These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ideas for new modules

First post
Author
Solj RichPopolous
Silent Havok.
H A R D L I N E R S
#1501 - 2012-11-12 18:04:28 UTC  |  Edited by: Solj RichPopolous
NextDarkKnight wrote:
Solj RichPopolous wrote:
Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.

As of now there are target painters to increase radius of a ship but nothing to counter this.
As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link.


I think this item is already in game, Active Stealth System I. Reduces Signature Radius by -160%, Requires Electronic Warefare 5 I believe I gotta check my notes and see where I seen it.


Its a CONCORD GM module not meant for the actual player base. -160% sig radius would make your ship unlockable.
Endymion Varg
Interstellar Vermin Inc.
#1502 - 2012-11-13 00:40:33 UTC  |  Edited by: Endymion Varg
Space flame thrower.

Optimal: 100m
Falloff: 50m
Tracking: Fast
Ammo: Incindiery Fuel
Damage type: Thermal
Damage amount: High, increases with continued exposure

Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!

Will pirate for food.

Harvey James
The Sengoku Legacy
#1503 - 2012-11-13 09:34:21 UTC  |  Edited by: Harvey James
Endymion Varg wrote:
Space flame thrower.

Optimal: 100m
Falloff: 50m
Tracking: Fast
Ammo: Incindiery Fuel
Damage type: Thermal
Damage amount: High, increases with continued exposure

Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!


hey its a geddon its a ship from aliens!!! quick get the flamethrower out....lol :)

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

Lux Levitas
#1504 - 2012-11-13 17:42:57 UTC
Some ideas for armor modules :

Make armor plates so that they can hold consumable charges (similar to the way cap boosters are handled).

These plate charges could have a range of different effects such as:

Temporary Armor Resist Booster: Upon use, charge grants roughly the equivalent resist of an active hardener for (x)seconds. Give it a 10-15 second reload timer. You could have a range of resist charges so that a pilot could tailor his resist profile to incoming damage. A possible side-effect could be that armor tankers can use fewer EANMs and sub in damage mods.


Ablative Plating Charge: Upon use, charge grants a boost in armor hit points. These extra hit points last until destroyed but can not be repaired, and would not benefit from any resists,. Original ship armor can be repaired while this emergency buffer is active. Charges could have a (x)second reload timer, or (if deemed too powerful) could be restricted by only allowing them to be loaded in stations.


Nanite Injection Charge: Upon use, charge releases nanites that increase the effectiveness of active armor repairers. Amount of armor repaired per cycle is increased by (x)%

Tech-1 plates could hold 1 charge, Tech-2 2 charges, and Faction 3 charges

I think what I was going for here was a way to emulate some of the benefits of armor rigs and resist plates while letting a buffer tank setup have a bit of an active feel to it.

DISCLAIMER:
I am a noob and don’t know what the hell I am talking about.
Cheers!
nexus Calderon
The Scope
Gallente Federation
#1505 - 2012-11-14 00:53:51 UTC
Bloodpetal wrote:

Slot Convertor
Would allow you to DOWNGRADE a slot from a High to Medium, or Medium to Low (wouldn't make sense to go upwards, producing more power from a 'low' slot to a 'medium')

So you could take a high slot and add a medium slot, or a medium slot and make it a low slot.


Definite +1
AlexHalstead
Viziam
Amarr Empire
#1506 - 2012-11-15 01:10:49 UTC
I would use the nanite idea to give the armor tank an armor repairer module equivalent of the ancillary shield booster.
Roll Sizzle Beef
Space Mutiny
#1507 - 2012-11-15 17:08:39 UTC
Revamp Augmented and integrated drones into deadspace or officer class so they are actually better and not just split damage.
Double bandwidth officer class drones.
Light drones that take 10Mbit
Medium 25Mbit
Heavies 50Mbit
In logistical and E-war variations that are actually useful. Having the power of a actual ship module
Like using the new drone officer spawn names. W-634 Berserker SW that offers -60% velocity t2 power
P-343554 Valkyrie SW -40%
D-34343 Warrior SW -20%
Schalac
Apocalypse Reign
#1508 - 2012-11-15 17:10:10 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=171717&find=unreadModule Idea

SCHALAC HAS SPOKEN!! http://eveboard.com/pilot/Schalac

Random McNally
Stay Frosty.
A Band Apart.
#1509 - 2012-11-15 17:32:23 UTC
Please, oh please give Cosmos items a reason to be used. Other than a little easier fitting, they are outrageously expensive for no real benefit.

Can they get a little love?

Smuggling modules? Particularly now that the Orca's corp hangar will be eviscerated for everyone to see.

Host of High Drag Podcast. http://highdrag.wordpress.com/

Space music http://minddivided.com

I G Channel HighDragChat

Broadcast4Reps

Crimeo Khamsi
Viziam
Amarr Empire
#1510 - 2012-11-15 20:59:45 UTC  |  Edited by: Crimeo Khamsi
One-time use module that detonates all of a special explosive item in your hold and makes your ship go boom. Ship does NOT go boom if destroyed by enemy fire (the explosive is like plastic explosive, for example, stable even with an ignition source around, and only detonates with the right electric signal).

Basically like a proximity bomb, but it's strength is based on the size of your hold and whether it is packed with explosives or not, and it kills you (and your pod!) upon use.

Power of the explosion should be enough to wipe out just about any ship of your own class, even if heavily tanked, or one class up from you if poorly tanked, but not much more than that. E.g., 200 m^3 of explosives at point blank (<1km) range could instantly wipe out a well-tanked frigate, or a poorly tanked destroyer, but probably not a cruiser, unless it's an especially flimsy one.

Damage of the explosion falls off with the square of the distance from the detonating ship.


Possibly, the damage of the explosion could be REDUCED if the ship that went boom had any armor plating or other tanks on it (containing the explosion somewhat), as a balancing factor to make it harder to approach somebody close enough in this type of ship.
joydivisionn
unfair pleasure
#1511 - 2012-11-15 21:10:25 UTC
A module specificly for the nighthawk that reverses the oncoming nerf to heavy missile, so that the nighthawk becomes a useable ship again.
The Prowling Tiger
Doomheim
#1512 - 2012-11-15 23:22:21 UTC
Endymion Varg wrote:
Space flame thrower.

Optimal: 100m
Falloff: 50m
Tracking: Fast
Ammo: Incindiery Fuel
Damage type: Thermal
Damage amount: High, increases with continued exposure

Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!


Already have melee weapons in eve. They're called BLASTERS, and if you'll note, most people hate them.
Hermann Simm
Doomheim
#1513 - 2012-11-17 17:21:53 UTC
Defense Scanner
- med slot
- scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active
- distance from the target, electronics level and consequent scans increase the scan accuracy
MeatSlab
Assasinated Zombies
#1514 - 2012-11-18 07:01:08 UTC  |  Edited by: MeatSlab
Introduce a new type of fitting slot


I would like to see a new type of slot that can be used for fussing certain types of modules to the ship, a lot like the modification slots that currently exist. Only a few types should be considered and others types should be excluded. Guns for example would not apply. However, fittings like ship scanners, passive targeting, and other fittings like that could be included. The cpu and power grid requirements may stay the same.

Initially I thought that every ship should just have the ability by default to scan ships, passive locking, etc. However, I considered the market and the people that are involved in manufacturing, trading, and selling these items. It wouldn’t be a good idea to just **** an item people use in the game and make it void.

We all can agree that knowing what your enemy is using is a great benefit on deciding to fit your ship. Not having a scanner available to get that info makes a player’s experience a gamble. Fitting it to an active PVP fit takes up a valuable slot that should be used for a wiser choice. Sure I can dock, fit a scanner, scan, redock, refit, and then pew pew. Win or lose, one should always know his enemy, and increase his odds. This doesn’t work to well though when roaming space and you come upon a red. How is his ship fit? Should I retreat and get help, or do I have it in the bag?

This idea evolved from a problem that has a solution. For me it is mostly ship scanning. However, as I mentioned, this could most defiantly be applied to other types of modules as well.

I await my beating.

Types to consider (to name a few)
Cloak
Passive targeting
Ship scanners
Cargo Scanners
Endo Pryde
Gold Ring Enterprises
#1515 - 2012-11-18 09:12:40 UTC
I have several ideas for the addition of more AoE abilities. I'm not sure about the legality of such things, and they may need to be limited to 0.0 at first.

Part of the idea is to give Marauders and Black Ops the role of AoE in large fleets, where they will become incredible force multipliers. The goal is for them to be expensive to field, but worth the risk especially for s small fleet that needs to take on a larger fleet.

To this end, both classes of ship receive the double-damage bonus of the marauder as well as the ability to fit bomb launchers. Otherwise there is not enough incentive to use weapons instead of the various High-slot utilities available.

Bombs

Bomb Launcher II: High Power - can use Scripts and T2 bombs
-Tracking Script: with this script the launcher requires a locked target to fire. The bomb will chase after the target until it impacts or reaches max range then it will detonate. Its area is reduced.
-Self-propulsion script: with this script the bomb will consume part of its warhead in order to travel faster. The bomb will have reduced flight time and increased speed, resulting in roughly the same range but a much faster arrival. Its warhead is reduced.

Pirate Bombs: These bombs deal the same damage as regular bombs, but divide it between two damage types: one primary and one secondary depending on the pirate race. They carry two resist bonuses to allow them to survive other bombs of the same type.

T2 Bombs: These bombs deal only slightly higher damage than T1 bombs, but are 100% immune to their own damage type which allows any number of them to be delivered at once.

Parallel Reloading Bay: High Power slot - increases Bomb launcher rate of fire.
-this would allow a stealth bomber to drop its torpedo firepower in favor of pure bomb usage, however it does not increase the ship's burst damage. Fitting 3 would double the launcher's rate of fire, but would require a RCU on any stealth bomber.

Black Ops and Area of Effect Ewar

Beacons: Beacons are like the bubbles dropped by Interdictors, they apply their effect over an area and can be targeted and destroyed. There is a beacon type for each race, and the beacons it deploys cause that race's Electronic Warfare in a small area. Beacons have a very short lifetime, which is improved by the relevant skills and T2 versions. Each beacon requires its own type of launcher, which is a High Power slot module usable only on certain specialized T2 cruisers.

Beacons will have a slow reload and a relatively weak effect, and the ships that use them must be able to contribute to the battle in other ways as well. It would be difficult to determine the legality of such a module, and it may need to stay in 0.0 only.

Projectors: Like the relationship between interdictors and heavy interdictors, Black Ops ships can mount a mobile, ship based version. In addition these modules have a choice of two scripts:
-FoF algorithms: the strength of the Ewar is halved, but it will only affect targets considered unfriendly by the player
-Focusing algorithms: the strength of the Ewar is greatly increased and it becomes a single-target effect.

Marauders and Smartbombs

Allow all T2 Smartbombs to use scripts:
-Shaped Charge: causes the smartbomb to deal damage only in an area in front of the ship, for reduced damage.
-Wide burst: doubles the smartbomb's range but greatly reduces its damage.

The shaped script allows smartbombs to be used against close targets without endangering one's allies, while the wide burst makes it into an an effective anti-missile weapon. Smartbombs are very difficult to fit on a regular combat ship, and should remain so to balance out their new advantages.

Now, give Marauders a bonus that doubles or maybe triples their Smartbomb damage. The shaped charge is relatively difficult to use, but the wide burst can be used as its primary attack against groups of ships. And if the lumbering marauder manages to close on its target, their death is all but assured.



Also how about a module or rig that gives you a special pod when you die, with a slightly higher warp speed and lower sig radius? Possibly more warp strength. The bonus would only last about 30-seconds to a minute, so it can't be used for anything other than escaping.
MeatSlab
Assasinated Zombies
#1516 - 2012-11-20 18:17:22 UTC
Hermann Simm wrote:
Defense Scanner
- med slot
- scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active
- distance from the target, electronics level and consequent scans increase the scan accuracy



I like this idea. It could most def be included to become a part of the feed back current scanners give. Big smile
Junior Misfit
ONTAP
Goonswarm Federation
#1517 - 2012-11-21 09:54:46 UTC
Wondering how to make PVP more interesting? Consider the Chameleon cloak.

This module would act very similar to an existing cloak, however, instead of making the ship invisible, it would make it look like any other ship in the same class. For example, you could make your Punisher look like a Wolf, or make your Maller look like your Retriever. The cloaked appearance could work off of scripts.

The module would go in a high slot and have similar fitting/downside requirements as a normal cloak. There are some differences from a normal cloak in that other ships can not break the cloak unless they actively aggress the cloaked ship including smartbombs, ecm bursts, bombs, and just normal shooting could all be decloaking actions. Proximity to objects should not de-cloak. This way simply bumping the ship, or sitting in a belt near an asteroid would not ruin the surprise. However, activating any other module on the cloaked ship will de-cloak it just like normal. Jumping through a gate should also break the cloak.

Anyways, this is just the initial concept, I'm sure if people like it, the details could be hashed out. Personally I like the idea of hiding fleet compositions, making missile ships wonder what damage type to use as well as luring would be gankers into a trap.
Skahd Hii
The Milkmen
Churn and Burn
#1518 - 2012-11-21 11:19:54 UTC
Selar Nox wrote:
Heat:
Heat exchanger:
active (midslot?) module
works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine Cool)
because of the huge dimensions of the device it uses two fitting slots


Not a fan of the using two fitting slots idea. However, they could make it a module that can fit into any rack, and absorbing heat from whichever rack it is fit to.
L'Acuto
Garoun Investment Bank
Gallente Federation
#1519 - 2012-11-21 11:48:56 UTC
If it has not yet been suggested, capital sized energy destabilizers and vampires.
Rayzilla Zaraki
Yin Jian Enterprises
#1520 - 2012-11-22 14:38:54 UTC
I like the ideas where you can swap some cargo space for limited drone space. Maybe a 10:1 ratio. I also like being able to add modules that either change or create more slots - to a certain limit, of course. It would add more customization. Just make the newly created/changed slot use more power/cap/CPU.

My suggestions would be to see more ships that use Subsystems as well as more subsystems as I really like that type of ship construction. More customization and variety. T3 Mining and/or salvage? (Only because I like to Carebear while working).

Also, on the Carebear angle - Retribution is introducing an ORE Mining Frigate. How about a Frigate-sized ORE Salvage ship? A Noctis only smaller and faster designed for Low-Sec salvaging runs. On the other end of the spectrum, a large-fitting ORE Salvage ship (Battleship sized). Big hold, and tractor ranges out past 100km.

Yes, salvaging is my Carebear activity of choice when I can't dedicate all my attention to missions and PvP...

Gate campers are just Carebears with anger issues.