from running on the users ship.

Stasis Field Generator:
This module would work much like the web but it would not be targeted.
It would have close range, maybe 3000 m area of effect, but more strength so that approaching ships would slow down almost instantly. I'm sure this mod would also fit well in combat especially when being attacked by smaller ships or drones.

I'm not going more into details here. Just want to give something to consider and think about,
fly safe.

Today - The Power of Two Tomorrow - 2 Hulks and an Orca

Rordan D'Kherr
Imperial Academy
Amarr Empire
#1455 - 2012-10-22 11:05:54 UTC
I'd like to see a diversity of our beloved Doomsday Device as


  • AoE weapon (good ol' times) or
  • lock-on weapon (good present times)




Don't be scared, because being afk is not a crime.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1456 - 2012-10-23 01:49:52 UTC  |  Edited by: Andy Landen
Capacitor booster generator - Medium slot. This module creates capacitor booster charges. Cap Booster 800 script creates Cap Booster 800 charges IF and ONLY IF the Capacitor booster generator's reservoir has at least 800 GJ. Capacitor booster generator generates a Cap Booster by directing all but 33% of the capacitor and then all extra cap generation goes into the reservoir until it is filled completely. Size of module governs the amount of capacitor that can be stored and then put into the cap booster charge or held in reservoir after a charge is created. A cap booster plus Capacitor booster generator can have the effect of converting cap booster charges to different sizes.

Capital cap booster - for capital ship cap needs. +1500 GJ 10s cycle time.

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

Grath Telkin
Amok.
Goonswarm Federation
#1457 - 2012-10-23 06:29:42 UTC
Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Lili Lu
#1458 - 2012-10-23 16:39:31 UTC  |  Edited by: Lili Lu
Grath Telkin wrote:
Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack.

Ok, wait, so, let me get this straight.

Are you proposing the introduction of a tube launched mass composed of a dispersing sticky substance (it might even be white) that could have future altering implications for the target ships?P
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1459 - 2012-10-23 20:19:56 UTC
Callduron wrote:
Deployable decloaking field

[Consumable, terrain transforming]

This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.

Small 15 km radius
Medium 25 km radius
Large 40 km radius

Tech 1: 15 minutes
Tech 2: 25 minutes

Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices.


If this can be deployed at Stargates, it will essentially destroy the primary use of covert cloaking ships.... no....
Arline Kley
PIE Inc.
Khimi Harar
#1460 - 2012-10-25 13:13:30 UTC
Madlax Nodos wrote:
we have tachyon beam lasers
any chance we could get tachyon pulse lasers as well


I've been thinking about this for a long damned while - we couldn't make the Tachyon's range better than the mega pulses becuase everyone would fit it - high damage, rapid ROF and long range? Never change my fit again!! - However what about the converse? In manageing to create Tachyons in ultra short time it has the opposite effect and turns the weapon into and extremely short range weapon?

Tachyon Pulse Laser (TPL)

Amarrian Scientists have been working for years to re-create the power of the Tachyon Beam Laser into a Pulse weapons system. Most attempts ended in failure (of both the machines and the scientists), but in YC113 a stable design was finally produced.

Creating tachyons at an incredible rate the scientists were jubilant that they had succeded. However, on the firing ranges the weapons range was far below what was expected - infact several military planners attempted to scrap the plans altogether. It was only after a long period of development that the weapon was finally perfected; the range was far shorter than initially envisioned, only a mere 15kilometres with a "standard" crystal in the focusing array, but with the awesome power that the tachyons could produce this "problem" was overlooked.



Powergrid - 3250
CPU - 75tf
Cap - 75Gj
Rate of Fire - 9 seconds
Damage Mod - 4.5x
Range - 15km
Falloff - 6km
Tracking - 0.0275 rad/sec


The limited range on this so that is the gives the laser boats a ultra-short range weapon - the Mega Pulse is generally used in a long range role anyway (with excess of 100km's easily acheiveable) and the Dual Heavy slotting in the middle ground and useful against smaller ships (with its better tracking) the TPL is there to smash the enemies ship to dust at extreme close range.

Using my "monkey-maths" on a standard BS (with no range bonus) the TPL's can realistically achieve a maximum range of 30 kloms with Radio Crystals (24 optimal + 6 fall off) or have as short as 13.5 (7.5 optimal + 6 fall off) with Conflag/MF. Even with a pair of TC's +range scripts the TPL's range doesn't get beyond 40kms. On the Apocalypse, the range bonus pushes it out to around the 60km's range with two TCs + range scripts- however, given the thirst for PG/Cap of the TPL's unless you rig them, the ship wont be able to support a full 8 rack.


Thoughts?

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57