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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Swiftstrike1
Swiftstrike Incorporated
#1881 - 2013-05-26 18:39:58 UTC
Low slot module that increases max. warp speed in the same way as the hyperspatial velocity rig.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

supernova ranger
The End of Eternity
#1882 - 2013-07-11 23:36:14 UTC
highslot ship duplicator

Produces a mirage of your ship beside you that can be targeted, ewared, and shot at but nothing happens to it ... if ship scanned it disappears... it mimiques the ships movements /attacks and dissolves once ship goes into warp.
supernova ranger
The End of Eternity
#1883 - 2013-07-11 23:42:57 UTC
solar wings for barges

creates a magnetic field, that looks like the auroaborialis effect, around the ship that sucks in particles when on grid with the sun

depending on sun type and size - changes mining rates and types of materials required

would like to see the substances mined used as a fuel source for tech 2 capital weapon ammo
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#1884 - 2013-07-11 23:49:29 UTC
AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck.

EvE is supposed to suck.  Wait . . . what was the question?

Phee Phi PhoPhum
Science and Trade Institute
Caldari State
#1885 - 2013-07-12 00:12:34 UTC
I would like to see new modules that don't require a new skill just to operate that one new mod.
When you added the overclocking rig, it was nice. It was tucked away into an existing category
and we moved right along. No new skills needed.

I had a couple of ideas - mainly variations on a theme really - but here goes.

1) A new rig that gives the option of adding a new slot to the ship.

ex: Medium Low Slot Expansion Rig (or w/e you want to call it)
this adds a low slot to a ship that takes medium rigs.

Capt obvious says: you'd need all three types of these rigs in all sized. And T2 versions as well


2) Conversion Modules. Place Low-Med Conversion module on your ship in a low slot and
then you can "load" it with a medium module. Low-slot afterburner? No Problem.

3) Multi-modules: Put a med-multi module on your ship and load it with, let's say, both
an AB and Target painter. Burn your AB 1 cycle, wait for the cool down (like a cap booster
reload) and then fire up your TP.


just some crazy ideas!


Add sensible penalties and fitting requirements so everything remains balanced.

Alundil
Rolled Out
#1886 - 2013-07-12 00:38:22 UTC
Freighdee Katt wrote:
AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck.


Almost like a bomb then, just with less AoE range......

I'm right behind you

Ashrhall Tzarszh
Mellivora Nulla Irrumabo
#1887 - 2013-07-15 13:13:47 UTC
Add scripts to webifiers, leave the modules as is and add the ability to put in scripts to these modules to allow for more flavor while keeping the value of the officer and faction mods.

Quote:
Range Extender (Webifier)
+50% Km optimal range (15Km Optimal)
-25% velocity (on your own ship when activated)
-10% max velocity bonus strength (a T1 gets a max of 40% and a T2 gets a max of 50%)


Quote:
Web strength (Webifier)
-50% optimal range (5Km optimal)
+30% max velocity bonus strength (a T1 gets a max of %80 and a T2 gets a max of 90%)

Ashrhall Tzarszh
Mellivora Nulla Irrumabo
#1888 - 2013-07-15 13:15:39 UTC
Alundil wrote:
Freighdee Katt wrote:
AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck.


Almost like a bomb then, just with less AoE range......



In the olden days Torpedo's worked like this, it was hilariously effective in Concordokening your Raven in missions/high sec warfare.
Lola Munijugs
Hedion University
Amarr Empire
#1889 - 2013-07-15 15:06:08 UTC
As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something.

At least support ships could have something to use against missiles (defender missiles suck.)
Reaver Glitterstim
The Scope
Gallente Federation
#1890 - 2013-07-15 19:35:25 UTC
Lola Munijugs wrote:
As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something.

At least support ships could have something to use against missiles (defender missiles suck.)

Howabout a launcher which drops a "flare" next to your ship and sometimes causes missiles to target the flare instead? Obviously with much more advanced missile tracking technology, this "flare" would not actually be a simple heat generator to mimic engine exhaust, but would be a probe which mimics the entire energy signature of the launching ship. This probe would be destroyable, but since it has a tiny signature radius, it would take several missiles to get it. Might be useful to use turrets to pop probes (you'd just have to stop your ship completely to hit it), or even smartbombs. Lastly, the launching ship would have to stay near the probe for it to work.

This could work a lot better than defender missiles. You could have multiple probe launchers to increase effectiveness, but even just one would have a significant impact on all of the missiles coming at you and would make them have, say, a 33% chance of not hitting you.

Could perhaps have like a 1 minute cooldown for launching this probe. That makes it pretty easy to launch in every fight while still making killing it a useful tactic for your enemy.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Harvey James
The Sengoku Legacy
#1891 - 2013-07-15 19:38:02 UTC
I still don't understand why TD's don't effect missiles yet why is there a delay?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Aquila Sagitta
Blue-Fire
#1892 - 2013-07-15 20:26:14 UTC  |  Edited by: Aquila Sagitta
A new bomb that disables warp drives for 1 second. Like an ECM burst for warp disruptors except its delivered in bomb package. If you initiated warp it would shut your warp drive down and you would have to click warp again. Not a problem if your paying attention Twisted

edit: this would be a t2 bomb or whatever and require lvl 4 bomb skill like the lockbreaker and void bomb
Laendra
Universalis Imperium
Goonswarm Federation
#1893 - 2013-07-15 21:51:36 UTC
Some ideas off of the top of my head.


Modulated Ice Harvester II - takes ice type specific crystals to reduce cycle time (due to crystal being more efficient at that type of ice)
Combinations of modules - Such as a Unified Scanner module, scans ship & cargo, but perhaps less range and longer cycle time than either

Something to add variability and unpredictability to ship layouts....(for the high slots added, could have a script that adds it as a turret or launcher slot, or keeps it utility with no script). This would have to have a critical eye towards overall balance to ensure it isn't overpowered

High Slot Transformer Module I - takes a high slot, and adds a mid slot
High Slot Transformer Module II - takes a high slot, and adds a low slot
Mid Slot Transformer Module I - takes a mid slot, and adds a high slot
Mid Slot Transformer Module II - takes a mid slot, and adds a low slot
Low Slot Transformer Module I - takes a low slot, and adds a high slot
Low Slot Transformer Module II - takes a low slot, and adds a mid slot

The return of Mines!!!!

Stasis Field Emitter Module / Deployable
Laendra
Universalis Imperium
Goonswarm Federation
#1894 - 2013-07-15 21:52:17 UTC
Oh, how about a Stasis Bomb
Laendra
Universalis Imperium
Goonswarm Federation
#1895 - 2013-07-15 22:11:37 UTC
Cynosaural Disruption Module - grid based weapon that prevents Cyno fields from being generated. Uses Liquid Ozone at same rate as Cyno Gen. If either a Generator or Disruption module is activated on the same grid, it cancels each other out.

Nanite Repair Projector module - allows support fleet to repair heat damage - uses nanites


Anti-Cloaking EMP - Super Carrier weapon (like Remote ECM). Only 1 can be fit per ship, has 30 minute cooldown. Decloaks all cloaked vessels on grid at the time of activation. Effect could destabilize every active cloaking device on grid for up to 5 minutes.
Ellendras Silver
CrashCat Corporation
#1896 - 2013-07-15 23:25:55 UTC
Reactive Armor Hardener II
meta 2 capital hull repairer
low slot cooler<=== reduces damage from overheating
mid slot cooler<=== reduces damage from overheating
high slot cooler <=== reduces damage from overheating

[u]Carpe noctem[/u]

Laendra
Universalis Imperium
Goonswarm Federation
#1897 - 2013-07-16 13:06:54 UTC
Moon Harvester II - let us mine more than one of a given material if it exists on the moon
Capital Tech II modules
Capital Officer modules

Survey Probe Launcher II - make it actually tech 2 vs the tech 1 version. Activation time is a crap stat to have be the only difference, and to cost us 22 extra CPU. Give us at least something decent, such as 10x capacity with no increased CPU.

Small, Medium and Capital Micro Jump Drives and Tech II variants of all 4

Tech 2 Cyno generator modules (regular and covert) - reduced Liquid Ozone and decreased Activation Time / Duration

Add scripts to Jump Portal generator modules (regular and covert) , one for increased duration, one for decreased fuel usage

Tech 2 Jump Portal generators (regular and covert)

MOAR Tech 3 stuff (ships and modules)





Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#1898 - 2013-07-16 14:25:33 UTC
I think a covert ops afterburner could be fun, especially if blops were allowed to use them. Hell, even if ONLY blops were allowed to use them...it'd make good use of that velocity bonus.

thhief ghabmoef

Lee Mcgee
Republic Military School
Minmatar Republic
#1899 - 2013-07-16 15:15:31 UTC
FEDERATION NAVY REMOTE ARMOR REPAIR SYSTEM Big smile
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#1900 - 2013-07-16 15:25:59 UTC
I'd like to see modules that increase the effects of EW drones.

examples

web drone mod- increases the stasis effects of webifier drones

ECM drone mod- increases ECM strength of ECM drones

Neut drone mod- increases drain amount of energy neutralizer drones