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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Magma Tung
Deep Core Mining Inc.
Caldari State
#1741 - 2013-04-09 14:51:20 UTC  |  Edited by: Magma Tung
[EW]

1. - Would like to be able to change ECM Modules while in space,
Just like ships can change their ammo.
ECM boats become un-useful very quickly while in a fleet.

Dont think its fair that ships can change their ammo when ever they want, but ECM boats can not change their ecm's.
If a fleet comes up against different fleet types, they have no problems because all they have to do is change their ammo.
but then ecm boats become useless on each new gang they come across, because ecm modules can not be change like ships can change ammo while in space.

Maybe implement a 60 day skill called - "ECM Specialist", that lets you change the ecm module on the fly while in space.
Also set a limitation on the ecm boat, that if a ecm boat has ecm modules fitted to it, the pilot can not change ammo on the High Slots, but only on the mid slots for ecm modules.

But if that ecm boat does not have ecm modules fitted, then
that ship can change ammo on the high slot.

2. - Would like to have less cap useage on Multispectral ECMs.
they take way too much cap currently, would like to see less cap hogging on Multispectrals,
Implement a - ( 30-60 day skill ) to nigate the cap hogging of multispectrals.

3. - Change the amount of Calibration to be change for less rig Calibration to be able to fit 3 rigs in a ecm boat
instead of the limitations of 2 rigs. specially for blackbirds. currently most rigs for ecm boats cost 200 calibration.
would like to see that lowered, so i can be able to use 3 rigs instead of the limited 2 rigs.



Some of this might not make any sense, but I post this in hopes that ccp comes up with proper ideas from what I wrote.
Thanks for taking the time to read my ideas.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#1742 - 2013-04-09 15:04:40 UTC
Allow modules to be fit to Freighters. Please. For the love of God*

*Or whatever else you love if you're a dirty heathen.

Plus ça change, plus c'est la même chose

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#1743 - 2013-04-09 23:11:55 UTC
I've not read all that has come before so apologies for any duplication.


I'd like to see low slot modules for the following applications that mirror the Signal Distortion Amplifier:


1. Low slot amplifier of Sensor Dampners (amount increase for effect on both lock range and sensor resolution)

2. Low slot amplifier of Stasis Webifiers (web amount and range)

3. Low slot amplifier of Tracking Disruptor (amount effect on tracking and optimal)

4. Low slot amplifier of Target Painter (greater increase to signature)

5. Low slot or High Slot: amplifier to boost the warp disruption strength and/or range of warp disruption / scramble modules (it would be better as a High?)



"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

SamuelK
The Scope
Gallente Federation
#1744 - 2013-04-10 00:48:44 UTC  |  Edited by: SamuelK
Rig that increases remote armor/energy/shield rep range.

Battleship sized only to stop logi's from being dumb.

max it out at like 25km with two or three rigs.

Pros: Makes RR battleship fleets live again
Con: ???
Sizeof Void
Ninja Suicide Squadron
#1745 - 2013-04-10 04:38:22 UTC
How about modules which make it more feasible to dual fit a ship for both PVE and PVP?

Currently, it is pretty much an either-or situation. Fitting for PVE makes you an easy target against the same ship fit for PVP, and PVP fits for mission running just doesn't work. As a result, mission runners in high sec are unlikely to want to engage in PVP with ninjas, and even less likely to want to run missions in low sec.

Obviously, you don't want "I WIN" modules which overly excel at both tasks at the same time, but perhaps something that provides a better compromise between the two opposite setups would be interesting.

For example, one of the obvious differences between PVP and PVE is cap usage. PVE requires sustained cap and favors cap rechargers; PVP requires short-term immediate cap and favors cap boosters. Perhaps a module which can switch between the two modes, via a script? Or something like the ASB or new AAR, which can use cap booster charges, when necessary, but still operates as a less efficient cap recharger when empty?
Blastil
Aideron Robotics
Aideron Robotics.
#1746 - 2013-04-10 20:22:31 UTC
Flamer, offensive heat module. 3 flavors, small medium and large (might be interesting as a frigate only module). Close optimal and all off, effective only under 2 km. Uses ammo.

What it does: increases heat to the ship randomly, which damages modules. Ideally causes module burnout.
NECRO MERC
Caldari Provisions
Caldari State
#1747 - 2013-04-10 20:35:54 UTC
Definitely some sort of anchorable cyno jammer. Maybe that produces a bubble and prevents warping and or cynos inside.
Octoven
Stellar Production
#1748 - 2013-04-10 23:45:09 UTC
Im sure its been mentioned somewhere, but to just be certain I would like to see a module added that affects missiles.

As we no doubt know, there are tracking computer and tracking enhancers to increase tracking and ranges for guns, missiles have never needed these since they already get out to 250km. So, perhaps we could introduce a module that directly affects missles. Plus with the talked about buff to cruise missiles, it is likely they will nerf the range on them too. Quite frankly I like having my 250km raven but meh.

Option:

Missile Guidance System:

5% bonus to missile flight time
5% bonus to missile velocity

The scripts can be as follows:

Optimal Flight Time Script
100% modification to missile flight time
-100% modification to missile explosion velocity

Optimal Missile Velocity
100% modification to missile velocity
-100% modification to missile explosion radius

Effectively this would allow the user to choose what they wanted to do with their missiles, either have them be short range and hit harder or longer range and hit softer. It prevents the need to break missiles into the range penalities like antimatter and iron as some have suggested, and it allows a person to keep their 250km raven with little dps or have a 90km raven with slightly more dmg then current. Assuming they nerf cruise missiles range that is.

The other side of the coin is this mod and scripts can make torps a more viable use in pvp, even with the speed increase of the ship.

Anyway, let me know what you think missile users :)

Tara Tyrael
Quantum Anomaly Corporation
#1749 - 2013-04-11 00:48:53 UTC
CCP SoniClover wrote:



    One-use (consumable) modules




Not a module, but something like "**** pill" (off course, name should be debated).

Basically, works like a booster, has cca 10-15 minutes duration, upon consumption cloaks ship in space ( same like cloaking module).
To break the cloak you need 30 sec cool down. Cloaked ship under this effect cannot move or do any action other then break the cloak which takes 30 sec. Also MAYBE add option if ship isn't uncloaked by the player, upon expire timer you get logged off. (maybe add you can't take the pill if you have any timers?)

Why?
Well, because i have to go to bathroom and there is no station.

Why not log off?
Then you get kicked out of fleet, and you need to get hold of FC to chuck you another invite which might take some time depending on the moment.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1750 - 2013-04-11 10:55:46 UTC
2Mn 20 MN and 200MN ABurners. Base speed increase of 200% same fittings and cap usage as 1MN 10 MN and 100MN MWD.

Just add a middle ground betwween AB and MWD options. Also make AB more usable in certain classes, and reduces the need of oversided AB as lots of people use (because Normal AB are most of time too weak).

"If brute force does not solve your problem....  then you are  surely not using enough!"

NinjaStyle
Deep Core Mining Inc.
Caldari State
#1751 - 2013-04-11 12:15:32 UTC
Mid slot damage Control unit - like the low slot one but uses slightly more cap and gives better shield resists than armor resist Aka. the oppersit of the low slot one.

"in between ship size" After burners and MWD's with slightly more speed but harder to fit with higher cap usage of course (1.5mn? 12.5mn? 115mn?)

100mn uses too mutch cap btw and the T2 versions of the mwd's do as well! plz look at this as a balancing issue!
Bernin
#1752 - 2013-04-11 22:25:55 UTC  |  Edited by: Bernin
Hello, how about a module to figth back the CovertOps / Black OPS, is a pos mod that woulda be nice to get into the oddysey expansion. in this summer.

This module is a way to counter the sneaky long range BLOPS now. to force them to engage. not only use the hit and run tactic. and it only will make them vulneable for a total of 15 mins per day thats only 1% of the time of a day.
it also have a HIGH SOV requirement. that make it valid for the effort.

Also i think that this module will benefit the server performance too. because i notice that at least there is an average 35 people cloacked ( that represents near 8% of server users on low population times and 4% of users in high population times ) AFK per region in eve-universe with this kind of module will b able to get killed. and when they die. they go to a station. where the idle timer can mark them up and close the link. ( i notice that when u r cloacked only in space u also get disconected. but when u r slowboating to any direction . u dont. bc the idle timer gets ur coordinates updated and mark u as NOT AFK / same thing happens when u r at a pos. if u r without moving. u get disconected but if u keep orbiting the pos at any random distance u get active all the time until downtime. i tested this 2 things 5 times each from DT to DT and thats how it works. ).


Quote:
Stelar Sonar PING

Module that emits an electromagnetic pulse that is so strong that decloaks all ships in the system and prevents activation of any cloaking modules during the activiation time. ( and by any i mean Friendly, Neutrals and Hostiles).

System Requirement

Military 5
Industry 5
Strategy 5

SOV UPGRADE (CovertOps / BlackOps WarFare)

Fitting

Powergrid Usage 1,250,000 MW
CPU usage 2,500 tf
Can only be one module installed in the system

Structure
Structure Hitpoints 500,000 HP
Mass 30,000 kg
Volume 30,000 m3
Capacity 1 8,000 m3 ( Fuel Bay / Liquid Ozone )
Capacity 2 3,000 m3 ( Fuel Bay / POS related Isotope )

Miscellaneous

Activation time / duration 300 s (2,000 Liquid Ozone + 2,000 Pos Related Isotope )
Reactivation delay 28200 s ( prevents that the mod gets activated more than 3 times a day )
Anchoring Delay 1800 s
Unanchoring Delay 900 s
Onlining Delay 3600 s
Minimum Anchoring Distance From Starbase Shield 5 km
Player Controllable (StarBase Config) MANUAL ACTIVATION.

Targeting
RADAR Sensor Strength 200 points
LADAR Sensor Strength 200 points
Magnetometric Sensor Strength 200 points
Gravimetric Sensor Strength 200 points
Signature Radius 2,000 km

Shield

Shield Capacity 1,000,000 HP
Shield recharge time 1,200 s

Armor

Armor Hitpoints 1,000,000 HP

Blueprint

Stelar Sonar PING

Required skills

Primary Skill required
Anchoring IV

Material Requirements

Skill / Industry
Industry 5

Planetary Commodities / Advanced Commodities

Broadcast Node 10
Integrity Response Drones 10
Organic Mortar Applicators 10
Recursive Computing Module 5
Self-Harmonizing Power Core 5
Sterile Conduits 5
Wetware Mainframe 10

Module

Expanded Probe Launcher I

Commodity

Capital Construction Parts 25
Gapeev
#1753 - 2013-04-12 01:08:56 UTC
I propose to add a new slot "engine"
And also propose to add new modules "engines"
Divide them into several categories:
maneuvers
speed
The ship has no engine fly slowly
and be shorter than maneuverability.
setting new engines we receive the full maneuverability or
full speed on the player's choice.
Must also make changes to the appearance of
nozzles ship and its jets.

[u]_Найти себя невозможно — себя можно только создать. _[/u]

Ruze
Next Stage Initiative
#1754 - 2013-04-12 02:38:10 UTC
Hear me out on this:

Infiltration and Extraction module (and related drones)

The concept is simple: theft, at it's current pace, is related to destroying a persons ship and relieving them of their worthwhile goods. While it may be hard for many to understand, the actual destruction part is one of the crucial elements that keep this game moving. And the acquisition of wealth is a major motivator to continue playing.

But in the pursuit of 'enhancing' the new player experience (by reducing the number of hisec suicide related to theft) as well as providing a new form of entertainment and metagame for the criminal and anti criminal, I recommend a module which allows you to attempt to 'steal' from other people cargo holds.

Here's the basics for the mechanics: Target your opponent. Scan them. Any visible cargo holds will reveal the items within. Activate the module (requiring you to be at extremely close range) to attempt to extract items from the hold. Extract it successfully, no flag. Fail, get a criminal flag.

Obviously, theft and counter-theft skills would be involved to increase/decrease the chance of theft.

Anti-theft modules could also be implemented much like stabs.

I also suggest that the item extracted be RANDOM. You might go after the plex, but the individual stacks of trit in the hold could be a great theft deterrent, as you could get THEM instead.





As a hope, this may increase the use of cargo scanners (already pretty common for thefts), and passive targeting systems. As well, you could allow some of the 'scanner' ships to receive bonuses in these items to make them more useful.

I know, just as a matter of morality, many players will immediately dislike this suggestion. But I look at game mechanics in EvE, and personally feel they have to put individual morality aside in order to offer the depth of gameplay experience that only CCP has been able ... and ballsy enough ... to provide.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Ruze
Next Stage Initiative
#1755 - 2013-04-12 02:58:59 UTC
A different concept with weapon-specific defense systems. Each requires charges that are much smaller than standard ammo, and are area of effect focused (so they can be used to defend others, as well as yourself).


Missile 'point defense' mini turrets. Hislot item, only works on missiles within 5km of the ship (not necessarily targeting), causes missile to explode. In certain cases, damage may be taken due to the explosive radius of the nearby missile.

Anti-refraction 'Dust' dispensers. Hislot, only works on lasers. Creates dust cloud around the ship which reduces the effectiveness of all laser attacks in that area. Dust does not follow the ship, but sits in space for 10 seconds or so. Very slow cycle time.

Velocity Dampening Pulse unit. Hislot, only works on projectile ammo. Causes a compression of micro-particles in space to disrupt the path and speed of incoming non-self propelled projectiles within 5km of the ship. Cycles very quickly.

Sisters of EvE Biohazard 'Flak'. Hislot, works against hybrids. Disrupts the atomic core of hybrid charges in an area around the ship. Used by sisters of EvE to cleanup space biohazards.

Hunter-Seaker Drone Bay. Hislot, works against drones. Rogue micro-drones which have been captured and 'tamed' to kill other drones. They are too small to affect even fighter craft, but due to their enhanced AI and speed, are extremely capable of taking out drones within their area. Due to their lack of onboard fuel cells, they have to repeatedly return to the ship to refuel after each engagement, but unless engaged, will patrol close to the ship. As long as the bay is active, it uses cap and 'microdrone' charges. Multiple waves (or cycles of the drone bay) of micro drones may be needed to take out a light drone.


Crazy new form of defense that is tailored specifically to the weapon being used against you. Obviously, not effective enough to nullify an opponents attacks, and due to the hislot usage and area-of-effect impact, would see much more use in small faction warfare gangs where the enemies armaments might actually be determined beforehand.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Elder Ozzian
Perkone
Caldari State
#1756 - 2013-04-12 08:36:28 UTC
I want something to fit on my left-over mid & high slots which doesn't require power or cpu. Don't you hate it when you have only 9.1cpu, and 0.98 pg left and one mid slot open?

There are already modules for low-slots: Example nanofibers. So i just throw this in:

Highslot - make a model for this - Solar panel.
Fitting cost: 0 pg, 0cpu
Restrictions: Small for frigates, medium for cruisers, large for battleships, xl for capitals.

When activated, solar panel opens up and cap recharge rate (and perhaps shields) increases significantly depending the distance to the star. This huge solar panel always aligns facing the star (in dual star systems, the closer one [yes, i know, the other one is only background]). Furthermore - if there is something between the star and the solar panel, there would not be any recharge bonus -> This adds to the gameplay, where you want your fights to happen behind planets or at stars. Also you could cast a shadow on other players solar panel with your own ship. Downsides would be that you cant shoot or target through your own solar panel. Cannot be activated in warp.

Medium slot - Solar wind sail or sumthing
Fitting cost: 0 pg, 0cpu

Passive: Dynamic power diagnostic unit (+cap size, +cap recharge, +shield size, +shield recharge) where the power is depended on the distance from the sun. The solar wind adds force on your ship, so the closer you are the sun the faster you can fly away from the sun - also the downside: slows you down if you try to fly towards the sun.

I disagree!

Tara Tyrael
Quantum Anomaly Corporation
#1757 - 2013-04-12 22:23:49 UTC
how about drone repair paste?

you can use it to repair armor and hull on the drones in your drone bay
Markus Navarro
Osmon Integrated Robotics
#1758 - 2013-04-13 00:54:03 UTC
Kamikaze Drones

Capacitor drains drones


Shield Drone defense modules : Share your shield with close-by drones

I sell drones and drones accessories.

Bouh Revetoile
In Wreck we thrust
#1759 - 2013-04-13 22:43:26 UTC
Idea for a new module : mid slot module ; "defense screen".
The module use a lot of cap, and have a significant cooldown, or not, I don't really know. When activated, the module makes a super shield which absorb damage proportionaly to the damages done : the more dps you receive, the more the module absorb.

Exemple : you get targeted by a whole fleet ; you activate the defense screen which operate for, say, 20s. During these 20 seconds, incoming damage are reduced proportionaly to the damages received. So the whole ennemy fleet is firing at you, so the screen absorb the most part (let's say 75%) ; as people see they are not hurting you, some stop firing, so the screen absorb less, and you take more damage, until it colapse.

To determine the absorbed damage, you can use the ship shield hp : each % of your shield damage you take (before resists), the module absorb one more % (or better, use a square function), but the percentage decrease each second, so the module is really the most effective when you take heavy sustained damages.
Shani Mukantagara
Fairlight Corp
Rooks and Kings
#1760 - 2013-04-14 16:02:20 UTC
Bouh Revetoile wrote:
Idea for a new module : mid slot module ; "defense screen".
The module use a lot of cap, and have a significant cooldown, or not, I don't really know. When activated, the module makes a super shield which absorb damage proportionaly to the damages done : the more dps you receive, the more the module absorb.

Exemple : you get targeted by a whole fleet ; you activate the defense screen which operate for, say, 20s. During these 20 seconds, incoming damage are reduced proportionaly to the damages received. So the whole ennemy fleet is firing at you, so the screen absorb the most part (let's say 75%) ; as people see they are not hurting you, some stop firing, so the screen absorb less, and you take more damage, until it colapse.

To determine the absorbed damage, you can use the ship shield hp : each % of your shield damage you take (before resists), the module absorb one more % (or better, use a square function), but the percentage decrease each second, so the module is really the most effective when you take heavy sustained damages.



this would be awesome, with a bit of tweaking. A 'Mothership' siege Mod.