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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Loki Feiht
Warcrows
THE OLD SCHOOL
#1721 - 2013-03-30 10:40:05 UTC
Andy Landen wrote:
Loki Feiht wrote:

Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs)
- swap hardpoints ie swap mid for low
- swap cpu for pg vice versa
- software upgrades that enhance the range/strength of rack modules
- software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)

this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements

on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec

The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions.
CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations.
So I guess I am asking: Are you wanting more T3s?


It was just an idea really, maybe it could be tech 3 modules for tech 3 ships and yes, I think everyone in eve would like to see more tech 3 ships, probably battleships but there are a lot who want frigates.

Maybe a software module could increase cpu/pg morre than current modules by 'conversion' of the other pg/cpu. I just wanted to float an idea out is all ^_^

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

The Sinister
Interbellum
#1722 - 2013-03-30 13:11:54 UTC  |  Edited by: The Sinister
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


Ok i have always dreamed of some things in this game, stuf like allowing Black Ops ships to use the Covert Cloaking device for example but lets talk about modules.

When we speak of tackle there are 2 things Webs that reduce speed and Point that prevents you from warping.

Notice that we have 2 kinds of Points, A long range Disruptor and a short range Scram, I think we should do same thing with the Webs, we have the short ranged one already but a Longer range one its needed.

So I suggest a New Staisis Wbifier that can go 20km on range But not as powerfull as the shorter ranged one.

We have this 10km/ 60% speed reduction. How about a 20km/ 30% speed reduction WEBS

Or maybe make a New Script for Staisis Webbers that gives them 50% range while reducing 50% Speed penalty.
Major Killz
inglorious bastards.
#1723 - 2013-03-30 14:11:11 UTC
Area effect dooms days. They were really good at destroying ships in seconds. Good at destroying blobs. Entities would fear grouping more than 10 pilots together.

Good times.


- killz

[u]Ich bin ein Pirat ![/u]

Naomi Knight
Ministry of War
Amarr Empire
#1724 - 2013-03-31 09:40:44 UTC
we need way more ew types+modules aimed to counter blobs
oh
and not pg hungry high slot modules , i can only use salvager in my last high slot why?:=
maybe a long range target painter? which cannot stack,sothere would be no point using more than one on the same target

scripted resists or other modules could work too :D

for new ew:
repair disruptors , it would lower the remote repping amount fe like -30% on the target ship , effectively countering the logis a little
or lower the resists of the target ship , but this would also lower ehp and self repair efficiency that maybe would be too much ,but i think repair disruptors would be a good item

another item to counter drones ,as now they have their dmg tracking speed range etc modules ,especially the sentry drones

oh and much more ew types /modules, more options the better
Taritura
Achozen Dueces TecH
#1725 - 2013-03-31 11:26:20 UTC
Grid decloack smart bomb.
Activating it has a percentage chance of decloacking a ship on our grid.
Large module 40%
Medium 30%
Small 20%
Henry Hengstenberg
Backyard Massacre
#1726 - 2013-03-31 13:01:14 UTC
Taritura wrote:
Grid decloack smart bomb


a decloak bomb would be also nice



my wishes

- a pressure wave bomb

it makes no damage but it pressing the ships away, away from holes, away from gate, away from stations and prevent dockings games in nullsec, out of bubbles like helping friends to get out of bubbles.

- a wormhole generating bomb

the stuff to build this will be dropped from sleeper/sites. this bomb opens a random hole into other wh space, it is only useable in wh space. it opens a chance to get out of a hole or get friends in to help u in your op against other.

- pos power-grid generator

requires direct control and pos fuel to increase power-grid on pos, only 1 on pos anchor able, allows to get more pos defence online if pos gunner are there.

- pos cpu-grid generator

requires pos fuel and cap charges to increase cpu, only 1 on pos anchor able
Lord Eremet
The Seatbelts
#1727 - 2013-03-31 14:26:30 UTC  |  Edited by: Lord Eremet
Today I looked for faction Drone Damage Amplifiers, turns out the only ones are from Drone Officers if you look at info, and there was none on contract so probably ultra-rare. So how about this:

Dread Guristas Drone Damage Amplifer
Stats

Drone Damage Bonus 24%
Cpu usage 25
PG useage 1
Kerplakershtat Rova
The Mostly Free People's Republic of Persephone
#1728 - 2013-03-31 15:01:11 UTC
T2 capital guns.
Utremi Fasolasi
La Dolce Vita
#1729 - 2013-03-31 15:53:15 UTC
Named Analyzers and Codebreakers would be nice.
evXetwvi
Sebiestor Tribe
Minmatar Republic
#1730 - 2013-03-31 18:01:56 UTC
Active damage mod for medium slots.

We have passive TE for low slots, we have actie Tracking Computer for medium slot, shield tanking also can be adjusted with modules in low slots.
So why to not implement active damage mods for medium slots too? On shield tanked ships you always can fit with max tank and max damage, but on armor tanked ships you cant fit more than 1-2 damage mods because of lack low slot dedicated for too much things to do.
Rroff
Antagonistic Tendencies
#1731 - 2013-03-31 18:55:29 UTC  |  Edited by: Rroff
One thing I've been mulling over (always been a bit dissapointed with marauders not really living upto their name) is a high-slot marauder only module for them that acts as a "heat sink" and allows for a decent boost in the duration and increase in effectiveness of overheated modules. I've always thought they should be able to do a massive burst of damage/repair/tank in the initial moments of the fight but not be able to sustain it, so if they don't break the enemy in the initial onslaught they are a bit screwed.
Stonecrusher Mortlock
The Scope
Gallente Federation
#1732 - 2013-04-01 04:14:31 UTC
last dev post in thread


#1343 Posted: 2012.09.23 00:51

CCP SoniClover wrote:
Loius Woo wrote:
CCP, is anyone still paying attention to this thread?

Can we get a little feedback? Its a two way street.


Yeah, I'm still here Smile

I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost.









i wonder if there still taking notes.
Scorpionstrike
Federal Defense Union
Gallente Federation
#1733 - 2013-04-01 10:00:21 UTC
A covert ops cloaking module (for use by Covert ops cloaking ships only) in combat which has the following attributes,

* The module works by cloaking the ship between activation phases like active armor repair modules, so when the activation hits the 2nd time the ship is not* in cloak until the next full circle and so on.

* The enemy does not lose targeting but you are unseen visually, the cloak has a chance to avoid damage, and lock-break in the combat cloak phase until the cloak goes off and then back on with activation and so on..etc.

* The purpose of this module is to provide Covert ops cloaking ships a more combative and direct form of pvp opportunity by providing some defense with cloaking, and it may also provide new cloaking hulls / ships that are able to do Missions, and a more variety of roles, this is of course balance by the fact that the ship can be targeted / seen , and the defense is only on between activation phases.

Zimmy Zeta
Perkone
Caldari State
#1734 - 2013-04-02 20:06:42 UTC  |  Edited by: Zimmy Zeta
I am bored, so I am just going to repost the idea I posted somewhere earlier in the thread:

Gravitational Weapons
Weapons that, instead of dealing a fixed amount of damage, deal damage in proportion to the hitpoints of their target and make the target collapse under its own mass.
Such a gun would deal for example [X + 0,001% of target HP] damage to any target. Very weak against anything subcap, but great for structure grinding or against caps.
To balance it out a little, those weapons should have requirements similar to strip miners, i.e. they need special hulls to support them.
Ideally, those hulls (let's just call them Gunboats) would be of cruiser or battlecruiser size for the perfect rock-paper scissors circle.
Capitals kill battleships + other subcaps
Battleships and almost any other subcap kill Gunboats
Gunboats kill Capitals and Structures.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

SilentStryder
#1735 - 2013-04-02 20:47:26 UTC  |  Edited by: SilentStryder
Active Damage Enhancing Modules.

You turn them on and they give good damage bonus they would use cap and be for mid slots and have scripts for rate of fire and straight up damage.... Take that you shield tankers... And armor tanks would have something worthy to spend there extra cap they saved with there more cap efficient tank.

There is president for this as a example tracking computers and tracking enhancers.
X Gallentius
Black Eagle1
#1736 - 2013-04-03 17:10:32 UTC
Tractor beams affecting active ships. Applies "Thrust" to both ships (equal and opposite direction).
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1737 - 2013-04-03 18:28:00 UTC  |  Edited by: Sergeant Acht Scultz
->Get rid of TE's - add scripts to racial dmg mods BCU-MFS-GYRO-HEAT SYNC

Advantages:
-free low/mid slots
-add more player decisions
-increase fitting options for more tank/gank/mobility

Downsides: none
___________________________________________________

->Get rid of Tracking Computers and replace them for gun scripts

Advantages:
-free slots for ewar/tackle/tank = more options and reinforcement of solo survivability, stronger gangs, no changes for large fleets

Downsides:

-fleet alpha strikes might become a problem (better tracking = better dmg application = higher alpha received)

Counter:

-tracking disruptor: to counter missile fleets some different bonus must be added like increase explo radius of missiles or reduce speed explosion
___________________________________________________

Replace Warp Disruptor and Scram for a single module with scripts.
Replace officer/faction modules for officer/faction module/scripts
___________________________________________________

EDIT: because I worth it

System Power Jump Drive Subsystem - Shultz Power Drive

-new T2 Battleship Skill: x12

Requires:
-Racial Battleship 5
-Elite Battleship variant skill at 3
-Advanced Weapon Upgrades 5
-Science 5
-Astrometrics 5
-Jump Drive Operation 5



-can be fitted on: Battleships T2 and superior variants

*When activated your ship travels 1.5 Ly or to the closest system with in range. Arrival point might be a celestial, station, gate, belt or the limits of the system it self. Minmatar engineers are not really sure what they have found and decided to deliver this tech without further testing, be careful you might as well end on top of an enemy POS but well, it's an acceptable price for not requiring Cyno beacons.*

With lvl5 skill:

->security system restriction: can't be activated in WH and from low/null to high sec, however Concord applies an extra tax for each activation in high sec.
->no other propulsion system than afterburner can be fitted with this subsystem
->immune to warp jamming systems on activation
->25 sec delay on activation
->can't be activated when cloak or moving (speed=0=true)
->180min cool down
->sign radius increased for 500% and global EHP reduced for 50% on activation
->on arrival ship and modules are completely off line, unable to move for 60 seconds
->module uses a player build script and is consumed on activation: fuel scrip (eeeeeeeeeeeeexpensive !!!!)

Objective:

-offer to solo players willing to explore differently the universe and regions a different but expensive traveling option.

-offer them a specific tool to potentially get higher rewards without requiring all the logistics side for traveling in between gates or choke points

-make this tool an interesting possibility for all game play types, from traveler to local guardians.

-promote and increase players retention/interest to explore New Eden Universe by offering older as younger players a new goal and gaming options, a freedom tool !! -expensive but welp, the heck !


The End -I'm out of bad ideas

removed inappropriate ASCII art signature - CCP Eterne

Sphit Ker
Ministry of War
Amarr Empire
#1738 - 2013-04-08 18:15:32 UTC
Interdiction Sphere Propeller.

Like a bomb but bubble instead of blowing up.

It knows what you think.

GeeShizzle MacCloud
#1739 - 2013-04-08 18:31:15 UTC  |  Edited by: GeeShizzle MacCloud
Heres a few thoughts on current mods that add flexability, functionality and more playable options for many people...

1) Split all tackle mods into 3 sizes like rigs were split into 3 sizes.

Add tracking element to the 3 sizes of tackle mods:
small = fast
med = moderate
large = slow

add range modifiers for the tackle to the three sizes:
small =short
medium = intermediate
large = long

2) Add Capital EWAR mods that work only on capitals and supers and can only be fit on capitals due to fitting restrictions. Carriers/ dreads should require fitting mods in order to fit them.

Change titans to have bonuses to capital Ewar mods in order to spice up supercapital fights and give titans a role in lowsec; and a reason to include them in a fight beyond DD's.
Vindalara
The Abyss Watchers
The Charter
#1740 - 2013-04-09 10:06:42 UTC
In light of the new drone AI that switches targets, how about a module dedicated to raising a pilot's threat level and 'pulling' rats? There are several options to keep it from being too OP, like making a set where each one affects different ship sizes, or giving it a limited range. You could even make it targeted and/or cap heavy so the pilot using it has the extra work of switching targets or managing cap, respectively. This could allow for dedicated tanking ships and make more room for specialization in plex and incursion fleets. The 'have-tank-or-die' mentality isn't for everyone.



A new strip miner crystal that can refocus the mining laser to burn through NPC hulls. Could be limited to ONLY NPC hulls, and give the strip miners terrible tracking so this is only useful for getting rid of BS spawns in belts. If necessary, could require extra CPU on use, thereby offlining MLUs if you try to use it without enough spare CPU. Could be balanced for easier solo mining in null with the only boost to yield being that of not having to dock to bring out a ratting ship. Even procurers, with their new tanks for solo mining, can only field light drones that struggle with battleship rats.

Side note on the new crystals: many BS spawns hang around outside target range. Crystal might have to have an effect on that to be useful.



Others have suggested it in this thread, but I really like the idea of a heat absorbing module that consumes charges. It could transfer all the excess heat into the charges and jettison them into space. Balance can come from making the charges prohibitively large, limiting the rate at which they can absorb heat, or giving them a long reload.



My final idea is most likely a pipe-dream, but I have long envisioned a method of mining in which a small mining platform is anchored very near the roids in a belt and used to mine rocks in lieu of strip miners. The platform would tie directly into the mining ship's powergrid, so the pilot would still have to be in the belt running the thing and targeting rocks. The risk comes from the platform being destroyable by anyone and dropping its contents (a criminal offense of course), along with the pilot being immobile while attached to (and detaching from) the platform, and the reward comes from a balanced boost in yield/range/built-in storage on the platform/on-site minor compression. This could involve multiple ship modules for deploying, powering, and interfacing with the platform. The platforms themselves would of course be player-built from blueprints, so losing even one or two could carry the weight of losing a barge as it is now. The pilot would have to be able to tear them down and warp off in a reasonable amount of time, but likely slower than any barge could warp out. Like I said, pipe-dream, but it could be cool.