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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Helios Aquiness
Perkone
Caldari State
#1541 - 2012-12-03 03:25:07 UTC
Deployable mines and mine laying module.
Mines come in the normal flavors: EM, Thermal, Kinetic, and Explosive. They would deploy and sit stationary in space like warp bubbles and to keep smaller ships from being one shot by the large versions, they are subject to explosion radius and velocity like missiles.
The module would require a skill, (Mine laying?) and you could deploy 5 per level to a max of 25.

Force Field module.
Can only be put on an escort ship (IE a ship with 99% reduction in power grid need). Operates just like a PoS force field, the ship would become immobile similar to dreadnot siege mode, and emit a force field that fleet members can enter and be protected. As with PoS fields, you can’t target or do anything much inside the field.

Smuggler’s hold rig.
This came to me as an idea to start a whole new profession, Smuggling. It’s a rig who’s BPO is sold by pirate factions, it makes parts of your cargo hold un-scannable even by concord. You could hide boosters to carry them into highsec or hide valuables from suicide gankers.
Carebear? Im a brony, motherf***er.
Azriel X
#1542 - 2012-12-03 04:56:35 UTC  |  Edited by: Azriel X
Mars Theran wrote:
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.


You mean cruise missiles? lol I've been away from the game for a while, but getting back into playing eve I've realized how much my missile ships suck.

Which brings me to the idea of making them more effective. How about ammo for missile launchers that provide e-war? Possibly a launcher that loads only that type of e-war ammo. They do little to no damage but allow for more flexibility in missile boats.

Also, how about making defender missiles ACTUALLY useful? Allow them to intercept gunfire as well, however rather than use a single missile type, allow for different missile types according to what ammunition type they will be intercepting.


EDIT: to the previous post, mines have been done. They caused so much lag that people in real life started questioning why the sun didn't set on time that day.
Troy tempest templers
tootcorp
#1543 - 2012-12-03 14:13:01 UTC
Grappler for miners- middle slot.
You can anchor yourself to an asteroid- range 10 km.
Bumping a miner will have no effect as you will always stay in range.
Electro magnetic pulse bomb- large sized takes a lot of cargo space.
Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried.
The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect.
Effective on rats as well.P
Azriel X
#1544 - 2012-12-04 09:36:35 UTC
Troy tempest templers wrote:

Electro magnetic pulse bomb- large sized takes a lot of cargo space.
Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried.
The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect.
Effective on rats as well.P


That sounds like a terrific idea. Playing on that, it would be relatively simple to implement it into eve as it could function like a 30 second constant jammer not allowing anybody within the proximity to lock onto anything.

I would even go further to add that it can de-cloak ships as its effect interferes with the cloaking system (as if the cloaked ship was within proximity to another ship-- simply automatically de-cloak) . This would make it far more dynamic in a game as large as eve, where it's not only an escape tactic but also a method for hunting down suspected cloaked ships.

With abuse issues like miner bumping, I would consider its use should be hostile even though it causes no damage whatsoever. (maybe even give it the same warning smart-bombs display when fired in high sec).

Personally EMP weapons as an EW tactic have been long overdue in eve.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#1545 - 2012-12-05 09:51:26 UTC
Tech II ASB. Requires more PG and CPU as drawback. Performs about the same as pre-nerfed T1 ASB with 13 charges in X-Large ASB.
Draekas Darkwater
Frank Exchange of Views
#1546 - 2012-12-05 18:21:44 UTC
More remote assistance modules. Along the lines of remote sensor boosters, but doing lots of other things.

For instance, take all the gang link bonuses, and make modules that do those, but only on your current target. Boost/repair amount, speed, agility, resistances, sig radius, damage, tracking, etc etc.

Give certain ships bonuses to these modules, creating a whole new role/class of support ship. Maybe even a capital ship version of these. Would essentially be a force multiplier ship, but not as OP as gang links that boost entire fleets.
Ceasar Mc-Gunshow
Caldari Provisions
Caldari State
#1547 - 2012-12-06 00:15:38 UTC
I was playing Bioshock the other day & i was using the research camera. If you havnt played it before whats wrong with you that games awesome! - I digress.
What if there was a recon module for scouts that works like that but for ship/fleet intel?
I know some of you at this point could be thinking "that sounds like a ship scanner or something" which admittedly i have had no experience with as ive only been playing eve for a matter of weeks, but hear me out.
My original idea was that you activate it & it goes into a sort of 'rangefinder mode" where the pilot has to angle the camera & take a recon photo. The photo is analysed by the ships computer and gives a list of ships & weapons fittings in the field of view. that could be broadcast back to the FC & rest of the fleet.
This would be a good career chain mission focus for "Intel agents" that want data on pirate activity in the area or factions that want you to spy on other factions & their facilities "Go to location X & take 5 racon photos of this shipyard".
Perhaps this could also be tied into the locator agent system somehow. "so & so was photographed a X- jump gate at such & such-a time". That way noobs (like me) could sit in jita taking photographs of random ships coming through & earning a little isk for our trouble.

This was my first post so thanks for reading & i look forward to your feedback
Sidi'Novis Tallon
Close Encounters of the EVE Kind
Goonswarm Federation
#1548 - 2012-12-06 03:48:53 UTC  |  Edited by: Sidi'Novis Tallon
As someone who lives in WH space I had a rather clever idea for a mod.

EMP Pulse

You'd fit in a high slot, the purpose of such a mod would be for decloaking ships. It would go 15k in any direction with a tech 2 having an increased range and perhaps less side effect.

Side effects from using such a mod should have some negative consequences:

1. An EMP Pulse would completely drain the capacitor
2. The ship would be completely shut down, no aligning, no warp, no shield regen for 1 minute and a tech 2 30 seconds
3. Capacitor regens -50% for 2 minutes for tech2 1 minute

This would be a null sec and WH only mod.

More good ideas to come!
WInter Borne
Caldari Provisions
Caldari State
#1549 - 2012-12-07 16:38:44 UTC
A shield booster or armor repair that is in a permanantly overloaded state. Provides greater boosts at the cost of limited number of uses.
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#1550 - 2012-12-09 06:03:53 UTC
I wouldn't mind having a module or rig that increases warp speed.

If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker.

Tactical destroyers... I'll take a dozen Gallente, please.

Omnathious Deninard
University of Caille
Gallente Federation
#1551 - 2012-12-09 07:44:00 UTC
Valerie Tessel wrote:
I wouldn't mind having a module or rig that increases warp speed.

If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker.

Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2

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

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#1552 - 2012-12-09 20:57:20 UTC
Omnathious Deninard wrote:
Valerie Tessel wrote:
I wouldn't mind having a module or rig that increases warp speed.

If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker.

Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2

Thank you for the correction. I hadn't seen that.

Tactical destroyers... I'll take a dozen Gallente, please.

Ortos Falconrae
Galactic Industrial Holdings GmbH
#1553 - 2012-12-10 13:58:12 UTC
RTB (Return to base) DRONE CONTROL

Automatically recalls Drones to Drone bay when you execute a WARP Command. This would be a viable MID module which will act passively and will auto return drones to drone bay.

I believe this would be popular amongst those who use Drones for defensive purposes (such as mining Barges) who can leave behind Drones, by accidentally executing a WARP before returning their Launched Drones.

Would also be interesting to Salvage Drone boats or Carriers.
Alx Warlord
The Scope
Gallente Federation
#1554 - 2012-12-10 14:07:14 UTC
Interdiction nullifier module

As there is a warp core stabilizer that Adds warp strengths, Industrial ships and Blockade runners could use a module that prevent sticking into bubles....
Ortan Murdak
Liberty Storm
#1555 - 2012-12-10 16:24:12 UTC
Just posted a module idea in the wrong thread, here's the link. please move and replace this post.

https://forums.eveonline.com/default.aspx?g=posts&m=2300221#post2300221
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1556 - 2012-12-10 18:32:30 UTC

Extend the ability of Cargo Scanners to Scan the contents of POS modules like corp hangars, silos, Labs, etc...
Mirac Factar
Hypergolic
#1557 - 2012-12-12 04:27:38 UTC
Frigate Size Module

Scout Jump Drive
Allows jump to ANY active cyno within range.
(you don't need to be in the same fleet or anything Twisted)

Penalties similar to a cloak, e.g targetting delay after jump.
Bubanni
Corus Aerospace
#1558 - 2012-12-12 10:13:13 UTC
Is this thread being watched anymore?

What about a high slot module that works like a smartbomb, extending a bubble around your ship for a short period, but instead of doing damage, this module would bump ships away from your ship at a decent speed, (the module itself should have a max range of 3-4 km... the practical use would be to fit it to a cruiser or frig, and it would allow you to jump other cruisers and even battleships with much more effectiveness

Just before you hit into the ship your trying to bump, you activate the module, and it would basicly help you hit the person your trying to bump, by extending your radius for a sec of "bumping field" and the "power" of the bumping power


in a perfect world with a well timed "bump" and activation of this module, a fast frigate bumping into a battleship would be able to bump it 10+km :3, the module should have some limitations as in cycle time being about 1min or more and basicly empty the cap of most frigs, the module is useless on battleships as the battleships wouldn't get much more "bumping power" than they already have

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Seranova Farreach
Biomass Negative
#1559 - 2012-12-13 00:01:26 UTC  |  Edited by: Seranova Farreach
T2 Reactive armor hardner.

insted of the 60 pool (15/15/15/15) like the tech 1,
it would be an 80 pool (20/20/20/20) with slightly more energy use per cycle

also a new skillbook.
requirment of L4 armor resistance phasing.
the new skill would decrease energy use of the modual further, by like 3~5 % per level (15% total) or somthing or maybe L1 is 1% L2 is 2% and so on which would also equate to 15% total energy reduction or just go the whole hog and 5% per level.


ALSO!..
tech 2 capital moduals..shield/armor reppers transporters guns and launchers.. t2 fighters and bombers.

capital size nosferatus and neuts.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Terranid Meester
Tactical Assault and Recon Unit
#1560 - 2012-12-17 02:19:25 UTC
T2 cloaked probes unless they are in range of something able to decloak them.

Can only be invented.