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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Bemoteajh
Industry Kings
#1801 - 2013-04-18 15:00:39 UTC
Drones
Medium and Heavy mining drones for the Orca only
sprototles Ganzo
Big Fat Panda Corporation
#1802 - 2013-04-18 16:50:41 UTC
inertia accelerator module?

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

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1803 - 2013-04-18 17:03:23 UTC
Bemoteajh wrote:
Drones
Medium and Heavy mining drones for the Orca only


Harvester drones are medium mining drones but are 70 odd mil a piece.... absurd

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1804 - 2013-04-18 17:04:11 UTC
Roles should be
-cap rechargers - easy fitting/ improves cap regen
-cap batteries - medium fitting /higher cap regen plus extra cap/ neut defence can refill used cap boosters
-cap boosters - High fitting/ high cap injections but limited boosters before reload

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

NaSCN
Path of Blossoms
Assurance of Consequence
#1805 - 2013-04-18 17:28:12 UTC
how about Tech II reactive armor hardener?
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1806 - 2013-04-18 17:29:53 UTC
NaSCN wrote:
how about Tech II reactive armor hardener?


They need to fix the current one first

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Kylec
Ministry of War
Amarr Empire
#1807 - 2013-04-18 18:00:46 UTC  |  Edited by: Kylec
Module Name: Ion (EMP) Cannon
Fitting Slot: High
Turret
Range Optimal: 50km
Falloff: 0
Damage: 0
Tracking Speed: 0.009 r/s (about the same as a 1400 artillary)
Signiture Resolution: 400m
Can Cycle: false
Charge Time: 5s
Recharge Time (cooldown): 180s
Cap Usage: 900

Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.
*Can only be fit on Battleships



Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to MJD). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.

Differs from existing EWAR (scram/web/newt/etc) in that it has longer range, is based on weapon mechanics (ie can miss and is less effective at close range, small targets, large traversal), and provides temporary disable (in contrast with current EWAR which is 'always on').


Discussion Thread: https://forums.eveonline.com/default.aspx?g=posts&t=226699
Marcus Walkuris
Aww yeahhh
#1808 - 2013-04-18 19:25:37 UTC  |  Edited by: Marcus Walkuris
Drone bay launchers.
Launches drones at current direction at 3 times normal MWD speed for 3 seconds.
Or a minimum of 500 MS for 3 seconds.
Sub capitals only, I would guess.
Oh active module of course.

If that would be overpowered fix it but the concept is understandable.
Jovat
Science and Trade Institute
Caldari State
#1809 - 2013-04-18 21:53:47 UTC
Jonas Sukarala wrote:
NaSCN wrote:
how about Tech II reactive armor hardener?


They need to fix the current one first


Sorry, I missed the part where its broken.

The skill related to it is a bit broken, seeing it increases cap use the higher it goes, but the RAH is an excellent module. A RAH2 would be awesome.
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#1810 - 2013-04-18 22:40:53 UTC
All types of Firework Drone

Snowball Drone
Debora Tsung
Perkone
Caldari State
#1811 - 2013-04-19 08:11:07 UTC
Kylec wrote:
Module Name: Ion (EMP) Cannon
Fitting Slot: High
Turret
Range Optimal: 50km
Falloff: 0
Damage: 0
Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse)
Signiture Resolution: 400m
Can Cycle: false
Charge Time: 5s
Recharge Time (cooldown): 180s
Cap Usage: 900

Effect: Has achance to disable all active modules for one cycle.
*Can only be fit on Battleships



Fixed, and that's already a tad too powerfull.

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.

Aggrostemma
Garoun Investment Bank
Gallente Federation
#1812 - 2013-04-19 09:37:23 UTC
Drone implants please!

Hardwirings that affect the drones damage, hit points, optimal range, tracking speed, orbit speed.
I-RON zeus
Serenitas Pact
#1813 - 2013-04-19 19:00:09 UTC
would be nice to have drones that loots wreck around you (blue and white) would make missions and ratting easier.
Iagus Damaclese
Doomheim
#1814 - 2013-04-20 01:50:20 UTC
A tractor beam capable of being fitted on battlecruiser and above that uses a large portion of CPU and PG.

This tractor beam would be used to pull enemy ships away from stations to keep them from redocking.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1815 - 2013-04-20 12:39:56 UTC
Mobile cyno jammer - prevents cynos from being lit on the grid once anchored. 30s to anchor. 5s to unanchor. 100k hitpoints for shield/armor/hull.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Laserham Lincoln
Ice Fire Warriors
#1816 - 2013-04-21 00:22:01 UTC
Tactical Command Computer:
High slot module that consumes a warfare link slot (so can only be mounted on BCs, command ships, and T3s). While active, this module would let the ship with the TCC's fleetmates broadcast tactical data from their grid. When the player using the TCC activates their solar system map, anything on grid with a fleetmate is shown, letting the FC get a clear picture of what's going on in a system. If that's too much you could require a midslot TCC slave unit, which would update the TCC's display every time it was activated.
Konatsu Miyamoto
Ministry of War
Amarr Empire
#1817 - 2013-04-21 03:30:56 UTC  |  Edited by: Konatsu Miyamoto
XL smartbomb

Can only be fit on pods

Does 50 million damage in a 250km radius

Anyway for serious suggestions:

Mechanic change: Hull reppers now repair heat damage

Script suggestion: Consumable scripts. They have greater effect than normal scripts, but are consumed upon use, and after their duration is over, the mod is subjected to some sort of a reload time.

Mod suggestion: Tracking enhancer equivalent for missiles. Boosts range and/or explosion velocity and/or explosion radius

Mod suggestion: tracking computer equivalent for missiles, similar to the tracking enhancer equivalent, but active and uses scripts
Hitako Hirutoshi
Free Rant Corp
#1818 - 2013-04-21 05:45:52 UTC
Tech 3 modules, they are basicly tech 2 modules, but you add a script in it with a boost a nd a penalty.

Can only fit 1 t3 module of each kind except for guns

Guns -Tracking script, range script, rate of fire script, damage script, cap usage script, fit requirement script(for guns)

shield and armor boost script - Cap usage script, hp boost script, cycle script, fitting requirement script

Damage modules - ROF or Alpha script

Tracking computers - Better scripts, that involve not better boost but a lesser penalty counterpart(75% penalty instead of 100%)

Hardeners - script that gives better resist at cost of cap usage or fit requirement for example - Script that makes them easier to fit - extend duration and less cap cost

Tracking enhancer - you choose between optimal or falloff and lose all tracking speed.

Ideas?
Loki Feiht
Warcrows
THE OLD SCHOOL
#1819 - 2013-04-21 17:18:36 UTC
"BFT (blue force tracker) A cool little gizmo that allows a BFT equipped vehicle to link up with a satellite and give the locations of friendly and enemy units, maps, and routes."

I'm sure there is something like this for dust514 but currently I am unaware of anything (ingame) that could provide this sort of information in real time to a force commander, maybe Eve players could get this sort of stuff at an office or via the use of a module for command ships.

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

Rovinia
Exotic Dancers Union
Hatakani Trade Winds Combine
#1820 - 2013-04-22 00:25:22 UTC  |  Edited by: Rovinia
Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius.

Base change to destroy a incoming missile: 10%
Point defence Skill on V: 20% (2% / level)

Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius. Also, the projection element on allied forces than on enemys (like TR) would need a bit of teamplay in the fleet. Some sort of escort / Bodyguard mode Blink

Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s