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Player Features and Ideas Discussion

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

First post First post
Author
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#41 - 2013-11-13 12:52:07 UTC
Glasgow Dunlop wrote:
Abdiel Kavash wrote:
A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.


I thought that read bacon not beacon Cry

+1 for deployable bacon.
Titus Balls
Sebiestor Tribe
Minmatar Republic
#42 - 2013-11-13 12:53:25 UTC
Omnathious Deninard wrote:
Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.


POSes will be dead within two expansions :D
Powers Sa
#43 - 2013-11-13 12:55:59 UTC
mobile ice refinery. mobile research / factory depot. (sec limitations as to not make nullsec factories irrelevant)

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Elena Thiesant
The Scope
Gallente Federation
#44 - 2013-11-13 12:56:16 UTC
Mobile ore refinery that doesn't have a stupidly low max yield (as the current POS refining array has). Maybe refines close to or slower than a hulk can mine, decent sized ore bay, good-sized mineral bay.
Useless for miners who mine in a system with a station, but more useful for mining where there aren't convenient stations or stations have poor refineries.
Electrique Wizard
Mutually Lucrative Business Proposals
#45 - 2013-11-13 12:57:53 UTC
Deployable logistics (shield/armor/hull) structures
Deployable repair facilities (that allow you to online, repair heat damage aswel as drone/ship, etc damage)
"Temporary Adaptive Invulnerability Forcefield". Bubble that has a duration of 1 minute and acts like a forcefield
Ofcourse the various offensive EWAR structures
Deployable turrets/missile launchers (think pos, but only last lets say a minute or 10)

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#46 - 2013-11-13 13:01:26 UTC
CCP Fozzie wrote:
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.


Please increase the "cant anchor within X of a stargate or station" to more like 1 AU.

Also I would like to see
1) A structure that steals a portion of all ratting bounties in the system, stores it inside until retrieved (either by the owner, or hacked by someone else)
2) Module repper - anchor, feed nanite, rep full burned out modules, drones, etc
3) NPC bait - deploy it and it takes highest priority npc aggro
Kagura Nikon
Native Freshfood
Minmatar Republic
#47 - 2013-11-13 13:03:19 UTC
Siege Gun. Deploy near POS, will start shooting at the POS with the DPS needed to put that POS into reinforced mode within 12 hours.

Not many HP (50 k).

Easily dispatchable if the tower owners hops in and use its guns to put it down. Diminishes the value of the anoying ECM only towers.

Make the work of grinding non protected towers less tedious.

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

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#48 - 2013-11-13 13:03:35 UTC  |  Edited by: Abdiel Kavash
To everyone who suggests deployable guns or logistics: imagine how stupidly overpowered these would be when used by huge fleets in sov warfare. Need to repair a POS? No need to risk carriers or logistics, just have each of your 200 combat ships drop one of these on the field and the POS will be fixed in minutes. Camping a gate? Just drop several deployable guns from each ship to get collective hundreds of guns instantly toasting anyone entering without you even having to be on grid.
Titus Balls
Sebiestor Tribe
Minmatar Republic
#49 - 2013-11-13 13:05:25 UTC
Abdiel Kavash wrote:
To everyone who suggests deployable guns or logistics: imagine how stupidly overpowered these would be when used by huge fleets in sov warfare. Need to repair a POS? No need to risk carriers or logistics, just have each of your 200 combat ships drop one of these on the field and the POS will be fixed in minutes. Camping a gate? Just drop several deployable guns from each ship to get collective hundreds of guns instantly toasting anyone entering without you even having to be on grid.


Well obviously have an upper limit of how many can be on grid - also they should have stupidly low HP
Psychoactive Stimulant
#50 - 2013-11-13 13:05:34 UTC
Mobile billboards.
Dacada
No Shoosting
#51 - 2013-11-13 13:05:58 UTC
Most here talk about unit, but let me bring up an old idea with a new twist.

Deployable anchorable mines.

Now having seen(and heard) the squawking about what happened with mines in the early days,Shocked I understand these would have to be CAREFULLY studied(not able to deploy within x km of a structure, not able to be deployed in x distance from one another) but there are some real possibilities for gameplay, including mad ebil ways these could be used.

Also, opens up some specialization for detection and removal.

Just another form of griefing? Could add an interesting aspect to the game.

Quinn Oron
Apraxia
#52 - 2013-11-13 13:06:01 UTC
Let us deploy a deployable that prevents other deployers from deploying deployables.
Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#53 - 2013-11-13 13:09:03 UTC
Another idea:

Fake ship that shows up on dscan/grid, when you lock it, it locks you back, when you scram it, it explodes, doing like 2-3k damage to everything around it (~the same as a smartbombing bs)
Mashie Saldana
V0LTA
WE FORM V0LTA
#54 - 2013-11-13 13:10:29 UTC
Deployable mining rig, drop in belt, collect ore a few hours later.
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#55 - 2013-11-13 13:11:51 UTC
A deployable that hacks/unanchors Offlined POS towers. Takes a while. Maybe.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#56 - 2013-11-13 13:12:18 UTC
Mashie Saldana wrote:
Deployable mining rig, drop in belt, collect ore a few hours later.

This is frankly how mining should have been designed from the start. Roll
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#57 - 2013-11-13 13:18:46 UTC
Omnathious Deninard wrote:
Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.



Welcome to the replacement for POS. Current POS code is a nightmare of complexity. So replacement with new code in an incremental fashion is probably a lot easier.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Yazzinra
Scorpion Ventures
#58 - 2013-11-13 13:21:02 UTC
Arthur Aihaken wrote:
A communications structure that completely disables local while deployed.



this. so much this.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#59 - 2013-11-13 13:21:26 UTC
Deployable hull repper.

Only usable when you have no combat timers.

Fuelled in some fashion. Trit and nanite paste?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#60 - 2013-11-13 13:24:09 UTC
Yazzinra wrote:
Arthur Aihaken wrote:
A communications structure that completely disables local while deployed.



this. so much this.



Invert it. Take out local. (as an intelligence tool)

Add in a structure to anchor at gates to log people entering and add them to an intelligence readout.

Different qualities giving different results.

Add another structure for detecting entrances through wormholes.

Structure goes down, people don't get logged.

(Not entirely sure how you'd handle log offs and ons)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter