These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post
Author
Thomas Hurt
Future Ventures
#101 - 2013-11-13 14:10:48 UTC
Anderton Faln wrote:
Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc.


How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have. Roll
Juliette Asanari
Voodoo Children
#102 - 2013-11-13 14:12:15 UTC
Deployable Shield-generator

One time use (like the cynojammer), limited time - upon deployment generates a 10km-ish shield bubble with similar effects as a POS-Shield: Nothing inside can target/damage anything outside and vice versa, only the owning pilot can leave or enter at will. Shield can be attacked (will flag the attacker suspect) and destroyed (no reinforcement) HP of a Battleship.

I leave the tactical implications to everyones imagination :)
Rayzilla Zaraki
Yin Jian Enterprises
#103 - 2013-11-13 14:13:47 UTC
A unit that cloaks and also inserts a falsified player into local chat to make the scarebears knees go all wobbly.

Call it the Cloaky Camper Post.

Added fun, allow anything up to a cruiser to dock in it and be protected under it's cloak.


Alternately, a player docked in this unit would be hidden from local while still being able to monitor it. Great observation post for gathering intel prior to fleet attacks.

Gate campers are just Carebears with anger issues.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#104 - 2013-11-13 14:16:23 UTC  |  Edited by: Abdiel Kavash
Anderton Faln wrote:
Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc.

I've been thinking about something similar actually. However if it's too cheap, it would obsolete actual cyno modules on ships. If it's too expensive, it would be easier to just selfdestruct a noobship with a cyno on it.

Moreover, it would also allow ratters or small gangs to cyno in reinforcements without having to sacrifice a high slot and significant fitting. (In big fleet this is not so much of an issue as it's easy to sacrifice a gun on a couple of ships for a cyno.)
Max Kolonko
Caldari Provisions
Caldari State
#105 - 2013-11-13 14:16:23 UTC
mobile cloak detector / prohibitor / disabler working within very small radius (40 km?)

mobile logistic station (outside of combat only - not working when timers are up) - recharges shield / armor / structure / capacitor

mobile cloning vat for wormholes

mobile syphon for other types of goods from poses manufacturing AND POCOs



mobile warp interception unit - working similar to warp bubble, but instead of using this on grid, You use it off-grid between gates / poses / stations / etc to intercept ships warping trough it

mobile cyno / covert cyno

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#106 - 2013-11-13 14:17:26 UTC
An Infinite Improbability Generator.

When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias.
Robert J Niewiadomski
NULLIMPEX INC
#107 - 2013-11-13 14:18:38 UTC
1) Micro trade hub with storage area. Small provision goes to the owner of the place. Limited parking space. Sentry guns.
Needs some permits fees in hi (low?) space to operate.

2) Food outlet selling food and drinks. Items "consumed" there temporarily boost customers' attributes and thus boosts training sans implants. Needs PI stuff (like livestock, proteins, microorganism, biomass etc) to prepare meals and drinks. Limited parking space. Can be burned to the ground. WIS, table chat and brawls enabled Cool
Needs some permits fees in hi (low?) space to operate.

F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear

Speedkermit Damo
Republic University
Minmatar Republic
#108 - 2013-11-13 14:19:02 UTC
Mobile decloaking structure - prevents cloaks from activating and shuts down any active cloaks within it's radius. 20-30km should do it.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Max Kolonko
Caldari Provisions
Caldari State
#109 - 2013-11-13 14:19:25 UTC
Thomas Hurt wrote:
Anderton Faln wrote:
Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc.


How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have. Roll


You sir just won The Internet :) +1
Mashie Saldana
V0LTA
WE FORM V0LTA
#110 - 2013-11-13 14:20:26 UTC
Unstable wormhole generator, anything on grid when the device goes active will get teleported to a random system in EVE. Lol
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#111 - 2013-11-13 14:21:02 UTC
I would like to further iterate on the aforementioned module, that would provide intel on system entry in place of local.

Make it so such a module needs to "lock" its target in order to provide detailed intel. E.G:

1 - A cruiser jumps in and aligns away - the structure "locks" the cruiser and genrates a mesage: "X has entered the system XM-PL1 at hh:mm." There is also a link, that contains all the scanned ships in a window, similar than those, generate by survey scanner - ship class, ship name.

2 - X jumps again in the sysem, but has 6 buddies with him - Y, Z, J,H,K. The basic scanner you've placed has a maximum of 5 locked targets at once, so it will generate the message: "X,Y,Z,J,H and one more have entered the system XM-PL1" If K sticks around the gate for a given period (lets say 15 secs), the module will initiate a new scan and add K to the list"

3 - 2 minutes before X, the scout A and scout in training B have passed through the same gate, both in covops ships. A is quick on the cloak and engages it before the structure manages to pick him up. B gets distracted, so the scanner detects his presence, but doesn't manage to get a lock. The message reads "1 unknown ship has entered the system XM-PL1"

Now, those examples cover a few more advanced concepts - basic detection, rescan timers and intel update and covops ship grace period before scanning.

Basic detection occurs when the station initiates a lock attempt on the target. If the lock fails, the ship will be listed as unknown.
Rescan and update will trigger at a set amount of time (lets use 15 secs as example). Instead of classical lock system, where a new target can be locked as soon as one dissapears, the target logic allocates a a set amount of time (15 secs) to each locked target. The "slot" remains closed for 15 secs, regardless of whether lock is maintained or not. If a new ship gets locked within a minute of the generated report, it will be added to the already existing list, keeping the generated intel less messy.

Covops ships, being sneaky, get a limited grace period, allowing for the swap between gate cloak and their own cloak, during which a lock attempt will not commence. its worth noticing, that a lock attempt can commence while a target is untargetable - jumping away - and it will generate an "unknown" entry.

Now, after all this message stuff, you would wonder, where all that data will be dumped - when the structure is activated, the owner is prompted to input a chat name - the structure would dump all intel generated in the chat, to which it is attached.
Jack Ringo
Republic University
Minmatar Republic
#112 - 2013-11-13 14:24:09 UTC
Mobile Security/Intel Structure.

This structure reports intel of uncloaked ships that enter its field of range. Name, Corp, Alliance, Shiptype of neutral or bad standing pilots which can be reported to a specific chat channel set by the owner.

These structures can be covert/not covert and can be either fueled/charged (using Cap charges as batteriesfor example) or limited by time.

These structures could be set near pos's to help pos owners to detect ships that might be deploying siphoning, etc.

They could be set at gates to help secure systems. I could see mining systems having the structures deploy on neighboring system gates as security devices to provide their miners advanced warning from incoming ships.

D S K
Caldari Provisions
Caldari State
#113 - 2013-11-13 14:27:38 UTC
* - Anchorable pulsing decloaker

* - Anchorable gate locker

* - Anchorable local chat cloaker

* - Anchorable ccp_fozzie hologram
Mercer Nen
Summicron Holdings
#114 - 2013-11-13 14:29:38 UTC
Deployable Slaver Pens. Turns tourists and janitors into slaves.

and conversely Slave Re-education Centres. Free the slaves!

Also,

Black market trading centre. Mini-markets immune from taxes. If captured/destroyed everything on the market drops. Surely there must be a way to do something like this?


Pointless ideas, but possibly fun nonetheless.
Max Kolonko
Caldari Provisions
Caldari State
#115 - 2013-11-13 14:33:02 UTC
Mobile CORPORATE/FLEET tracking unit / syphone / depot / etc...

CORPORATE/FLEET - so anyone withing corp / fleet or whatever can use then



Mobile .... alliance bookmarks.. :P
Kismeteer
Bat Country
Pandemic Horde
#116 - 2013-11-13 14:34:01 UTC  |  Edited by: Kismeteer
A capital Mobile Warp Disruption bubble, that can stand up to super firepower.

e: stats - super expensive, like 1+ billion isk, 100k m^3 in size so rorq must drop, spin up of 5 minutes, lasts 24 hours, bubble size of a grid. Can be hit by DDs.
Powers Sa
#117 - 2013-11-13 14:37:35 UTC
Kismeteer wrote:
A capital Mobile Warp Disruption bubble, that can stand up to super firepower.

anchorable mobile neut batteries.

Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

Weaselior
GoonWaffe
Goonswarm Federation
#118 - 2013-11-13 14:38:41 UTC
A wormhole stabilizer.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

marVLs
#119 - 2013-11-13 14:39:18 UTC
Mobile CCP Guard, when deployed it fly away in space with his fading scream like on Odyssey video
Galmas
United System's Commonwealth
#120 - 2013-11-13 14:40:27 UTC  |  Edited by: Galmas
none.

when will we finally see something happen to POS?

edit: i just did 32 jumps in a freighter, dont think i am anywhere close to being positive about Rubicon...