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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#1581 - 2013-01-04 03:36:34 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


Here are some thoughts:
1. the game has plenty of combat modules, but lacks in areas that are not combat... I found a good deal of space in areas that the game has yet to really impliment, but there are also gaps in the mainstay... so here is my list:

T2 versions of ALL drones, for T2 ships or just in general progression - and I think you should tie the models skins to the ships, like you did with turrets and laundchers... just for the sake of consistancy and favor.. so Khanid ships with say Hob IIs would have black and silver hobs, etc..

Heat absorbers for HS, something you can put into a ship, it could be a HS, a MS or a LS, "heat exchanger" which would help bleed the heat, we have nano paste so otherwise I feel heat is fine.

EW, how about some no active stuff:
RAM, LAM, MAM, GAM - x Absorbing materials, for say use on covert ops, in the MS, something to put when you just want to run around and most of your modules are going to be pointless as you cloaked most of the time... something like a module that would increase lock times of ships... hence you get no tank for it, in fact you might lose EHP, but you would have a more stealthlike hull and electronics/engineering... you could have absorbant materials, mountings, etc.. look at modern subs for inspiration on naming items... they could affect lock times, sig radius and the like... some new modules for SB, CO, etc. that would be something you have to limit to that class but which take up the so often times not used MS/LS.

I Often felt that EVE needed a module that you could mount small weapons on large ships and while not get a bonus you you could do something like this:

HS Lrg and Med sized modules [low would be pointless] the Medium allows you to put in two small weapons into a single HS, so instead of a medium pulse laser and the bonus, you get two small pulse in it's place, with no bonus, but you get something like an anti-aircraft battery effect... and the larg is 3 small... it would only work witth small weapons... rather a multi turret Hard Point mount module.

It could be shown as simply a single small weapon on the ship, it would have a single module in the slot, so graphically the same, but it would function as three small weapons, so you simply make a version of the module, put it in the small section, it uses 3x the same PG and CPU, and it's balanced by not being a bonused weapon as no med/lrg ship I know of has a bonus to small weapons. you could do the same with rockets and small launchers... in a manner of giving the large ships a anti-frigate/drone option over say fire-power on a combat role... much like the AAA cruisers of WWII, there they mounted something like 10x AA turrets instead of normal cruiser armaments.

T3!!!

I would really like to see, a DYNAMIC Description put on T3 ships... so that when you put the modules on, your bonus info is not just the standard - heat bonus... but it would show all the bones stacked from the ship in one place...
Kira Vanachura
Green Visstick High
#1582 - 2013-01-04 23:07:48 UTC
Warp core enhancer (two ideas in one module):
- increases warp speed (we currently only have implants for that)
- allows you to start warp at a lower % of your maximum velocity (similar to an inertial stabilizer this allows you to reach warp faster, but without affecting sub-warp accelleration, so the effect is more specific)
LujTic
Green Visstick High
#1583 - 2013-01-05 10:17:03 UTC
Cyno jammer: same as the ones that can cyno jam entire systems, but carried on a ship. The module effect could be system wide, but also localised (e.g. 100 km radius) or targetted (targetted ship cannot activte its cyno).
This module is a possible implementation for the nerf titan hot drops / power projection that seems to be popular on these forums.
L'Acuto
Garoun Investment Bank
Gallente Federation
#1584 - 2013-01-06 20:35:14 UTC
Projected armor and shield hardeners.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#1585 - 2013-01-08 11:39:05 UTC
Said it before, but mines!

Also instead of a cargo expander... drone bay expander? bandwidth increasing mod? dont need more drones in space but give the drone boats some love...

Different bombs for stealth bombers, perhaps with a continuous effect... area denial style? effects tracking, or range etc.




No Worries

Sebastion Heorod
Hellion Support Services
#1586 - 2013-01-09 05:35:28 UTC
Propulsion Jamming Probes for the Interdiction Sphere Launchers.

These would only fit the interdictors just like the current warp disrupting variety with a normal expiration, no sec status restrictions, and normal concord response. They could give Interdictors and Heavy Interdictors a new practical use in hi sec and low sec and would add a new dimension to fleet warfare.
Ace MacRou
V I R I I
#1587 - 2013-01-09 12:40:12 UTC
Do not know if this has been mentioned in an earlier post as I do not want to read through them all xD

Tracking Modules for Missiles
Similar to what the Tracking Enhancer and Tracking Computer does for turrets, but instead it affects only missiles. "Optimal Range" would mean more flight time and/or higher missiles velocity, and "Tracking Speed" would mean higher explosion velocity.

Tracking Disrupt Modules against Missiles
Similar to what the Tracking Disruptor does against turrets, but instead it affects only missiles. "Optimal Range Disruption" would mean less flight time and/or missiles velocity, and "Tracking Speed Disruption" would mean lower explosion velocity.

Steve Bopp
24th Imperial Crusade
Amarr Empire
#1588 - 2013-01-09 16:56:25 UTC
What about armor tanking stuff for the mid slots? Shield gets low slots why not the other way around? I'd love some extra room for damage mods.
Kerdrak
Querry Moon
#1589 - 2013-01-09 20:56:53 UTC
TIDI bubble :D
Grunnax Aurelius
State War Academy
Caldari State
#1590 - 2013-01-10 09:19:01 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


New Command Link Teir:
New Unique Command Links that can be fitted to Black Ops ships that give unique bonuses to Covert Ops and Black Ops Ships and T3's that have the Covert Reconfiguration subsystem.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Kerdrak
Querry Moon
#1591 - 2013-01-10 10:01:43 UTC
Capital Interdiction Bubble: no one warps out of the grid Twisted
Larloch TheAncient
Freindly Mining Corporation
#1592 - 2013-01-11 22:19:42 UTC
How about a Mid slot item that decreases Sig radius by say... 10%?



Maybe 15% for T2.





Zarnak Wulf
Task Force 641
Empyrean Edict
#1593 - 2013-01-12 16:07:44 UTC
Mods that can be fit to ships that expand either the bandwidth or drone bay of the ship. Small, medium, and large sizes. (5,10,25)
CompactDisc7227
Deep Core Mining Inc.
Caldari State
#1594 - 2013-01-13 17:31:07 UTC
To expand on the idea of Aurelius Valentius a little above (on the small weapons on capital ships) I'd add the following:

Description:
The idea of having small guns on capital ships has been discussed endlessly and to no avail, people don't seem to like the idea at all, and it's usually dismissed as being OP. So here is another attempt at being more balanced that people might like or dismiss like all others.

  • A new kind of doomsday device: (The OP version of this)
  • - People always wanted the old doomsday back for its effect, so I'd say here it is! A gun that works very well against subcapitals!
    - It is far less powerful than the old (indeed OP) and the other doomsday device since this gun will only fire at sub-capital ships within a range of 36-50km around the titan (depending on what seems balanced, HICs have a max 36km range on their targeted disruption) and put out damage randomly to all ships in there based on signal radius (only subcaps will be fired on).
    - Works like firing more than a hundred medium turret batteries from a fleet of cruisers but with the damage randomly outputted to ships in a 30-50km radius based on signal radius. The reason for using medium turret arrays is obvious: countering HICs and making sure that not just a single cruiser can stop a titan from escaping. One would need a swarm of ships to counter it by distracting the guns to those other ships, whether they be battleships or frigate sized which will easily tank or avoid these guns.
    - Will not pin down the titan jump-drive for 10 minutes since besides combat support this is also a mechanism to facilitate the escape of a titan or other super capitals from a small engagement.

  • OR a Point Defense system: (The more balanced version)
  • - A 'normalized' version of the doomsday device that fires just like any other weapon would do, with short cycles at anything that is subcapital and flies close enough. This also helps against HICs since they will have to get out of range or have a lot of subcapital support flying close to the titan to draw its fire.
    - Charge Options: the gun array needs to be loaded with an amount of normal turrets so that they can be more effective at tracking smaller or medium sized ships. (good against frigates tackling your carriers or dreadnoughts)
    - Ammo should probably be used somehow.


For more information check out this topic:
https://forums.eveonline.com/default.aspx?g=posts&m=2455414&

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Crimeo Khamsi
Viziam
Amarr Empire
#1595 - 2013-01-14 18:12:17 UTC
Quote:
Scripts
Heat
EW
Drones
Fitting/Slots
Area of Effect
One-use (consumable) modules


1) There needs to be a module to reduce your signature radius. I don't know why there isn't one. Basically an ECCM for target painters.

2) Rechargeable cap boosters. Change the existing cap booster module, so that it can take three kinds of "ammo" : full, one-time-use cap charges; full, rechargeable cap charges; and (rechargeable) empty cap charges.

If you activate it with full charges loaded, it will fill your capacitor, and if you activate it with empty charges loaded, it will drain your capacitor, and place full, rechargeable charges into your hold. Rechargeable charges enter your hold as empty when used, and one-time ones just disappear.

One-time-use boosters would obviously have cheaper recipes and blueprints.

Also, same idea for the ancillary shield booster, although with shield amount instead of capacitor

3) I'm sure many people in this thread have already mentioned self-destruct devices, which would be awesome if balanced reasonably.
Jerych0
Taurus Core
#1596 - 2013-01-15 16:59:22 UTC
- capital smart bomb
- capital neutralizer
- defence missiles effect also versus bombs.
- decloacking device (maybe for pos (require sov level 3-4 ?) (can declocking every ship in system for X seconds every Y hours).
Andy Landen
Deep Core Mining Inc.
Caldari State
#1597 - 2013-01-16 03:29:12 UTC
No one has mentioned this, but it must be said: T3 strategic cruisers without skill loss when ship is destroyed.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Jojo Jackson
Dead Red Eye
#1598 - 2013-01-17 17:01:06 UTC  |  Edited by: Jojo Jackson
Some sorts of anti-stelth moduls which let you find afk-cloaker.

As charg for scan-launcher probe
Similar to combat probs only useble with scan frigats. Same mechanic while scanning a ship but maybe with a much longer scan time to provide more safty for active-cloakers (CovOps gangs).

Anti stealth "smartbomb"
Same mechanic as normal smartbombs but instead of doing damage they deactivate cloak moduls. Effect radius must should be ~10km for small, ~15km for med, ~20km for large T1. +25% for T2.
High Slot Modul.

Projected anti stealth
Baslicly the same effect as the smartbomb like but smaller effect radius to prevent 1*BS with only such moduls + 8 frigs camping a gate/station.
High Slot Modul.

PS:
The Probe-Type is thought to find BOT's as excample or perma-system-blocker in low-/null-sec.
The Smartbomb- and Projected-Type are thought to find scouts or bomber at gates/stations as examples.

Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship!

Tia Arnette
Center for Advanced Studies
Gallente Federation
#1599 - 2013-01-17 17:20:30 UTC
Accidently posted this in the wrong section so reposting it here Big smile

I skim read some of the csm minutes & was thinking about some of the ship balanceing issues.

This then got me thinking, dangerous I know especially as I'm suffering from the seasonal lurgie, but I thought of a possible solution that might, if done right add some extra tactics variables for pve & pvp while addressing one of gallantes (read blasters / railguns) biggest problems.


So first the problem is 2 fold & specific to sniper & blaster ships.
Other than tracking the problem I want to tackle is todo with tank. for blasters to be effective you must close the gap as quick as you can while taking a pounding in the face & for sniping to lay any real dps you need to use all your slots for extra tracking/dps related modules.

The obvious thing todo would be to fiddle with the stats on the offending ships like the diemost etc.. however

Please read full suggestoins, contemplate brifely before flame grilling Big smile

What if there was a module that was a bit like a riot shield, or a grassy knoll, a kinda additional directional defensive layer. it could either be like one of :
a) maybe an additional layer that needs to be chewed through before getting to the shields.
b) maybe more very powerful shield hardner.
c) maybe more like a hardner with a chance of it being missed completely so say 60/40 chance the hit will be effected & this can be further affected by the attackers abilities, a igher skilled more accurate pilot will avoid hit more often etc...
d) or maybe a combination of the above.

Expanding this further there could be 3 versions
1) a less effective mobile version for the blaster in your face boats, which maybe might effect top speed.
2) a stronger one for snipers that has to be deployed & is stationary & tackes time to pack up/ un deploy.
3) a defensive GTFO one for those passive scout/ recon / industrial ships that covers the rear leaving the front exposed.

The vunerabilities of these would be the fact it is directional & ship equipped with this module will be very exposed from the rear so a swamped blaster boat will really need to fly wisely to not expose it's butt & simularily a sniper will be tied to the spot & very vunerable.

Further balancing thoughts other than tacking up cpu/grid/slot etc... maybe another alternative is the module dosn't actually add further tank atall but rather shifts the existing tank.
so for a simple example say a ship has 60 resists across all types. The module could shift the rear to the front so effectively hits from the front will meet 80 resists but rear hits will meet 40 resists.

this is early food for thought but I think it could be used by all races & would make some of the weaker ships very strong & viable in very specific situations but would go very horribly wrong if your out witted by your opponent or do something silly. This I think could be a good thing.

So thats my idea thank you for reading now over to anyone interested to comment, suggest or grill
Commander Ted
Caldari Provisions
Caldari State
#1600 - 2013-01-17 18:02:24 UTC
Long range webs. 30% reduction to speed with a 20km range and greater stacking penalties than their 10km counterparts.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.