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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Freelancer117
So you want to be a Hero
#1521 - 2012-11-23 12:44:03 UTC
Wouldn't mind some thermal scanning device to check if a cloaked ship is on grid, thing has got to have a tailpipe right Bear

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D) CCP Games Pay to Win at skill leveling, with instant gratification

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Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#1522 - 2012-11-23 23:02:56 UTC
Flare launchers (Mid-slot) - ammo fed.

RL article here:
http://en.wikipedia.org/wiki/Flare_(countermeasure)

This would be interesting for anti-missle.

Chaff...

same system - load chaff... this works for turrests with tracking... since it throws out false targeting info...

Make for an interesting new EW for smaller ships in particular, but any size could technically use it...
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1523 - 2012-11-24 06:06:02 UTC  |  Edited by: Vayn Baxtor
A seperate suggestion to the current Afterburner module or a new propulsion module.

There was discussion in one of the frigate threads about the afterburner(aka AB) still being underwhelming despite its current advantages when compared to the more essential MWD prop module.

Despite having no sig-radius bloom and other aspects, the AB is simply lacking - let alone as soon as one is webbed by multiple sources. It is also common for any tackling ship to have webs.

A suggestion I made did meet some support, so I insisted to post here after all.


As another interesting feature for the AB (or a third prop module):
An extra bonus that ensures the base speed to remain on 80% velocity, regardless if one is tackled by hundreds of webs or not. This would ensure that a ship could still maintain its speed without essentially being immediately marked by doom. Such ship could still perhaps make it out of trouble.

Situationally, this said ship could still be scrambled. It is also still slower than a MWD ship (duh ;)).
This specific "maintain speed cap" could be altered by Afterburner skill level, too, if necessary.


On the other hand,
a seperate new module could be interesting to implement as well.
It simply applies an "immunity against webbing slow mechanics", but no speed bonus at all, as it is just to ensure "you cannot be webbed".

For all, the ruleset of "one active propolsion module" applies as normal. A capsuleer could decide to go dual prop (or even tri prop Shocked) and actually survive.

Webbing specific ships such as Huginn/Rapier/Hyena/etc could still tackle from a far.

Penalty:
There was also a suggestion of applying either a higher cap need or even a scaling cap need effect. The more webs are placed upon the ship using this new AB bonus will result in it requiring more cap/power to ensure the bonus. So this should effect active tanking or even cap for guns too.

Using tablet, typoes are common and I'm not going to fix them all.

mramo
Doomheim
#1524 - 2012-11-25 12:46:56 UTC  |  Edited by: mramo
A module to add diminishing returns to incoming damage:

If many ships attack you only the top 10 dps ships will do 100% dps, the dps of the next 10 ships is reduced to 50%, the dps of the next 10 ships is reduced to 25% and the dps of all other attacking ships is reduced to 10%.

If a downside is needed for this module you could also add the same diminishing returns for incoming shield and armor transfer.
xh'neivers
House of Carrikk
#1525 - 2012-11-25 21:28:19 UTC
I've not read the full thread, so forgive me if these have been mentioned:

One use mod:

Some form of emergency warp mod - can only be used once but will burn through any scramming/bubble and let your ship warp. Kinda like a one shot big red 'get me the hell out of here' button.

Possible one use mod/repeat use mod:

Wormhole 'slipstream' mod that reduces the mass of the ship for the purpose of using Wormholes. Maybe by 25 or 50%. Basically working the opposite of what going through a WH with a MWD on does just now.

New mods/script use:

A remote resistance projector (Armor/Shield) - works same as remote reps but repairs a small amount of damage while boosting a specific armor or shield resistance. Resistance type determined by scripts.

Armour version of the ASB - uses nanite paste instead of cap charges. Otherwise functionally the same. Same reload time and probably more expensive to run given the cost of the paste.

And lastly, some weird concept that's been bouncing around my skull. A weapon probably similar to a webber or neut in operation, that transfers overloaded generated heat. So if the fitted ship is not generating any, they cannot transfer - if they are generating and can't get a lock or keep a lock, they could be risking burnout. The heat they create themselves effectively becomes the ammo.

Tied in with that could be a logi mod which takes heat out of another ship and absorbs it into the logi - perhaps in conjunction with the much mentioned heat sink mod that absorbs module generated heat?

Rocker Will
Rockstar federation
#1526 - 2012-11-26 21:14:36 UTC
could we get some unique drones tht can be fitted with modules in a similar way to our ships

I'm Batman

SlaughterhouseDb
3MR Incorporated
#1527 - 2012-11-27 01:16:37 UTC
Roll Sizzle Beef wrote:
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.



I like the idea of being able to break warp at a penalty (maybe massive heat buildup too?), but the bubble is too easy to abuse for a pirate party. All a frig would have to do is align to the same target, jump, break, then call in the gank when the freighter drops out. A string of 2-3 frigs could capture a majority of traffic between two gates, making it a griefer's wet-dream, so -1 to that part of the idea.
SlaughterhouseDb
3MR Incorporated
#1528 - 2012-11-27 01:35:25 UTC
Salpad wrote:


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.


Drones don't normally deplete as fast as ammunition. There would need to be an analysis of dps/time to examine how effective a drone boat stays after X number of hours fighting without resupply vs guns or missiles or cap charges. Then again, all 3 of those platforms can be reloaded by ammo drops, essentially remaining fighting fit until relieved or destroyed; the drone carrier will require a fitting ship every time. Hey, maybe there could also be a remote drone replacer! Short range, inserts drones into available space in a targeted ship's drone bay.

Nah. In the final analysis, it'd be easier to make drone bays reloadable from inside the ship, just like missiles. That adds to a drone carrier's flexibility in response, too.
SlaughterhouseDb
3MR Incorporated
#1529 - 2012-11-27 01:39:25 UTC
Catherine Laartii wrote:
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.



Doesn't the Target Breaker do this (for the fitted ship only)? Has anyone tried one? I'd think if a Skorp got primaried, you'd just pop the TB.
SlaughterhouseDb
3MR Incorporated
#1530 - 2012-11-27 01:57:44 UTC
Harvey James wrote:


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 ........


Lawlwhut?

Battleship - (ship) + Cruiser = Battlecruiser.

They are supposed to be small battleships. They are supposed to be able to beat cruisers. BC's and BS's both require Cruiser IV to train, so they'd both better overshadow cruisers just to justify the time investment and cost.

Cruisers have their place, but shoulder-to-shoulder with the BC's isn't it...btw I'm sure your Logi friends like hearing you call their platforms useless; hope you don't need one soon.
SlaughterhouseDb
3MR Incorporated
#1531 - 2012-11-27 02:19:29 UTC  |  Edited by: SlaughterhouseDb
edited out: wrong forum
Khanid Voltar
#1532 - 2012-11-28 09:53:52 UTC  |  Edited by: Khanid Voltar
My out of the box thinking would be to script a lot more.

I would say have a propulsion module that can be scripted with either a MWD, AB or MJD script

Active Hardeners could be scripted in the same way as could ECM.

Likewise tackle mods could be fiddled with as well, ie WD and WS being combined with less range scripts = higher warp strength/web strength and vica versa.

All variants of each module could become the script, with a basic module shell (with no inherent attributes of its own besides the ability to fit that kind of script).

Reload time could be adjusted to balance the item, even if it was like a minute - eve is way too much rock paper scissors especially in todays homogenized fleets, this allows PVP to be more dynamic, set up on the fly warping into a fight etc, not buggering off home to refit and hoping the other guys are still there when you get back.
Meditril
Hoplite Brigade
Ushra'Khan
#1533 - 2012-11-28 14:59:16 UTC
With now every cruiser being capable of fitting dual web, we really need a counter to web or (assault) frigates will have no chance of survival within 10 km range of any cruiser.

Therefore I propose you invent the "Active Anti-Web" and the "Passive Anti-Web" module.

The "Active Anti-Web" module uses a medium slot and once activated it will reduce the speed penality of any enemy web on your ship by 50%. It should use some amount of cap though.

The "Passive Anti-Web" module uses a low slot and it doesn't need any activation. However it reduces the speed penality of any enemy web on your ship by just 30%.
Dagus Rex
24th Imperial Crusade
Amarr Empire
#1534 - 2012-11-28 19:53:05 UTC  |  Edited by: Dagus Rex
Directional Scanner Improvements:

-Make Directional Scanner maximum Range proportional to Ship Sensor Strength

-Add a slider bar to the Range Control.

-Let us choose between AU and Km distance measurement.

-Add an option that allows the "Show Solar System in Map Browser" to open and close simultaneously with the Scanner button on the HUD.

Other than that Directional Scanning is perfect
Vanessa Vansen
Vandeo
#1535 - 2012-11-28 22:06:34 UTC
First, a minor change in game play:
Let anchoring be available for any kind of ship.
maybe with increasing anchoring time depending on hull size,
e.g frigate & destroyer - 1 minute, cruiser & BC - 2 minutes, BS - 3 minutes, (non-super) captials - 4 minutes, super capitals 5 minutes
And of course the same time for unanchoring.
This time is required to turn the main engine off / on.

Before initiating the anchor process you have to eject.

Once the ship is anchored you can access the hangars and use modules similar to POS.
E.g. if you anchored a ship with a remote armor repair system, you could use that to repair another ship (not the one mounting that module).
In other aspects it behaves similar to an anchored container (anchored for corp or personal usage)

So, in case of carriers/Rorqual/Orca you would have a little base of operation but it would be pretty vulnerable.

Because of that we need the
Stealth Module
Only works with anchored ships and renders them improbable.
Otherwise similar to cloak, i.e. you may not run any other module beside.

While an anchored ship with a running stealth module is improbable,
every probable thing around still is probable. The ship itself will be probable again while unanchoring or after the stealth module is turned off, e.g. to run a repair system module.
X Gallentius
Black Eagle1
#1536 - 2012-11-29 00:46:58 UTC  |  Edited by: X Gallentius
Khanid Voltar wrote:
My out of the box thinking would be to script a lot more.

This would be a great idea on how to implement Tech 3 cruisers. Give them scripts for changing mods to help fight in their current situation.

Tech 3 prop mod - AB/MWD script.
Tech 3 tank mode - Active Rep/Buffer tank script
Tech 3 active hardener mod - Damage Type Script (Kin/Therm/Explosive/EM)
Tech 3 High slot energy - Neut/Nos/Transfer Script
Tech 3 hull mod - Speed/ Speed+Agility / Agility / Increased Hull strength script
Tech 3 Gunnery Script - Tracking/Damage script
Ocih
Space Mermaids
#1537 - 2012-11-30 17:58:22 UTC
Capital rigs
Web range rigs.

Capsule Fighters with no warp drive.
CB Netsvinet
The Scope
Gallente Federation
#1538 - 2012-12-02 14:32:58 UTC  |  Edited by: CB Netsvinet
I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth

Another idea could be a low slot module "smuggler compartment" a small separate unscanable cargo bay maybe only 5 or 10 m3
Mars Theran
Foreign Interloper
#1539 - 2012-12-02 21:28:30 UTC  |  Edited by: Mars Theran
New Ship and Module idea. This is a Sniper based idea, I thought of after my last run at Dust.

I know we already have a 'Sniper' type setup for ships in EVE, but it occurred to me it isn't really a Sniper as far as ability and impact goes, providing very low DPS and generally being somewhat ineffective in that role, so here's what I was thinking.

The ship would be a Covert Ops Cruiser able to fit a Turret, (the new module), sort of like a Stealth Bomber fits a Bomb Launcher. It would be relatively low EHP as a Cruiser and have decent maneuverability and speed, while having no targeting delay for Covert Ops Cloaks. Just imagine a Stealth Bomber that was Cruiser sized for almost all intents and purposes aside from the targeting delay after dropping cloak.

Now, the module:

3-4 different varieties, with one for each Faction using the standard turret type base for each faction. Laser for Amarr, Hybrid for Gallente and Caldari, Projectile for Minmatar. Gallente and Caldari could be the same, or have slight differences.

Ammunition used would be either L or XL, and of course be of the same type as the base weapon type. No need to introduce new Ammunition. Theoretically, as I think of this, you could have two different guns for each Faction, one for each L and XL as options. Moving up to XL would of course cost you tracking and perhaps make the guns RoF and/or Spool up time slower.

So here's how it works:

Only one of these modules can be fit per ship, and each would have sufficient powergrid and CPU requirements to limit additional fitting, while making them fit appropriately within the category of damage they provide and yet still be functionally available for fitting on a Cruiser, while still being able to provide a decent fit for that ship using additional modules for tank, propulsion etc...

The module would function on a Spool up timer, firing at the end of that cycle, and like the Bomb launcher, have no repeat cycle. The Spool up timer would start once target lock was achieved, and would effectively immobilize the ship while requiring that the ship be facing an arc covering the target.

Basically, drop cloak with target at range in your arc of fire, click on the module and then the target, and once target lock has been achieved, your ship immobilizes much like occurs when you light a cyno and starts the spool up timer to fire. This should be 10-20 seconds.

Once the spool up timer is up, the weapon fires and your ship regains mobility while retaining target lock on the ship you were firing on. Clicking the module again will restart the spool up timer and progression to fire, immobilizing your ship as before. You can do this as many times as you like, and have position and availability of ammunition to fire.

The module itself will have tracking as with any turret, and be ineffective outside of its current arc. This means that a ship moving across its field of fire will be much harder to hit than one stationary, or moving directly towards it. If the ship targeted happens to leave the field of fire before the spool up timer elapses, then the weapon will go into a cool down cycle until the spool up timer elapses, rather than firing.

The module should have exceptional range, obviously well beyond Cruiser sized weapons, within the 100-200 km range. Arc of fire should be at least 30 degrees centered on the forward facing of the ship. Damage should be a very good alpha strike comparable to its ammunition and the purpose and use of the module and ship.

Depending on the Faction type of the weapon, it may offer higher Damage with slower spool up timers, or lower damage with shorter spool up timers; better or worse tracking, and of course, each will functionally provide damage appropriate to the ammunition used.

A true Sniper role ship for EVE. Complete Covert Ops capability, role and ship bonuses for increased damage and tracking, and/or reduced spool up timers. The ability to fit alternative highs, with maybe 3-4 Turrets or Launchers, and a High, Mid, and Low Slot layout comparable to other Tech 2 Cruisers of the appropriate variety.

Either a new Hull design, or an appropriate Hull with some slight changes from the standard Hulls for each Faction. For example, Minmatar might use a Stabber or Bellicose hull; I kind of like the Bellicose for this. Depending on the Faction, the Sniper ship might be a heavier hull with better defense, or a lighter hull with better mobility. I can see Caldari using a heavy hull for example; something like the Moa.

Anyway, that's the idea; like it or leave it. Smile

edit: Another thought I had, but forgot to input above, was that the module could function like a passive targeter, so when it alone was activated on the intended target, it would passively lock until the shot was fired. Might be a needed or just cool addition. It's appropriate to the role anyway.
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Mars Theran
Foreign Interloper
#1540 - 2012-12-02 21:31:44 UTC
CB Netsvinet wrote:
I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth

Another idea could be a low slot module "smuggler compartment" a small separate unscanable cargo bay maybe only 5 or 10 m3


I like the smuggler option but rather as a ship specific trait rather than a module which could be used on other ships. However, the changes to the Blockade Runner, (which I actually didn't know about), help it to fill a specific and unique role in EVE. I think it's a good idea.
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