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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Harvey James
The Sengoku Legacy
#1461 - 2012-10-26 17:26:17 UTC
is there any chance you could reduce the mass of mwd's?
5mil on to a cruiser's mass is adding 50% weight to it and kills its agility and a lower sig bloom would be nice too.
And maybe AB's could get mass reduced too and maybe a slight speed boost also.
Also the T2 mwd really ought to be better than the meta's perhaps a lower sig bloom could be the answer.

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

Catherine Laartii
Doomheim
#1462 - 2012-10-27 06:59:47 UTC
Fix ECM bursts. Instead of a 'pulse' to throw off jamming, turn them into a bubble of sensor jamming, sort of like non-targeted ecm within a close range. It would provide a double bonus of, firstly, making a useful mod that blacks out close-range tacklers, and for ships that will be using the coming microjump drives, it provides a decent defence for battleships against tacklers that more than likely will be able to shut down the microjump drives with scram. Secondly, it would turn the scorpion into a AWESOME battleship for fleet situations, since it would be able to somewhat negate the problem of being primaried every single time one is fielded in a combat situation.
Thaddeus Rees
Brutor Tribe
Minmatar Republic
#1463 - 2012-10-28 09:46:45 UTC
"Trajectory analyser"

A module that once activated enhances the ships tactical overlay with a visual representation of predicted trajectories for all nearby vessels.
Salpad
Carebears with Attitude
#1464 - 2012-10-28 12:43:57 UTC
CCP SoniClover wrote:
Hello capsuleers!

One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover


A module that moves a drone from cargy bay to drone bay. Basically you "load" the module with "ammo", i.e. 1 or more drones (a certain volume of drone, probably 5 m3 for a small module, 10 for a medium, 25 for a large) that is taken from the cargo bay. Then when you "shoot" the module, the drone or drones are moved into the drone bay, provided there is room.

Reload time and cycle time needs to be long (several minutes each), so that it becomes a slow process to move drones from cargo to drone bay. The point is to make it possible, not to make it super fast and convenient, to re-stock the drone bay while flying solo far from stations or POSses. Missile boats and gün boats don't have this problem as they can always reload from cargo bay, but drone boats are highly dependent on places where they can dock to re-fit.
Harvey James
The Sengoku Legacy
#1465 - 2012-10-28 12:49:55 UTC
or at least a rig to increase the drone bay

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

Gerrick Palivorn
Caldari Provisions
Caldari State
#1466 - 2012-10-28 13:43:22 UTC
Just ran into this gem;

https://forums.eveonline.com/default.aspx?g=posts&t=167239&find=unread

Basically it's a standings set warp beacon much how fleet warping works but it's a fire and forget type, it lasts 15-120 min I don't know about duration. Seems like something that has potential.

Maybe something that you put in an expanded probe launcher?

MMOs come and go, but Eve remains.  -Garresh-

Xercodo
Cruor Angelicus
#1467 - 2012-10-29 19:14:09 UTC
Not so much of a new module thing but could thr art dept think about looking into possibly making ALL the active targeted high slot mods having a "turret"? :D

I'd love to see physical logi mods and neuts on ships :P

And have massive logi arrays for the capital versions for the carrier to finally get some shiny love.

Also wouldn't mind seeing things like cloaks and probe launchers being shown too. Maybe the cloak could be a static "turret" like the old "gas cones" and the cloak would emit a field from both ends (or all three in the case of a triad turret) that would form together to make a cloaking "bubble" that also doubled as showing a visual indicator of the 2000m limit.

An effect that looks something like the forcefield that the aliens in Battleship used when ti was being turned on. Getting decloaked could show this cloak bubble "popping".

For the prob launcher only one "turret" would be the actual launcher and the other turret could be the "control center".

Drone link augs could also be static turrets and have a little blinky or pulse-y light thing xD

The Drake is a Lie

Jing Xin
University of Caille
Gallente Federation
#1468 - 2012-10-31 03:31:41 UTC  |  Edited by: Jing Xin
1) Re: anti-missile e-war
This surely should not be tracking disruptors. Give new script(s) to sensor dampeners instead (because Gallente are supposed to be anti-Caldari). This can also be a way of buffing sensor dampeners without actually meddling with values related to their current function.

2) Tech2 scripts loadable only into tech 2 ewar modules. I don't know whether meta4 in inferno loot tables were adjusted or not, but currently meta4 ewar modules are better than tech2 in following ways:

  • cheaper
  • use less cpu
  • use less cap energy
  • have lesser skill requirements

That is to say there is no incentive to use t2 ewar at all.

Edit:
3) Give MJD overload that significantly shortens spool up time (duration), but adjust heat damage values so that it breaks after one or two uses.
Harvey James
The Sengoku Legacy
#1469 - 2012-10-31 15:13:46 UTC
Make hull tanking viable

give bulkheads more HP than armour plates instead of being % based. the penalties being increased mass and reduced cargo space.
Hull rigs same pens as above.
improve all hull reps local and remote.

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

Roll Sizzle Beef
Space Mutiny
#1470 - 2012-10-31 17:15:59 UTC  |  Edited by: Roll Sizzle Beef
Micro warp fracture.
Frigate only. As cutting warp to anything bigger would be catastrophic.
The module dumps capacitor and drops the ship out of warp instantly. The energy wave creates a small bubble for a minute that captures anyone following.
Can only be activated at full AU warp so you cant drop "poor mans" bubbles at landing locations.
A8ina
Pator Tech School
Minmatar Republic
#1471 - 2012-10-31 22:34:23 UTC
a suggestion for new modules

a shield bleed through regulator . A module that allows 50% of damage to bypass the shields without inflicting damage to shields HP thus inflicting damage to armor,

also the module can have 2 scripts one for 25% and the other for 75% so you can have the option for 25% 50% 75% of damage to bypass the shield .

also when is equipped on the low slots provides 10% shield resist

the purpose of using this is to be able to use the shield HP and take advantage of its resistance even when you armor tanking, the shield will last longer to provide sum continuous protection without depleting to fast and the resistance modules are useless


also a higher adjustment on the bypass would be nice



another thought is to have it as a standard adjustment on all ships and be able to adjust shield and armor this way


any way this is not adding anything extra like HP, you are only able to manipulate what you have available
Melbac74
Rohnson Solutions
#1472 - 2012-11-03 04:27:50 UTC
Module/Rig that allows for the transfer of goods from orca to freighter.
Luce Meno
Luce delle Stelle
#1473 - 2012-11-03 11:45:22 UTC
Detractor beam/repellent beam/script to reverse tractors/ a very long stick.

*It fits in well with the scifi theme, because if we can pull it, we should be able to push it, too.

*In execution, it'll require a targeted container to push, and a targeted destination. Possibly a bookmark in space, or even set distance could work, but that might not work very well with how we typically use the interface.

*Will make it easier to refuel POS's in fat, slow ships (the aptly, named Rorqual comes to mind)...until they become dockable or modular or whatever CCP does with them in the future. This feature would then require that the cargo containers and their destination containers/hangars/silos/etc be accessible at when the module is active on them regardless of ship distance--it's the main purpose of the mod.

*Furthermore, one could push a can into the middle of a mining gang and hope someone makes a mistake, for those of you who enjoy such...Pirate activities.

*This could also be used to resupply friendly ships with consumables on the field.

*This could also be used to pick up, and return jet can and/or secure cans.

*It would be amusing to use it on other ships-as would regular tractors-but this would be silly and probably end with annoyance and certainly exploits (I didn't jump because he pushed me off the gate! That scoundrel!). Unless, however, the ship is without a pilot; then it is just a container with wings.

*Also, the mod's icon could be a pool cue.Roll

*While only useful in select settings, giving dexterity to decidedly it *will* reduce the number of obscenities issued at monitors while trying to park a capital within 2500 meters of a POS tower surrounded by anchored equipment.



Hopefully something like this isn't already posted, but the thought of reading through 74 pages of ideas made me sleepy--got through 3.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#1474 - 2012-11-03 12:45:22 UTC  |  Edited by: Kitty Bear
Praerian wrote:

Structure repair drones, let's finish the set.


Tech 2 Ewar Drones
Tech 2 Combat Utility Drones
Faction Ewar/CU Drones (eg 'Imperial Avatar' EV350 -- Amarrian faction Small E-Neut Drone)


More variation in Faction 'Drone Upgrades'
Faction Tracking Link Upgrade
Faction Navigation Computer Upgrade
Faction Link Augmentor
Faction Damage Amplifier
Either enhanced effect or reduced fitting cost compared to base T1/2 module,
or 2 factions could recieve an upgrade 1 offering lower fitting cost, the 2nd offering enhanced effect.
handige harrie
Vereenigde Handels Compagnie
#1475 - 2012-11-03 17:36:57 UTC
a heat dissipation module;

Mid or Low slot module that uses Nanite Paste to repair heat damage quickly, this module can be used to repair modules that are being overheated. The amount of nanite paste used increases with the amount of heat damage that needs to be repaired.

Overheat 8 guns, and you'll burn through paste fast but your guns can be overheated for a prolonged period, overheat 1 hardener and nanite paste gets used in a much slower pace.

Baddest poster ever

Reaver Glitterstim
The Scope
Gallente Federation
#1476 - 2012-11-04 13:53:31 UTC  |  Edited by: Reaver Glitterstim
Nova Fox wrote:
Improve Fire and Forget Missiles
Module Theory

This module would have a markable advantage over current Friend or Foes missiles by greatly reducing guesswork in which targets the FOF will strike next though the use of Target Painters. This however is only a mitigation in possibly friendly strikes.

I'd like to see all F.o.F. missiles naturally be more likely to seek out painted targets. It could be a useful tactic in which a fleet of missile ships expecting heavy ECM brings target-painting EWAR ships with heavy ECCM to help track the targets (and hit them harder at the same time). Of course, it could backfire if the enemy fleet has a lot of target painters and they manage to lock down the friendly TP ships, but as an additional precaution, perhaps the F.o.F. fleet equipped a high resistance to their own damage type.

Another improvement I'd like to see is Defender Missiles. I think the biggest problem with them is that they take up a high slot. Nobody wants to clip out their own damage for a chance to shoot down one incoming missile at a time--it's just not economical. If it were a mid slot item, however, then it would have a higher value. It could still cost a launcher hardpoint, giving some advantage to ships that have excess launcher hardpoints. It might also be able to shoot down missiles that aren't coming at the one who fired it, or perhaps there could be a F.o.F. Defender variant which would be able to hit any missile, and could be used by launcher destroyers/cruisers as a means of defending fleet members from incoming missiles. This is sort of like the "Aegis" idea someone had, but more practical because such an off-the-wall tactic remains off-the-wall and requires additional planning to make it work. And that encourages creativity.

tl;dr
F.o.F. missiles are more likely to hit target-painted targets
Defender missile launcher new mid-slot item
F.o.F. Defender missile (self-explanatory)

handige harrie wrote:
a heat dissipation module;

Mid or Low slot module that uses Nanite Paste to repair heat damage quickly

I'd rather see a heat dissipation module that used liquid ozone to operate. That way it could completely nullify heat damage, but only until your cargo empties. It should also be a high-slot module both because it's really powerful, and because a lot of ships are aching for more options to use up their utility highs.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Phenix Asheron
Deep Core Mining Inc.
Caldari State
#1477 - 2012-11-04 20:41:23 UTC
I'd love to see defensive missiles be able to set to auto fire and to target hostile drones
Sjach Kothar
Immaterium Tombworld
#1478 - 2012-11-04 20:49:31 UTC
i have a idea for a few skills mostly PI related.

i would like to see skills that:

1. Reduce "Expedited Transfer" timer by x% per skill lv for Spaceport and Storage Facilities

2. Increase storage capacity of "Spaceport" and "Storage Facilities"

3. Reduce Production timers of "Processor Facilities"

4. Reduce resorce extraction timer of extraction heads for Extractors


i pesonaly thinkl that skills in these areas will be a big benifite to PI
Solj RichPopolous
Silent Havok.
H A R D L I N E R S
#1479 - 2012-11-08 15:19:44 UTC
Anti-Web Module.

Mid Slot removes the effects of 1 web from your ship. Thx
Reaver Glitterstim
The Scope
Gallente Federation
#1480 - 2012-11-08 15:27:56 UTC
Solj RichPopolous wrote:
Anti-Web Module.

Mid Slot removes the effects of 1 web from your ship. Thx

I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."