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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Angang Ostus
Brutor Tribe
Minmatar Republic
#1781 - 2013-04-17 16:30:46 UTC  |  Edited by: Angang Ostus
An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.

Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.

For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU--more than a LAR in fact--and maybe more powergrid, but not a prohibitive amount.

It could be called Medium Energized Armor Repairer or something like that.

Thoughts? Something like this is needed to bridge the gap.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1782 - 2013-04-17 16:31:45 UTC
Angang Ostus wrote:
An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.

Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.

For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU than average MARs, and maybe some more powergrid, but not a prohibitive amount.

It could be called Medium Energized Armor Repairer or something like that.

Thoughts? Something like this is needed to bridge the gap.



just making anciliary armor repairers not use cap as the shield ones would already be enough.

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

Angang Ostus
Brutor Tribe
Minmatar Republic
#1783 - 2013-04-17 16:53:32 UTC
Kagura Nikon wrote:
Angang Ostus wrote:
An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.

Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.

For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU than average MARs, and maybe some more powergrid, but not a prohibitive amount.

It could be called Medium Energized Armor Repairer or something like that.

Thoughts? Something like this is needed to bridge the gap.



just making anciliary armor repairers not use cap as the shield ones would already be enough.


That would immediately make all other ARs obsolete, and would probably be OP so that's unlikely, unless their +225% bonus to effectiveness was replaced with zero cap consumption, in which case we're back where we started. One LASB is equal to two mediums, so for extra repping the Cyclone spends one slot and the Harby spends two.
sprototles Ganzo
Big Fat Panda Corporation
#1784 - 2013-04-17 19:42:26 UTC
Warp Scramble Strength implants...
for implants from slot 1 to 5
every one slot will give Warp Scramble Strength -0.2 (together -1)
+ 1 SKILL HARDWIRING to double effect (-2)

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

sprototles Ganzo
Big Fat Panda Corporation
#1785 - 2013-04-17 19:57:05 UTC
i would like to see something like effective quadratic skills function

imagine that you are trainig fighters lvl5 (avr 60 days,20% fighter damage bonus)
and after some time , for example 30 days (~50% of skill) you will recieve some effects from skill like this:

effective skill = (50% ^ 2) / 10000%*CompleteSkillBonus
so i will recieve 50*50/10000*20%= 5% damage bonus of total 20%

sorry for bad english
i hope so everyone will understand my idea :)

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

Kahega Amielden
Rifterlings
#1786 - 2013-04-17 20:50:49 UTC
One of the problems in my opinion with combat is that engagement range is massively and rigidly constricted by point range. Any engagement beyond ~24km absolutely requires dedicated tacklers, and if they die, you have no means of keeping the enemy there. This marginalizes long-ranged weapon systems and forces everything to happen within "brawl" range - Any medium laser boat can hit out to the edges of possible normal combat range.

However, it's not as simple as just making point range longer, because that would cause all sorts of balance issues - tackling would be easier, stuff with very low range becomes less attractive, etc.


I believe the solution is to create a new class of warp disruptor and warp scrambler that has significantly longer base range, but does not take effect for a decent amount of time. Let's say the new warp disruptor would have 35-40km base optimal and the new warp scrambler would have ~15-16km base range (Can't be more than that or it dicks over current point-range kiters).

when activated on a target, they would start a ~6-10 second cycle, during which they have no effect. After that duration, so long as the target remains within range, they will be pointed as with the standard disruptor/scram.

This would leave the dynamics of fast tackle unchanged, while allowing for a larger variation in engagement range among ships that don't need to be the first to get point.
Enya Sparhawk
Black Tea and Talons
#1787 - 2013-04-17 21:25:02 UTC
Hmmm, I've had a few ideas which I'm not really sure if they've been mentioned already...

I was thinking EVE could start playing around with anchorable structures more, specifically deployable self powered units...

Base them off of the mobile warp disruptor (small, medium, large, tech 1, tech 2) and give them a whole range of abilities...
Only anchorable in 0.0 (or even maybe low sec depending on what it is)
Here are just a few ideas:

- DoTs (damage over time, only continuous sec by sec)
- smartbombs (portable firewalls; sort of OP but definitely something interesting to play with)
- environmental effects (mimic wormhole environments)
- capacitor neutralizers AoE
- mini drone hives (limit the type of drones to repair)
- logistical (AoE that increase sheild recharge or sheild or armor resists for any ship in the area; independent elements)
- signature radius dampners
- portable single launchers or turrets (like independent single use sentry drones without the bandwith; like FoF units)
- anchored target spectrum breaker
- ECCM boosters for AoE

I think something like this would definitely add a bit of spice to PvP engagements...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Eessi
Murderous Inc
Me Hearties
#1788 - 2013-04-18 02:43:28 UTC
Please bring us a :

Attention Triage module for subcaps! Twisted
Hena Muri
Perkone
Caldari State
#1789 - 2013-04-18 03:00:46 UTC
Just throwing some suggestion out there. The intent is that the create new opportunities not replace existing gear.


Warp Core Stabilized Afterburner:
A mid slot warp stabilizer that counts as a MWD (so you get no speed bonus if they lock you down) with similar usage cost while giving you a speed bonus similar to an afterburner and a point of warp core stabilization (so you're less likely to be locked down).

Continuing on this thought, you can script it at various levels to give you more points of warp core stabilization while reducing the effective speed boost.

Notable Balance: can't equip with a second MWD and can't be active at the same time as an AB.



Reflective shields/armor:
Armor would reflect kinetic/Explosive, Shields would reflect Thermal/EM. Absorbs % of damage type X while active then creates a smart bomb like effect at the end of each cycle. Standard Concord rules apply.



Gravitational Stabilizers:
Low Slot module that would significantly reduce the effectiveness of nets.
Alternatively:
High/Mid slot projection effect that improves ship agility and speed.



Hope those are interesting;
_WAter_
Debora Tsung
Perkone
Caldari State
#1790 - 2013-04-18 10:17:14 UTC
I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

StrongSmartSexy
Phenix Revolution
#1791 - 2013-04-18 10:28:14 UTC  |  Edited by: StrongSmartSexy
Debora Tsung wrote:
I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%?

CCP already thought of this:
http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/
Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module.

It effectively cuts all tanks by a percentage - a little too powerful for a module.
Garan Nardieu
Super Serious Fight Club
#1792 - 2013-04-18 10:37:33 UTC  |  Edited by: Garan Nardieu
Not sure if proposed but - how about tech 2 cyno field generator?
It would require Cynosural Field Theory IV, produce a beacon visible in local same as T1 version but have a significantly reduced cyno length in comparison to its T1 counterpart (say, 2-3 minutes or something like that). Liquid ozone consumption would remain the same (so 250 @ lvl V cft skill).

Or maybe make it have a minimum length of field being active (those 2-3 mins) after which it can be deactivated (again, consuming the same amount of ozone as if it were full cycle). Current 10 minutes being stuck in the field are just a big pita.
Debora Tsung
Perkone
Caldari State
#1793 - 2013-04-18 10:45:46 UTC
StrongSmartSexy wrote:
Debora Tsung wrote:
I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%?

CCP already thought of this:
http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/
Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module.

It effectively cuts all tanks by a percentage - a little too powerful for a module.


Shocked never seen that before...

And true, -100% resistance t any given damage type is totally out of proportion, I was more thinking about percentages in the single digit realm + decreased effectiveness at range through falloff or a similar mechanic...

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

StrongSmartSexy
Phenix Revolution
#1794 - 2013-04-18 10:53:41 UTC  |  Edited by: StrongSmartSexy
Debora Tsung wrote:
StrongSmartSexy wrote:
Debora Tsung wrote:
I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%?

CCP already thought of this:
http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/
Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module.

It effectively cuts all tanks by a percentage - a little too powerful for a module.


Shocked never seen that before...

And true, -100% resistance t any given damage type is totally out of proportion, I was more thinking about percentages in the single digit realm + decreased effectiveness at range through falloff or a similar mechanic...

In my argument, I am assuming that the values would be something reasonable way below 100%.

But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range.
Debora Tsung
Perkone
Caldari State
#1795 - 2013-04-18 11:13:41 UTC
StrongSmartSexy wrote:
But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range.
Sry, I referred to the -100% as shown in the link You provided. The effect wouldn't be much better or worse as that of a TP or Webifier, only in this case it would be more dangerous to large ships than to small ships, more so if it were a battleship only module. I was thinking of something like 3 - 4 % resist decrease to one given damage type. Also CCP Could always click the "this is ewar" checkbox and certain very big ship which I'll never fly would be immune to it.

@CCP: please remove the forum draft thingy, this is ridiculous... -.-

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

StrongSmartSexy
Phenix Revolution
#1796 - 2013-04-18 11:27:45 UTC
Debora Tsung wrote:
StrongSmartSexy wrote:
But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range.
Sry, I referred to the -100% as shown in the link You provided. The effect wouldn't be much better or worse as that of a TP or Webifier, only in this case it would be more dangerous to large ships than to small ships, more so if it were a battleship only module. I was thinking of something like 3 - 4 % resist decrease to one given damage type. Also CCP Could always click the "this is ewar" checkbox and certain very big ship which I'll never fly would be immune to it.

That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them.
Debora Tsung
Perkone
Caldari State
#1797 - 2013-04-18 11:30:57 UTC  |  Edited by: Debora Tsung
StrongSmartSexy wrote:
That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them.


Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/

EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

StrongSmartSexy
Phenix Revolution
#1798 - 2013-04-18 11:43:04 UTC
Debora Tsung wrote:
StrongSmartSexy wrote:
That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them.


Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/

EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh.

Yeah, if your whole fleet or small gang is fit to deal one damage type, the module would essentially boost everyone's effective DPS against that target.
Debora Tsung
Perkone
Caldari State
#1799 - 2013-04-18 12:45:08 UTC
StrongSmartSexy wrote:
Debora Tsung wrote:
StrongSmartSexy wrote:
That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them.


Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/

EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh.

Yeah, if your whole fleet or small gang is fit to deal one damage type, the module would essentially boost everyone's effective DPS against that target.


Stacking penalties could fix that. That way only 4 - 5 ships could effectively apply a resist decrease, everything above that wouldn't even manage suck another half of a percent off the resist.

Considering that You'd need 5 ships to decrease one other ships resist by not even 10% at a limited range, it doesn't seem that oerpowered.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Bemoteajh
Industry Kings
#1800 - 2013-04-18 14:56:49 UTC
1 damage omnidirectional pulse weapon

Range
Tech 1 - 30km
Tech 2 - 45km

Role:
Counter those sneaky gits

Restrictions
0.4 Security or lower
Not usable on gates (gives blockade runners a chance)

Only equipable on new destroyers tech 2 variants