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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
AnUnskilled Pilot
Doomheim
#61 - 2013-11-13 13:25:05 UTC
Mashie Saldana wrote:
Deployable mining rig, drop in belt, collect ore a few hours later.

I suggested this also. Since there is little difference in ore between high and low sec. Having these would give purpose to small corps who get a foothold in low sec. If they are lootable by all they will be rather useless in highsec
Zimzat
The Bastards
Sedition.
#62 - 2013-11-13 13:25:45 UTC
Titus Balls wrote:
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



Hope not, We will always need POS, the form they come in will be the deciding factor.

Wormholes depend so much on POS.

But if you have a Deployable Jump Gate Unit, you could travel out of unknown space ? Or your own Deadspace/ Jove Space/ Polaris ?

http://zimzat.blogspot.com

Sergio Pelegrino
Center for Advanced Studies
Gallente Federation
#63 - 2013-11-13 13:25:49 UTC
"Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light.
Bland Inquisitor
Ministry of War
Amarr Empire
#64 - 2013-11-13 13:26:20 UTC
a nuke that can be deployed and after a small timer detonates destroying every ship on grid. The mod would be hackable so if left unattended, could be stopped. It also would damage friendly ships too.
Randy Wray
Republic Military School
Minmatar Republic
#65 - 2013-11-13 13:29:28 UTC
Do not make any structures that make people be able to be more risk averse and immobile. I'm saying stuff like mobile webbing towers and deadspace pockets that you cant directly warp into, stuff like that will just promote boring gameplay like sitting on a gate with a blob or risk free pve.

A structure should always promote fun and interesting gameplay while bringing people together, which is why I kind of dislike the new siphon. The siphon should make fights happen, not just sit there and provide afk isk for the owner and then get popped instantly when noticed.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Tyrendian Biohazard
The Bastards
Sedition.
#66 - 2013-11-13 13:30:02 UTC
Azami Nevinyrall wrote:
Local cloak detector...

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



^ This

Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius

Twitch streamer and EVE NT tournament broadcaster.

Rayzilla Zaraki
Yin Jian Enterprises
#67 - 2013-11-13 13:31:30 UTC
Mobile ice/ore refineries. Mix that with the loot-sucker unit so that it tractors in all friendly cans automagically.

Player Owned Recreation Nodes, too.

Gate campers are just Carebears with anger issues.

Archare
Aliastra
Gallente Federation
#68 - 2013-11-13 13:31:35 UTC
Chitsa Jason wrote:

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


C5/6 farming is safe enough as it is... do we really need to make it even safer?
CCP Fozzie
C C P
C C P Alliance
#69 - 2013-11-13 13:35:06 UTC
Sergio Pelegrino wrote:
"Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light.


I love the idea of this only showing the info for the system it is currently in.

So you jump into a system...

"Oh look, the sign says high chance of gateca........."

Boom

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Faltzs
Thundercats
The Initiative.
#70 - 2013-11-13 13:36:31 UTC
Mobile weapons assimilation device

Design to mess with a weapons targeting identifcation computer and make it not shoot you or your fleet (for a short time).

1) Will take control of a single weapon/ew module on a pos or gate gun for 30mins.
2) Taking control gun/module that is firing give the owner a weapons aggression timer
3) The device will fire at random hostiles or aggressed enemy ,players can not control its fire.
4) Must be placed more than 15kms apart
5) Can not take control of sov related items such as cyno beacons/jammers or jump bridges

Kagura Nikon
Native Freshfood
Minmatar Republic
#71 - 2013-11-13 13:40:49 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.



Ever heard of the "limited to 1" concept?

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

Lilliana Stelles
#72 - 2013-11-13 13:40:53 UTC
A slightly larger mobile depot, visually. Something that can really be considered a "base" that isn't quite yet a POS, perhaps with a small ship maintenance array on it.

Turrets/missile launchers/mobile webbers.

I always thought the idea of a mobile forcefield generator would be cool, but I'm not sure how balance-able it would be. It'd need to be fairly easy to destroy, and not big enough to contain a supercapital.

Not a forum alt. 

Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#73 - 2013-11-13 13:43:27 UTC
nasty structure that forces shutdown of a stargate but only on the anchored side
Michael Harari
Genos Occidere
TRUTH. HONOUR. LIGHT.
#74 - 2013-11-13 13:43:47 UTC
http://pbrd.co/HMxtcj

It appears CCP has ideas of their own as well

ss from test server
Calorn Marthor
Standard Fuel Company
#75 - 2013-11-13 13:44:25 UTC
AskariRising wrote:

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.


THIS.

I want a deployable SAFESPOT (TM) acceleration gate that can be configured to allow certain ship types only and throws anyone activating it into a deadspace pocket.
Perfect spot to relax, setup up a duel, whatever.

Oh, and gun batteries to deploy inside, next to your mobile depot and habitation module.

I mean, every crappy pirate NPC can do this... can't be that difficult. ;-)
Jack bubu
Caldari Provisions
Caldari State
#76 - 2013-11-13 13:44:28 UTC
- Localchat scrambling unit
Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.

- Decloaking pulse generator
Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.

- Scan signature Jammer
Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.

- Wormhole effect inducer
1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.

- Mobile Grid Cleaner type 'agmar'
Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
Connall Tara
State War Academy
Caldari State
#77 - 2013-11-13 13:47:14 UTC
a traffic station which, over a 24 hour period, records the names of pilots and what ships they had when pass through its anchored grid. it will produce "tracking data" sheets which can be opened and checked at a later date. obviously if people want to hide their movements these can be attacked and destroyed, providing a notification to the owner.

anchorable in low, null and wormhole space as shoving one of these up in highsec would be an exercise in "needle in a haystack" based futility.

perhaps more advanced versions can be programmed to act as perimeter beacons which will track the movements of X pilot or X corp/alliance specifically.

probably completely unneeded mind ;)

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Zerb Arus
WormSpaceWormS
#78 - 2013-11-13 13:47:35 UTC
CCP Fozzie wrote:
A vending machine that allows you to sell mining laser crystals to random people in a belt?


... or other stuff to freighters stuck in a traffic jam.
+1 for Shanty-Town around perimeter gate to jita.
Kagura Nikon
Native Freshfood
Minmatar Republic
#79 - 2013-11-13 13:47:50 UTC
I want a huge arrow that points to whatever I wish most !!!

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

Rixx Javix
Stay Frosty.
A Band Apart.
#80 - 2013-11-13 13:48:53 UTC
• The Chameleon Module

Comes in four flavors, small, medium, large and T3. The Chameleon Module emits a signal that makes it show up on d-scan as a frig, cruiser/bc, BS or T3 Cruiser. Deployable anywhere in space, these modules are extremely low hp and are intended to distract or attract attention. Once deployed they are immobile.


• Mobile Solar Collectors

Deployed around stars, within 150k, these mobile units pull carebeary stuff from the Star. People that care about such things could figure out a way to make this interesting.


• The Gate Jammer

Short-term deployable gate jammer shuts down a Star Gate for a timer effect, depending on skills or something. The effect doesn't last long, and the device is defenseless, but it works.


• The AOE Bomb

Dangerous to enemies and friendlies alike the AOE Bomb is not deployable on gate or station grids, but essentially, once deployed explodes when any object approaches within a certain radius, say 10-15k or so? These come in flavors of damage and last in space for a specific period of time tbd. Not forever, but not super short either. Eve used to have mines y'know.


• The Dispensary

A Corporation based module that dispenses AMMO that has been pre-loaded, like an old cigarrette machine. Can only be used by the designated corporation.


• The Spider

A deployable tracker that attaches to the ship of the currently aggressed. Once attached, it will show the location of the ship on the Map for a period of time, allowing that ship to be tracked across space. Spiders are deployed one-per-ship and must be attached while the enemy is aggressed.


• The Jammer

An AOE device that produces a short-term jamming effect that screws up local for a short-period of time. During the effect and within the radius of its influence, local space is like WH space.

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