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[Beyond Rubicon] What Mobile Structures would you like to see?

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2013-11-13 12:04:17 UTC  |  Edited by: CCP Fozzie
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you'd like to see out of the future of our new space structures!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

PavlikX
Scan Stakan
HOLD MY PROBS
#2 - 2013-11-13 12:06:54 UTC  |  Edited by: PavlikX
First

HQ unit. Same as comand ships in theory, but with more bonuses, possibilities and price to the fleets.

Edit 2:
Local radar unit (with operating radious). Operating in 0 sec systems. Gives list of players in the system (aka local) to the friends only.
Arthur Aihaken
CODE.d
#3 - 2013-11-13 12:15:13 UTC
CCP Fozzie wrote:
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'?

Hehe, you have to do that one. Lol

I am currently away, traveling through time and will be returning last week.

Cassius Invictus
Viziam
Amarr Empire
#4 - 2013-11-13 12:15:26 UTC
CCP Fozzie wrote:
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you'd like to see out of the future of our new space structures!


Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it...
Koban Agalder
Sebiestor Tribe
Minmatar Republic
#5 - 2013-11-13 12:16:07 UTC
Stationary (geostationary) orbital bombardment unit/cannon.


But anchorable guns (with limited lifespan, and no possibility to anchor them nearby POS/gates/stations) would be interesting.

James Arget for CSM 8! http://csm.fcftw.org 

Ragnar Alestorm
Black Lagoon Co
#6 - 2013-11-13 12:16:48 UTC

a structure to reskin command ships to their pre-rubicon skins. thanks.
oh...and an ore compressing structure would be nice as well.
Hulasikali Walla
Brave Nubs
#7 - 2013-11-13 12:19:07 UTC
An ore mining/refining/compressing structure for ninja mining Blink
Zimzat
The Bastards
Sedition.
#8 - 2013-11-13 12:19:36 UTC  |  Edited by: Zimzat
Mobile ORE compressor

Mobile Salvager Unit

Mobile Pirate Command (Temporary Concord switch( No Police in system till unit destroyed, Highsec OFC), like the cyno Jammer)

http://zimzat.blogspot.com

DrLSpaceman
Science and Trade Institute
Caldari State
#9 - 2013-11-13 12:19:49 UTC
Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2013-11-13 12:19:51 UTC
Mobile Manufacturing/Research Arrays, not tied to POS.

Ideally which you can rent out slots on to people from an in system station. (Then remove/reduce highsec industry slots), with player set limits on run times and so on.

I'd quite like them to be built off a ship, so you can kit it out with specific modules, giving them specific slots when anchored.

Something like https://www.fuzzwork.co.uk/2013/08/03/modular-assembly-arrays-and-labs/

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

CCP Fozzie
C C P
C C P Alliance
#11 - 2013-11-13 12:20:10 UTC
Cassius Invictus wrote:
CCP Fozzie wrote:
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you'd like to see out of the future of our new space structures!


Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it...


They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Cassius Invictus
Viziam
Amarr Empire
#12 - 2013-11-13 12:20:24 UTC
Ragnar Alestorm wrote:

a structure to reskin command ships to their pre-rubicon skins. thanks.
oh...and an ore compressing structure would be nice as well.


Nasty... +1 :)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#13 - 2013-11-13 12:20:56 UTC  |  Edited by: Steve Ronuken
Covert Cyno detector. (This is my covert cyno detector, it goes ding when there's stuff. Also, It boils an egg at thirty paces, whether you want it to or not.)


Monuments.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Chitsa Jason
Deep Core Mining Inc.
Caldari State
#14 - 2013-11-13 12:21:39 UTC
Structure which changes or creates wormhole effects everyhere in system or on grid.

Structure which makes new sites to not spawn in system unless destroyed.

Burn the land and boil the sea You can't take the sky from me

Bairfhionn Isu
Future Corps
Sleeper Social Club
#15 - 2013-11-13 12:24:21 UTC
Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan.
Make it big and expensive so you need some serious logistic to have it

It could make things way more interesting in Low/Null
AskariRising
State Protectorate
Caldari State
#16 - 2013-11-13 12:25:01 UTC  |  Edited by: AskariRising
CCP Fozzie wrote:
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you'd like to see out of the future of our new space structures!


A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km.

you can warp away from it, just not to anything around it.
Highfield
Vanishing Point.
The Initiative.
#17 - 2013-11-13 12:25:44 UTC  |  Edited by: Highfield
- Mining Protection Unit

Deployable mod that needs fuel (cap booster charges and/or an energy transfer feed perhaps) and acts as a defensive mod for mining fleet. DPS is based on the size of the cap booster charge, with navy 800s + energy transfer giving enough punch to kill the highest level nullsec spawn. Does not target players. Only tanks belt-sized spawns to prevent use in other sites and/or has a long onlining time suitable to the (usual) long on-grid times of miners.

- Bomb Defense Unit

Structure that gives specialist defense options against bombing runs. Uses the almost obsolete Defender missiles as ammo and autofires on bombs (not bombers). Optional: have it operated by a player, who has to initiate the module's defensive options when bombers uncloak for their run (similar to "turning the key" on a real life air defence destroyer to put it in full auto mode). Several of these are anchorable on a grid, with one of them able to kill about 1 squad of bombs. Significant reload cycle.
Arthur Aihaken
CODE.d
#18 - 2013-11-13 12:27:07 UTC
A communications structure that completely disables local while deployed.

I am currently away, traveling through time and will be returning last week.

Azami Nevinyrall
172.0.0.1
#19 - 2013-11-13 12:28:23 UTC  |  Edited by: Azami Nevinyrall
Local cloak detector...

All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...

-edit 1-

Mobile Command Unit...

Give feet members on grid bonuses, only FC or wing commanders may drop unit...

Lasts 30mins...give it a fuel bay, different units give different bonuses...

-edit v1.1-

I've seen a few posts in this thread supporting this idea, but no real good idea on how to implement it without breaking stuffs...

Why not allow Tech 3 Subsystem on Command ships?

Now let me explain before you call me a ******* idiot!

Allow the command subsystem to be put onto Command ships...this would be optional!!! When activated through the ship UI in space, it detaches from the command ship with the modules and gives boosts. Also, the command ship that deployed this must remain in system. Ship leaves...links turn off!

A suggestion to gang links...offgrid links give 50% bonuses instead of the full 100%...thus forcing ongrid bonuses, and possible use of this.

-edit 2-

Drone assist unit...

Give fleet members access to drone command without a drone bay...

Only FC and wing commanders may drop it...

Fleet members can access drones, drones will only work X distance from unit, max 5 drones per pilot... Amount of drones and distance varys on small-medium-large variants...

-edit 3-

Bring back mines...Mine deploying unit, give it patterns to lay said mines...similar to probes...incase of argument of OPness, theybonly go off when a capital comes within range...

Death to Capitals!!!

-edit...again-

Portable Customs Offices...

With POCOS coming free for all ~shortly~ and Nullsecs agenda to own as many as possible to control another market.

Portable Customs Offices! Anchor, do your thing, they don't repackage and can be shot by anyone! Also, can be set to be used by self-corp-alliance-everyone. Can be placed anywhere in orbit around planet...

...just a few off the top of my head on my commute. Will update later when more things pop into my head...

...

Khador Vess
Pandemic Horde Inc.
Pandemic Horde
#20 - 2013-11-13 12:29:27 UTC
Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
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