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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Sean Delong
Heiorun
#1641 - 2013-02-09 09:51:48 UTC
Implant or set of implants.

Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market.
It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.

Example:

I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.

That way no one can insta-level-5 a skill from zero, but still receives a good bump into he's training.

Another idea:

Another "service" could be using the same system to "sell characters". Instead of selling entire chars at the bazar in the forums and having to pass by all the bureaucracy and time spend wainting in aucions. You could redirect a skill set into a Teacher Data Cube, or even the entire skills of your char. Sell the cube into the Market. Same effect, more freedom of choice.

That way if somone wants a char that can fly a Tengu, all he have to do is go to the Market/contracts and search for a set of Teacher Data Cubes to buy.

Any skill you already have that is also present at the data cube is lost in the injection.
Entire chars could be put into a Personality Data Cube or something similar.
Apocalypse inc
Caldari Provisions
Caldari State
#1642 - 2013-02-09 09:57:59 UTC
I would love to see Drones as a module so i can stop using them altogether
sprototles Ganzo
Big Fat Panda Corporation
#1643 - 2013-02-09 13:31:11 UTC
i have a question
why are missiles releasing gas ? we are in space arent we ?
can't they just use same engine as spaceships ? i think it will be more...realistics

(sorry for incorrect english)

My ideas...pls chceck them :) Battleship Yamato - http://bit.ly/1e3fPJY Nice Missiles - http://bit.ly/1f8j8Wb OVERHEAT Drones - http://bit.ly/1bh8MT8

Saede Riordan
Alexylva Paradox
#1644 - 2013-02-09 15:38:54 UTC
Shield/Armour Emitter

Module, functions identically to a smartbomb but repairs instead of damaging.
AskariRising
State Protectorate
Caldari State
#1645 - 2013-02-10 06:23:40 UTC
deployable smart bombs that have a double the damage and AoE of large smart bombs... so we can make "mine fields"
Saul Elsyn
Deep Core Mining Inc.
Caldari State
#1646 - 2013-02-10 19:40:27 UTC
For the Sniper, Suicide Ganker, or Alpha Fleet Pilot...

Magnetic Field Booster - Low Slot module that increases Hybrid Turret Damage and Range at expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level.
40-60% penalty to Hybrid Turret Rate of Fire
40-60% penalty to Hybrid Turret Tracking
40-60% bonus to Hybrid Turret Damage
40-60% bonus to Hybrid Turret Range

Propellant Chamber Injector - Low Slot module that increases Projectile Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level.
40-60% penalty to Projectile Turret Rate of Fire
40-60% penalty to Projectile Turret Tracking
40-60% bonus to Projectile Turret Damage
40-60% bonus to Projectile Turret Range

Independent Laser Capacitor - Low Slot module that increases Energy Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level.
40-60% penalty to Energy Turret Rate of Fire
40-60% penalty to Energy Turret Tracking
40-60% bonus to Energy Turret Damage
40-60% bonus to Energy Turret Range
Grunnax Aurelius
State War Academy
Caldari State
#1647 - 2013-02-11 02:38:17 UTC  |  Edited by: Grunnax Aurelius
On the topic of Drones:
- Rigs that increase Drone Bay
- Rigs that increase Drone Bandwidth
- Rigs that increase Drone Damage
- Low Slot Module that increases Drone Bay

On the Topic of Missiles:
- A Light, Heavy and Cruise Defender Missile Launcher that does not require a Missile Launcher Hardpoint and is used as a Utility module. Defenders will also launch against hostile Drones in range.
- Medium Slot Module that can be scripted to modify specific missile statistic: velocity, flight time, explosion radius and explosion velocity
- Low Slot Modules that gives minor boosts to all missile statistics

On the Topic of Large Micro Jump Drives:
- Make this able to be loaded with a script that makes if become a Jump Drive with a 1.5ly range that does not need to lock onto a cyno, but instead drops you in a random location within 15AU/s of the systems Star, Script makes the Drive require 95% of the ships Capacitor. (Remeber the Large Micro Jump Drive does have a 3 minute cooldown)

On the Topic of Probes:
- Covert Ops Probe Launcher: Can launch probes while cloaked. Can fit Covert Ops Combat Scanner Probes i.e. probes cannot be seen on D-Scan. Can only be fit on the Covert Ops scout ship.

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

Braedyn Anchely
House of Trade Inc.
#1648 - 2013-02-11 13:59:18 UTC
Nova Fox wrote:
Armor Polarizer

Multi Module
Low Slot
Mid Slot
Local Logistics
Beserker Module

This module consumes armor to provide more shields.
When inactive provides a regular armor point loss and shield point gain.
Whem activated this module consumes armor to provide more shields at better rates than shield boosters.
If left on for too long it will consume all of the armor.


Redacted, this module wouldnt work realistically. I mean how is your armor going to get damaged with shields up?


This module could work... It would eat your armor while the shield bonus was in effect. Once the armor was depleted, no more bonus. Once your shields went down, you would go straight to hull. As an alternative, the armor could be used to reinforce shield resist or be used to assist the boosters.
Braedyn Anchely
House of Trade Inc.
#1649 - 2013-02-11 14:01:27 UTC
Sean Delong wrote:
Implant or set of implants.

Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market.
It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.

Example:

I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.


You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise.
ALI Virgo
Dreddit
Test Alliance Please Ignore
#1650 - 2013-02-11 17:40:38 UTC
decoy module ...its a trap
Meditril
Hoplite Brigade
Ushra'Khan
#1651 - 2013-02-12 16:17:49 UTC
Just fix the defender missiles. I should be enough to activate them once instead of the need for spamming the button everytime.
DeadPool MercWithAMouth
Caldari Provisions
Caldari State
#1652 - 2013-02-13 16:39:34 UTC  |  Edited by: DeadPool MercWithAMouth
Hello fellow pirates... ahhem, pilots! Some have mentioned that the target-painter bonus for Minmatar recon ships is somewhat of a joke, I think most would agree with this statement. On that note, there is a specific EW module for turrets (tracking disruptors) and yet none designed specifically for missiles. Some could argue that the sensor dampener is designed against missile boats but I feel that’s a generalized module for missiles and snipers. [WM]-inmatar already have the webbing bonus for ships I thought a modified stasis webifier could be used to only web incoming missiles at much longer range then your typical web thus reducing the effective range of missiles. Of course this module could be used on any ship, but just be more effective on the Minmatar EW ships. This module would web missiles from the targeted ship to any target until missile dies or leaves web range. This module cannot be used to affect ships. (also might possibly make a defender missiles more interesting ) P
Scatim Helicon
State War Academy
Caldari State
#1653 - 2013-02-13 22:46:41 UTC  |  Edited by: Scatim Helicon
Not a new module as such, but: Faction Synergy

Every time you post a WiS thread, Hilmar strangles a kitten.

Bugsy VanHalen
Society of lost Souls
#1654 - 2013-02-14 17:28:22 UTC
It would be really nice to have more utility high slot modules. I often find my self leaving utility high slots empty, or a auto targeter in them, just because nothing else will fit that I would use. Maybe some higher output verisions of mid slot items.

Like tackle modules that have much higher fitting requirements but go in a high slot rather than a mid slot.

Or a converter that when placed in a high slot will add a mid or low slot to the ship.

a longer range target painter, or e-war that fits in high slots.

I had an idea about a projected cloaking device. It would be used to cloak another ship, rather than the host ship. For example use a combat ship to cloak a freighter. The freighter can not move while cloaked, but can not be scanned and will not show on D-scan. Could be useful to somewhat hide a freighter in systems without station/outposts if a hostile shows up in local. Having a T3 cruiser showing on D-scan is a less attractive target then the freighter it is hiding. Or have a cloaked freighter parked near an ORCA during a mining op. or a dread with a full weapon rack and siege module can still be cloaked by a support ship.

A remote warp stabilizer high slot mod. Can be used to add warp strength to a ship that is being tackled.

A script for the micro jump drive that allows you to jump to a cyno in the same system. A cyno is popped in your system, you can jump a fleet of BS's right to it for rapid response to the hot drop.

What about a high slot heat sink mod that absorbs damage from over heated modules letting them be over heated longer.

If I am never in range to use a NOS no point in fitting one, Drone range is of little benefit since the AI change, need to keep them close to recall them when needed. the auto targeter grants 2 extra targets, but is of limited benefit.

How about a high slot utility mod that benefits long range ships.

Don't need to follow any of these idea's but more non fleet use utility high slot mods would be great.
Line Khagah
Imperial Academy
Amarr Empire
#1655 - 2013-02-15 10:22:49 UTC
A very good help for the beginner and for all other players


Fitting in the window of a ship there are 2 things that I'd really love to see appear,

1 - A Fitting Module, totally free choice with the ship, and items, and level of skills, and implanted with the tab "Skill Optimization"


2 to 1 tab "Skill Optimization" module for fitting indicates by category (CPU, PG, Capacitor, Shield, Armor, Radar, etc.) and by item, all the missing skills, or skills that all have had with their current levels and what level it faurdrait having to optimize fitt

example
Vessel with a fitt not possible lack of CPU capacity and not steady
category
CPU
Electronics - Actual Level 3 -> Level 4 - X + 3 days = CPU - Ok fitt
+
Weapon Upgrades - Actual Level 0 -> Level 2 - X hours = - 2.25 CPU - Ok fitt

Capacitor
Energy Management - Actual Level 1 -> Level 5 - X days - OK Capa Stable
Energy Systems Operation - Level 5 already

item
Target Painter 1 - skill required
Target Painting - Actual Level 0 -> Level 1 - X minutes - Ok fitt

several choices possible via the box was checked or menu
List of all skills that apply to fitt
Skills that optimize the CPU fitt
Skills that fitt to optimize the PG
Skills that fitt to optimize the shield
Skills that fitt to optimize armor
Skills that fitt to optimize the capacitor
Skills to increase DPS
Skills items

Level of skills needed to back this fitt
Jaz Antollare
UrAnus Probing Squad
#1656 - 2013-02-17 02:28:44 UTC
I have an Idea about tactical "wall" modules have no clue what should be the properties, but a mechanic like that would be really cool.
The idea of the mechanic is similar to the energy transfer chain-link of logistic ships, for example we take 3 pieces. The main difference is that in the center of that triangle is formed a shield/barrier with an defensive effect, maybe EWAR defense or that barrier could defend from a % of shots and missiles that go throw it. Or may be a stasis field, that dramatically decreases the speed of a ship that flies throw.
IMO that would be a cool feature and also will give more tactical depth to the large fights. + the navigation skill and proper use of those tactic formations would give TONNS OF EPICNESS and TACTICS :D

Hope the main idea is clear. Hope I got ur interest CCP, I believe that u CAN do it!
Azrael Dinn
Imperial Mechanics
#1657 - 2013-02-20 14:45:17 UTC
A high slot module for moon mining.
Can only be fitted into a rorquals and orcas and can be used in lowsec and 0.0. Naturaly the should be some beams towards the moon so everyone knows the ships is stuck there for a while. Also so that it would abit dangerous for the miner the cycle time should like 10 minutes or something. Module could not be activated inside pos shields.

The module mines only the base moon products from the moon. Not sure how much.
Also the module would deploy the ship so it cannot move during the harvest cycle.

And mayby you could add a deplayed graphics for the orca also then Twisted

New skill would be required like "moon harvesting".

you figure out the balances. I'm bad at those.

After centuries of debating and justifying... Break Cloaks tm

Unkind Omen
State Protectorate
Caldari State
#1658 - 2013-02-20 19:01:26 UTC  |  Edited by: Unkind Omen
Braedyn Anchely wrote:
Sean Delong wrote:
Implant or set of implants.

Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market.
It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.

Example:

I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.


You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise.


In fact such realisation has an obious flaw of creating several free 51-day non-trial accounts and transferring huge amount of free SP to another character. Unless you dont want to make those cubes of 3 mil SP minimal with paid(2 plexes) transfer between accounts this should not be done. I would however appreciate any form of SP traiding if you can avoid such exploits. I.e. you can make those boxes created with two plexes initially, having unlimited capacity and destroyed on injection.
Baron Von Thopperr
State War Academy
Caldari State
#1659 - 2013-02-22 05:41:22 UTC
What about Buying an extra slot using mabye lp and/or isk? only one allowed per ship med or low slot - make the cost at least 10x the cost of the ship?

Eg. You want to buy a extra low slot for your fav armor tank Bs, the cost of the market runs about 200 mil isk so the extra slot whould cost 2 b + 100, 000 lp

meh me dreaming lol but I think it would be cool
Omnathious Deninard
University of Caille
Gallente Federation
#1660 - 2013-02-23 01:57:21 UTC
A rig to increase the range of tractor beams and another to increase the velocity factor of tractor beams.

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