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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Shani Mukantagara
Fairlight Corp
Rooks and Kings
#1761 - 2013-04-14 16:04:38 UTC
Markus Navarro wrote:
Kamikaze Drones

Capacitor drains drones


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



search the market for Praetor EV-900
Pbatt
Back To Basics.
#1762 - 2013-04-14 16:21:31 UTC
Missle AOE

Missiles already have to deliver a specific damage payload.

Currently, Firewalling almost completely negates damage from a missile.

My proposal is to allow for 25% of the damage of an individual missile BEFORE bonuses to be spread out as AOE damage .

500m radius AOE on heavies should do just the trick. 1km radius on Cruise, 2km on torps. 250m on lights, 100 on rockets.

This will allow missiles to still apply damage through a firewall.

The AOE will not stack with the damage applied to the target.

Athena Maldoran
Doomheim
#1763 - 2013-04-14 18:01:11 UTC  |  Edited by: Athena Maldoran
I would like to see a new pos module that provides mining boosts. It should rival the orca. But be less efficent that the rorq. It should also be possible to use both the pos boost and ship boost simultaniously. Smile
Lucius Saturninus
Pator Tech School
Minmatar Republic
#1764 - 2013-04-14 19:17:20 UTC
I would really like to see something that would help with WH mass calculations other than a calculator or spread sheet. I would be willing to give up a module or rig space if it gave me the ability to see the mass left on a WH. Maybe a scan probe I could launch into a WH that would give me feedback as to how much mass and either the time remaining or when it was activated? If the probe could report the name of the system on the other side that would be an even bigger bonus and since Iā€™m dreaming big I may as well ask that it takes a 5Au dscan on the other side and reports back with that too.
Kethry Avenger
Ministry of War
Amarr Empire
#1765 - 2013-04-14 19:19:47 UTC
Thinking about the fact that the Devs seem to think that RR has gotten to good lately. To the point where it is making multiple levels of balancing difficult.

I propose a new module.

An Anti-remote assistance weapon.

Range, how many can be fit to a ship, if a special ship is needed to fit. Are all game design questions. Also if there is just one
Anti-Remote Assistance weapon or if there are different varieties.

But this: at least one that prevents all remote repair modules from affecting you.

Should be buff to active local tanks of all kinds. And cause a reduction of the need for high Alpha as the best weapon preference at least to a degree. Should also give fleets and small gang FC's one more thing to keep track of. And depending on what can fit this module could be a real buff to Solo, without having to have an otherwise OP kiter.

I would imagine it takes a highslot, and a good amount of PG CPU to fit.
MuteTork
Infantry Division
#1766 - 2013-04-15 04:42:44 UTC
Magma Tung wrote:
[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.


They could just make one ECM Module that was mutli spec and then used scripts to make it racial then you just have to bring scripts for each race and you can switch when needed.
Verlaine Glariant
The Kudur Cult
#1767 - 2013-04-15 12:34:41 UTC
CCP, you can use this chance to define the long asked Ship Crews. They should be fitted in a ship just like a module to enhance ship bonuses or other stats.

www.amphysvena.org

Heavensend
Ministry of War
Amarr Empire
#1768 - 2013-04-15 18:15:35 UTC  |  Edited by: Heavensend
Introduce a module that works opposite to a tractor beam.

Why does a universe exists where you can pull cans and wracks from far away but nobody is
able to push back any hostile ship except from bumping.

Voyager and Enterprise can do this since ages.

Module has long cooldown - reload time.

small ships - big effects up to capitals with no effect.

Call it ultimate escape modul Big smile
Shadow Lord77
Shadow Industries I
#1769 - 2013-04-16 04:29:35 UTC
Oh man just got through four pages of Nova Fox spam. Armored missiles? Man get the **** out.

Like some others were saying, hull-repairing drones would be good to complete the spectrum of repair drones.

Also more drugs! Like ones that increase drone damage, ship speed, and signature resolution for quicker targeting. Also active modules that increase the amount of time it takes for someone to lock onto you that work against NPCs for the purposes of smuggling! Drug cartels! Sell drugs without taxes on the market.

Yep.
Angang Ostus
Brutor Tribe
Minmatar Republic
#1770 - 2013-04-16 05:50:14 UTC  |  Edited by: Angang Ostus
T3 rigs: can alternate fitting in station between two modes, i.e. armor hp amount and armor rep amount

A mod that reduces signature radius?

Vanity mod: shows up somehow to let opponents know you spent a slot on this and still owned them Twisted

A mod or two that make the directional scanner more effective, i.e. range, additional info

A mod that causes a ship to exactly copy the movements of another ship including jumping, docking, undocking. Limited to 1:1 ratio.

A mod that increases warp speed.

A mod that decreases probe scan time. (Obsolete?)

Rigs that increase armor or shields by a percentage, the drawback being an equal or greater decrease in the other.

Plating and extenders that have one improved resist but less hp for same fitting.

And more drugs!!!
Ruze
Next Stage Initiative
#1771 - 2013-04-16 18:16:30 UTC
Heavensend wrote:
Introduce a module that works opposite to a tractor beam.

Why does a universe exists where you can pull cans and wracks from far away but nobody is
able to push back any hostile ship except from bumping.

Voyager and Enterprise can do this since ages.

Module has long cooldown - reload time.

small ships - big effects up to capitals with no effect.

Call it ultimate escape modul Big smile


And AOE like a 'smartbomb', only it forces things away instead of doing damage.

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?

xKOMODOx
#1772 - 2013-04-16 20:16:01 UTC
The Story: Few days ago I was exploring in High Sec and found most systems had multi POS anchored and long forgotten. I am talking for some with 20-30 Large Caldari POS abandoned Shocked

"Tesla" Particle Disintegration Beam I

A sonic beam module that uses chemical reactions to break space material, junk and other compounds into reusable materials. Used in reprocessing abandoned nonoperational POS towers, POS modules and space debris . Need TCC -Tesla Core Charge (new reaction / commodity / item found in DED or exploration sites) to reduce POS to its components, fragments, or particles. This module can be used in some missions or in exploration.

Module - High slot module (salvager type) for reprocessing abandoned POS towers/modules/space debris. BPC 1 run copy can be found trough exploration; build with combination of planetary material, minerals and (enter whatever you want). Requires a new unique charge to operate ā€“ TCC Tesla Core Charge. Loaded like a mining crystal into the module in order to disintegrate the POS remains, which produce TI+TII salvage materials and tower racial construction components. Module can fit up to 10 units of TCC. Each reprocessing cycle takes 6 min, or less with skills (3 min with lv5),
Note: this module can only be fitted on the Rorqual ORE Capital Ship and Noctis.

Charge ā€“ TCC Tesla Core Charge and 3 run BPC found only in exploration sites. Consumption 1 per cycle/ 2 overheated providing +20% output chance.

There you have it - a new way to clean all the junk floating in space; +1 for salvage profession.
Kerplakershtat Rova
The Mostly Free People's Republic of Persephone
#1773 - 2013-04-17 06:40:14 UTC
Considering at the moment they're more or less useless, allow multispectral jammers to use scripts which, when used, increase the strength of one particular racial type of sensor such as Gravimetric by say, 25% (increasing jamming strength from 2 to 3 respectively), while reducing the jamming strength of all other racial sensor types to 1. This essentially allows Meta 4/T2 multispectral jammers to act as flexible ECM platforms with the same jamming strength as a racial specific Meta 0 module, ensuring that racial specific meta 4/T2 modules will still be reasonably stronger. (For reference, racial specific meta 4/T2 modules have a jamming strength of 3.6.)

Obviously there would be 4 scripts, one for each racial sensor type.
Jessica Danikov
Network Danikov
#1774 - 2013-04-17 09:13:24 UTC
Quantum Systems Entanglement Device.

Hi-slot module, zero fitting cost, only one allowed per hull.

Allows a second fit of modules + rigs to be fitted (minus the used hi-slot). Cannot be activated while other modules are active. Disables your ship for 30 second while it phases. 5 minute cooldown. Obviously, all modules are lost when the ship goes down, so there's that.

Perhaps have prototype/improved versions of it like the cloak module and T3 hulls that specialise in switching on the fly (lowered cooldown, faster phase time).
Jessica Danikov
Network Danikov
#1775 - 2013-04-17 09:30:13 UTC  |  Edited by: Jessica Danikov
Armor/Shield Transferrer.

Hi-slot module, similar fitting costs to Transporters.

Boosts the armor/shield of the target, at cost of its own shields/armor + some capacitor (overall more efficient than transporters). Cannot be used on other ships equipped with transferrers, so cannot be chained/spidered.

Probably best paired with an RR nerf, acts as a magnifying glass for logistics, but also a bottleneck/attackable weakness by extending the logi chain and being a better target than logi directly. Probably well suited to a T2 logi battleship that focuses on large buffer rather than low sig for survivability.
Onyx Nyx
The Veldspar Protectorate
#1776 - 2013-04-17 09:50:11 UTC
Microwarp drive-capable missiles. That should cut down the travel time significantly and missiles would still be by limited by their flight timer (or cap)

I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more.

  • Richard (http://www.lfgcomic.com/)
Laura Belle
The Scope
Gallente Federation
#1777 - 2013-04-17 11:24:04 UTC  |  Edited by: Laura Belle
Ok here are mine

Modules
1. cloaked ships detection probes
- it will take considerable amount of accuracy to detect a cloaked ship.
- once 100% detected the prober can now choose to decloak the ship.
- only 1 target can be scanned to 100% and decloaked at the same time per skill level (yes, new skillbook)
- will only apply if target didnt enter warp or left a curtain radius around its spot of detection
- requires a specific/extended launcher that uses a highslot

2. covert ops eccm
- can be activated while cloaked
- only covert ops ships can carry
- only one per ship
- like all eccms, reduce the chance for being jammed or scanned down by any probe.
- requires a med slot

Rigs
an Energetic Efficiency Rig

Reduces armor repair capacitor need in exchange for higher pwg need

shield boosters have them, complete the set


Consumable moduls
Spider missile kit
- its a missile, and it acts as one
- requires a highslot
- reduces target's speed on impact by % for several seconds
- has range
- consumable after 1 use
Laura Belle
The Scope
Gallente Federation
#1778 - 2013-04-17 11:33:25 UTC  |  Edited by: Laura Belle
double post
SongSinger
BlitzStrike
#1779 - 2013-04-17 13:09:16 UTC
TE for missle - low slot, +25% explosion velocity, -12,5% explosion radius


TC for missle - low slot, consumes energy, if the target is destroyed before the arrival missiles, then missiles automatically switched to the nearest locked target
Suicide Smith
Center for Advanced Studies
Gallente Federation
#1780 - 2013-04-17 13:31:44 UTC
I donno if it's been suggested, I really don't feel like reading ~90 pages to double check.. but..

AOE Web.

Originally I was thinking like a normal bubble, but that seems a little OP, so rather than a bubble, I think it should be fitted to an Heavy Intercitor.

Give it a reasonable range, not too strong of a web, you get the idea.



Point Defence.

Like the defender missile launchers, only, you know, good. one for every race, would use their races small ammo, would shoot any missiles that target it. As it is, this would be OP, to make it not OP, you would need to buff the missiles with more HP/Resists.

Module would need to be activated, then it would engage whenever it sees a threat.. when not engaging it would continue to use cap though, and would have a delay in startup, to make it so that you don't just turn it on when you see a volly fired (but you could turn it on when you get yellowboxed... )

Same train of thought, REMOTE Point Defence. Same idea as above, takes the high slots, but can either be assigned to defend a specific ship, or perhaps even just engage any missile from anyone who is aggressed to you/the fleet. I doubt this would happen, but still an idea.


Emergency Stop.

This would drop you out of warp almost instantly, at the cost of either all your cap, or a delay to get back into warp.. Perhaps not even a module, but a skill you could train ? Higher lever the sooner your stop / less cap drained / sooner yo can warp again..


Hardwires for Drones. Damage, Speed, HP, Control Range, etc. Every other standard weapon system has these except Drones.


Pie in the Sky idea here.. but I'm gonna take it anyway.
Rigs for Slots.

Put simply you fit a rig (with a relatively high calibration cost) to gain an extra high/medium/low turret/launcher. No idea what penalty to give it other than really hurting your calibration..



I'll see if I come up with anything else later..