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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Edam Maulerant
KarmaFleet University
#1561 - 2012-12-17 11:45:56 UTC
It occurs to me that steps to de-incentivize focused fire might be good for the strategic situation in EVE.
(Im going to leave out the math, as thats very delicate for this particular mod)

A module that increases defense dramatically the more damage you take within a short period of time. Could be based on the percentage of overall hp taken, a flat number, the number of enemies firing, or the number of weapons firing.

Needs to be weak enough to have little to no effect in small gang fights, yet severe enough to prevent an alpha strike from a blob fleet. Should also 'burn off' relatively quickly, perhaps giving an extra 5 or 10 seconds of survival time when focused.

Ideally this mod would work with existing tank (resistance bonus), to prevent people from neglecting tank in favor of alpha strike 'immunity'.

Alternatively could be designed as a warfare link module (requiring proper fleet command structure) thus the module combats bloated fleets while at the same time promoting properly commanded ones.

Properly designed, this mod would serve to encourage intelligent, squad/wing based gameplay, smaller fleet sizes, and overall more strategic and tactical options in combat rather than the fleet wide descending kill priority that is now currently so effective.
Magnus Cassiodorus
4 Marketeers
Rura-Penthe
#1562 - 2012-12-17 15:05:51 UTC
I would like to see anchorable Cargo Containers that have a Cargo capacity equal to or greater than Jet Cans.

All the Cargo Container sizes seem way to small to me.
Dash Moore
Betruger Trust Holding AG
#1563 - 2012-12-18 13:31:20 UTC
Since overheat has been introduced in EVE we have seen no significant updates to this interesting mechanic.

I've had some ideas which could add some more fitting options aswell as expand on the heat mechanic.

Heatsinks! as in proper heatsinks and not laser damage mods, prefereably this module comes in a high, med and low slot variant with very low fitting requirements. These moduls would be passive and either let you overheat for longer or dissipate heat faster.

Another addition that would be cool would be something like a coolant injector med slot module like cap boosters. Instead of injecting cap boosters this coolant injector could be filled with coolant injector cases (made from PI Coolant and something else) and would basically reduce the heat that has allready been generated and would allow you to overheat your modules longer or more frequently.
croakroach
24th Imperial Crusade
Amarr Empire
#1564 - 2012-12-18 20:46:41 UTC  |  Edited by: croakroach
Not sure if this was suggested already.

We need a rig for shield repair similar to armor's Remote Repair Augmentor which would reduce capacitor amount of shield transfer.
SileBridgeBurner
PontyPool
#1565 - 2012-12-19 00:43:30 UTC
May have been discussed before.


Modules slots, why are they high, medium and low? What does it mean?

That aside, the idea is simple, multiple slot modules a.k.a super modules.
Darvaleth Sigma
Imperial Security Hegemony
#1566 - 2012-12-20 18:21:06 UTC
Perhaps intra-system jump mods? So instead of warping somewhere, you get a module that empties your cap completely and allows ships to jump, like titan bridges etc. but within the system?

Only fittable on Black Ops Battleships, and needs a Cov Ops Cyno module to be used on the other end. So would be a stealthy way of bringing in a sub-cap fleet, in-system, right on top of your enemies.

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#1567 - 2012-12-23 06:20:47 UTC
Darvaleth Sigma wrote:
Perhaps intra-system jump mods? So instead of warping somewhere, you get a module that empties your cap completely and allows ships to jump, like titan bridges etc. but within the system?

Only fittable on Black Ops Battleships, and needs a Cov Ops Cyno module to be used on the other end. So would be a stealthy way of bringing in a sub-cap fleet, in-system, right on top of your enemies.


Black ops already have this
Beta Miner
COBRA Logistics
#1568 - 2012-12-24 03:00:58 UTC
ArrowScripts need to go away … still have them in game, but have they as a component in the manufacturing process so people don’t have to bother with them one they build the module.

Arrow
Gevlin wrote:
Looking for Strip miners for Mining barges that can … harvest scrap metal. And a few Drone like elements for refining
This will allow Miners to enjoy the dull task of Structure shoots, a change from shooting roids.

A great way to get miners out of the belts. +1

ArrowAnother great idea that someone else mentioned a while ago (sorry I can remember their name to give the credit) was chaff launchers. An untargeted missile that creates AOE cloud of chaff that interferes with sensors … a ship within the AOE would have its signature reduced making it harder to lock, but would also suffer from the same penalty when locking a ship outside the AOE.

It would probably be best used for a fleet trying to disengage from another fleet, but a ship could also use it at a safe spot if it’s trying not to be scanned down. Racial chaff could be used as well, Ionized gas vs radar, magnetically charged particles vs magnetometric, reflective aerosols vs ladar, etc, etc.

Chaff would have to be balanced so that it doesn’t result in un scannable ships.

ArrowScriptable smart bombs are a great idea. They are –smart- bombs, after all.

ArrowMedium sentry drones

Arrow@ Saelyth post #310 - Coolant tanks/radiators/heat sinks are a great idea.

ArrowT2 tractor that allows a ship to tow another inactive ship or wreak in space.

AFK Cloaking? An afk cloaker has never ganked me. In fact a cloaker at his keybourd has never ganked me either.

Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#1569 - 2012-12-24 04:21:26 UTC
I really like the idea of taking scripts away from ewar modules, and forcing tds and damps to be like jams, in that different situations require refitting.
Wulfys Cleanup
NorCorp Security
Tactical Narcotics Team
#1570 - 2012-12-26 15:13:33 UTC
Just something i feel is missing:

* Passive Invulnerability field, and more choises in that department to get it up to par with armor.

*Stackable cans for blueprints. because i like a system in my mess.

dont know if these are suggested before.. 79 pages was a bit to harsh to even try reading trough.
Judas Lonestar
Stryker Industries
Stryker Group
#1571 - 2012-12-26 21:24:41 UTC  |  Edited by: Judas Lonestar
I want hi slot target painters.

I want a hi slot remote cloak. I can remote rep, why cant I remote cloak someone so they suffer no decloak penalties?

I want missiles with user selectable payloads, and I want payloads that are neat, new and hell even a bit silly. I want to fire nanite repair paste at my fleetmates. I want to fire nanite dismantle paste at enemies that has a DoT effect (Crap, did I say that? Pod me now...). I want to fire that nanite dismantle paste at roids in HS to **** off miners and **** with the roid market. I want to fire acid clouds that persist for X amount of time and damage any ships that pass through them (to help control the battle field). I want payloads and choices and man I want it to be cool and customizable.

I want a mine launcher that functions much like a probe launcher but instead drops mines. Mines have a time limit, say half an hour? Give me different types of mines. Cloaked mines that I dont see until they detonate, mines which are visible, low damage high explosion radius, high damage low radius.... You think warping to a gate camp is bad? Warp into a mine field on a WH. Put in some mechanics so you cant stack 10 bajillion of them for instapopping dreads though.

I want ECM bursts that actually have range and feel useful. I want an ECM burst that auto jams all ships within 50km of my ship, but uses all of my cap to do it.

I want to be able mount a chaff launcher for the purpose of setting decloak trap. Chaff launcher takes charges like a cap booster, and fires out chaff and trash in a 15km zone around the ship which lasts for X time and causes any cloaked ships to enter.

Alternatively, allow us to anchor mobile decloak bubbles (Change mechanic of mobile warps to be decloak) (I say this as an avid SB pilot, these things would **** me off.) To keep them from being too OP'd introduce some mechanic where warp and decloak bubbles cannot overlap by more than X amount. Or give me a disruption probe that when fired pulses out sound waves which interfere with cloaking systems to cause any ship in X area to decloak, probe lasts a couple minutes. Give another role to dictors.

I want to be able to manually warp my ship by inputting the warp distance and having it warp that far in the direction its pointed. Now only does it get me off grid, it allows me to narrow down people who are off grid without the use of probes.

I want a module which protects my cargohold from scanning. Oh, tears from gankers, fine. I want a module which gives a random chance for a misidentification of items in my cargohold. Those 6 DCU's I have.....Might show up as 6 faction BCS's. Might show up as 6 pieces of trit. Come on, SOMETHING to throw off the gankers.

COme on guys, its space. Its the future. All that **** you see in movies and TV and say "Wow thats cool!'....Yeah, thats what I want.
Gauz Faux
Caldari Provisions
Caldari State
#1572 - 2012-12-27 17:26:50 UTC
I believe EVE should incorporate more real-life naval items, since EVE is a space-age naval RPG. Here is a list of things I have in mind:
-Mines - Either anchorable (really large) or launched from modules (small/medium/large) all with area of effect depending on their sizes. A key element to mines is that they should NOT appear on the overview, or be at all noticeable within space UNLESS scanned down (using probes or whichever other methods). This adds to the realism of the mines.

-Force-Eject Arrays or Modules - I believe this should be incorporated into the game to allow the capture of another capsuleer's ship. It should take powerful force from these modules to successfully force-eject a pilot from his ship. I'm not certain as to what I should suggest the strength need be to eject a pilot, but I was thinking along the lines of equal to double a ships faction scan strength (Gravimetric/Ladar/Radar/Magnetometric). Also, to keep it fair, the strength of each Force-Eject module should be considerably weak, requiring multiple modules or ships fitted with said modules to force-eject a single pilot from his/her vessel. If those at CCP decide to incorporate this into EVE, I would love to converse with you all via email, in-game etc to discuss the specs if yall decide to allow me.

- Custom Ship Arrays - These should be considerably similar to regular ship construction structures that are anchored in space to build ships other than in an npc station, with the exception that it is used to modify ships and add in "things" that make the ship unique to whoever built/modified it. Such as the Worm frigate that has been modified by npc pirates, such should be achievable by those who are players as well. This will add a feeling of "freedom" or "uniqueness" since capsuleers will be able to rebuild ships according to what they like and love, rather than relying on ships that are never-changing and already there. A good idea to keep a limit on these modified ships is to require salvaged materials to add in to create desired modifications.

- Lock-Breaker Modules - I know these already exist in EVE, but I would like to see them downgraded to be usable on ships other than black ops or marauders, such as the manticore for example. I don't know whose support I have on this idea, but it's just a suggestion.

- Player Owned Station Stealth-Field Generators - These should be anchorable structures that hide the station from the overview and the map when other players/corps/alliances are seeking them out. The field should have a certain area of effect, keeping everything within the "stealth bubble" completely invisible to long-range targeting. I also suggest that the Stealth-Field not be such a God-Like protector from discovery in that it only prevents discovery from distant places that are out of range of sight of the station, meaning that if you can see the station, you can approach it. The stealth-field should ONLY protect from scanning down a station accurately or at all, and not be a giant cloak generator.

- Module Slotting - This has bothered me for awhile since I run out of slots rather rapidly on a ship, but I would love to see this idea incorporated. The idea is that any module requiring a slot lower than an available slot be able to be placed in that higher slot. For example: If I run out of low slots on my ship, but I still want to put on more armor repairers, I should be able to put them in the medium or high slots I have available without changing the attributes of the module. I would love to see this in EvE and I'm sure I'm not the only one with this concern.

This is all that I have so far. From those at CCP and commoners of EvE I would love to hear support/criticism/feedback on these suggestions. I hope to see these in EvE someday! :)
Huttan Funaila
Caldari Provisions
Caldari State
#1573 - 2012-12-29 02:54:19 UTC
A rig, or mid/low slot item that reduces the chance for ship/cargo scanners to pick up details.

If smuggling is introduced as a real profession, this line of items will be needed anyway. There is still a "Black Market" entry in the static data dump.
Techiko
Sebiestor Tribe
Minmatar Republic
#1574 - 2012-12-30 09:10:13 UTC
I reckon we need more drones that do what some ship modules can do.

such as:
* Tractor Beam Drones (or perhaps the physically grab a wreck or can and pull it towards you)
* Missile Drones
* Afterburner/Microwarpdrive Drones (to give a speed boost to your ship using a tractor beam or attaching themselves to the hull)
* Sheild extender/hardener Drones
* Looting Drones ( that loot wrecks and containers when they're too far away)
* Scanner Drones (that can scan cargo, wrecks and ships)
* Cloaking drones (that cloak themselves and the ship)

Just a few Ideas
Jang Ezhdeha
The Northerners
Pandemic Horde
#1575 - 2012-12-31 16:32:43 UTC
Rigs:

ArrowSlot expansion Rigs - adds 1 slot to high, medium or low but removes a slot from one of the other areas i.e. you add a rig to add a high slot but it removes a medium or low slot.
drawbacks could include a decrease in ship powergrid or CPU or just the fact it moves a slot from one area to the next. But adding a high slot does not give an extra turret or missile slot unless your ship still has the available option.
Ships obviously cant go past max 8 slots. Make the calibration high so that one maybe two can be used and you can only add one extra slot per high medium or low. Tech two variation can have a lower penalty or a lower calibration cost.


Modules:

ArrowCap Booster Charge loaded armor repairer - with similar attributes as ASB's

ArrowConsumable Heat module - Draws heat from overloaded modules but it is NOT repairable and ultimately will burn out and need replacing. Increased skill reduces damaging effect of heat to this module.


ArrowEMP Ship Disabling module. Make this a high slot module that could fit an Industrial, cruiser, battlecruiser and battleship which only disables ships of equal size or smaller than the ship its fitted to. The disabling effect could be one, all or a mix of the following within the area of effect:

-Disable warp scramblers and disruptors
-Disable MWD and AB
-Disable target locking or dramatically increase target lock time
-Disable Navigation (the ability to warp away or chase)

The module would also require a large portion of the ships capacitor to detonate or it can be powered by a cap booster charge with the area of effect dependent upon the size charge that was used with max area of effect being ship capacitor usage. The module disables the attacking ships but not the ship using the module completely but it renders the ship unable to lock targets for a specific amount of time equal to or longer than the ships it has just disabled. The module is non discriminatory and will disable friend and foe alike within the area of effect. Unless there is a counter module being used.

ArrowEMP Ship Disabling countermeasure - This module could be fit in a low or medium slot and either stops the disabling effect or reduces the disabling effect time.

Drone:

ArrowTracking drone.
This would be a large drone, 30-50 m3 with a slow lock time but once target lock is acquired it tracks a target within the system for a limited amount of time or limited number of warps by the target ship and only the ship that has deployed it can warp to the drone then others in gang/fleet can warp to that member.

Module change:

Arrow Stasis webifiers should cause some type of damage, a small amount so kite ships cant just web a ship and watch it crumble but cause some damage to shield, armor or hull as it holds the ship.
Smelly PirateSaint
Perkone
Caldari State
#1576 - 2012-12-31 16:33:52 UTC
I'm not sure if this has been suggested, but there are 75 pages of suggestions and quite frankly i'm not gonna go through them all, but an idea i've just had is this:

Local Cloaking.

When you enter W-Space, local chat states that it is unable to connect to the local subspace beacon or whatever - I propose a script for a cloaking device that allows you to cloak your transmissions to the local subspace beacon in whichever system you are currently in or entering at the expense of being visible to the naked eye. Only one cloaking device will installed on any given ship giving you the ability to choose to be scripted towards invisibility to the naked eye, but not to the local beacon, or invisibility to the beacon but not to the naked eye.

The penalties to this script will be the same as to any regular cloaking device - reduced scan res, the use of a module slot and no active modules whilst 'cloaked'. I leave it up to others to decide whether, like regular cloaking devices, you should be able to warp or not with it active unless using a cov-ops ship.

It seems feasible to me that you should be able to jam your transmissions to local subspace beacons - in a realistic sense of course - and i'm sure many out there will cry out in terror that it is 'OP' but it's no more OP than jumping into any wormhole, except that unlike in the wormhole, you cannot be physically cloaked at the same time. Perhaps for added peace of mind, the module could be limited to Null sec as in the warp disruption fields?
Sidus Rado
Sidus Rado Tax Free Corporation
#1577 - 2013-01-03 16:43:06 UTC
Give us more fraction scan probe launchers, ded space scan probe launchers and may be officer scan probe launchers.
Its funny, when finding ded space requaries probe launcher and ded space does not dropes probe launcher.
Darius Caliente
The Pinecone Squad
United Federation of Conifers
#1578 - 2013-01-03 20:00:58 UTC
Two Ideas

The first is a reiteration that I've seen in this thread:

Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE

The second I haven't seen yet:

AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse.
Sidus Rado
Sidus Rado Tax Free Corporation
#1579 - 2013-01-03 20:14:29 UTC
Darius Caliente wrote:
Two Ideas

The first is a reiteration that I've seen in this thread:

Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE

The second I haven't seen yet:

AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse.


AOE Pulse Decloaker is not good idea. People need to have some kind of protection, even in hostail space. Decloaking them helps to find cloacked ship. It will hurt spy's, ninja plexers and others which are not welcome in the system.
Darius Caliente
The Pinecone Squad
United Federation of Conifers
#1580 - 2013-01-03 21:47:11 UTC
Sidus Rado wrote:
Darius Caliente wrote:
Two Ideas

The first is a reiteration that I've seen in this thread:

Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE

The second I haven't seen yet:

AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse.


AOE Pulse Decloaker is not good idea. People need to have some kind of protection, even in hostail space. Decloaking them helps to find cloacked ship. It will hurt spy's, ninja plexers and others which are not welcome in the system.



I spend a lot of time cloaked but I'd still like to see it. Give people a 30-40k range, ultimately it'd only be useful for prototypes or people sitting and watching you very close.