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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
GeeShizzle MacCloud
#121 - 2013-11-13 14:40:41 UTC  |  Edited by: GeeShizzle MacCloud
I fear too many here have been posting on the 'bad ideas' thread too long and still believe they're there.

Edit: Also ninja'd the top of page 7, my favourite number!
Grarr Dexx
Ministry of War
Amarr Empire
#122 - 2013-11-13 14:41:01 UTC
all these mobile decloaking unit suggestions, ******* hilarious

(not going to happen)
xttz
GoonWaffe
Goonswarm Federation
#123 - 2013-11-13 14:41:22 UTC
Honestly, the best ideas in this thread are:

1) Point-defense structure
I'm picturing the Raven's point-defense gadget from Starcraft 2, this would be a nice buff to using Maruaders (and battleships in general) for pvp.

2) Anchorable cynogen
We have the jammer structure, so why not a generator? Works for all alliance members, but can't be online for more than an hour at a time.

3) Fleet Command structures
A nice approach to bringing in on-grid bonuses... have a structure to do it. Linking it to command ships could be a challenge, however.

4) Deadspace generator
A nice counter to the new warp speed buffs, if it can be balanced right

5) Mobile disco ball
'nuff said
Vincent Athena
Photosynth
#124 - 2013-11-13 14:41:42 UTC  |  Edited by: Vincent Athena
First, a bigger mobile depot. It should be accessible beyond one person, with settings to allow, fleet, corp, alliance, and access by standings.

A structure to store ships. Also if a ship storage structure is launched near a depot, the two should plug together. The beginning of a modular space station. This should be true for all the new structures.

Construction facilities, Reactors and Labs. As these would plug into the depot and ship storage structure they would draw materials and deliver products to them. Eventually replace all POS functionality with new structures.

A place where I can dock my ship. Not store it, but dock, like at a station. With quarters.

A market. This allows any person, corp, or alliance to set up their own market anywhere.

Weapons and other defensive stuff.

As few limits as possible on how many of these things could be plugged into each other.

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Kagura Nikon
Native Freshfood
Minmatar Republic
#125 - 2013-11-13 14:41:46 UTC
Galmas wrote:
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...



The idea is that these will REPLACE POS with time

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

Rainbovv Dash
State Protectorate
Caldari State
#126 - 2013-11-13 14:42:53 UTC
Mobile Stasis Field, Stasis Field Generator or Stasis Probe )
Kagura Nikon
Native Freshfood
Minmatar Republic
#127 - 2013-11-13 14:45:28 UTC
Personal Mobile gank link bonus. Deploy them, and you get a certain ganglink bonus while on the same grid as the module.

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

Thomas Hurt
Future Ventures
#128 - 2013-11-13 14:47:28 UTC
Weaselior wrote:
A wormhole stabilizer.


+1 for this. Preferably it would expand the wormhole enough to allow Supercaps in; Wormhole PvP really needs a shake-up that only nullsec alliances are capable of giving it.
Warde Guildencrantz
Caldari Provisions
Caldari State
#129 - 2013-11-13 14:48:11 UTC
Quote:
A decoy structure that imitates a specific ship on probe and d-scan?


no. thats punishing players for looking for PVP. Why would that ever be a good idea?

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Carolus Lovita
A Blessed Bean
Pandemic Horde
#130 - 2013-11-13 14:49:20 UTC
Mobile Directional Chicken

When deployed periodically clicks d-scan every second, as long as there is some space-grain on it.
Jaz Antollare
UrAnus Probing Squad
#131 - 2013-11-13 14:50:01 UTC  |  Edited by: Jaz Antollare
Mobile structure that hides ships on grid from D-Scan Twisted

May be not grid, may be a smaller radius.
Randy Wray
That's Really Witty M8
Shattered Foundations
#132 - 2013-11-13 14:51:13 UTC  |  Edited by: Randy Wray
Wormhole stabilizer

A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through - instead it has a set maximum mass(size) of ships that are allowed to jump like acceleration gates depending on what class the wormhole is -, makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.

Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.

EDIT: Oh, someone already suggested it, well this is how I think it should work

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

Zvaarian the Red
Evil Leprechaun Brigade
#133 - 2013-11-13 14:52:28 UTC  |  Edited by: Zvaarian the Red
Juliette Asanari wrote:
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 :)


I had a similar idea though I would make it usable by anyone in the alliance or fleet of the player deploying it and only deployable in low sec and null sec. It would also need hit points close to that of a capital ship (1-2 million hit points) rather than a battleship to really be worth using (ie requiring a small gang to take it down in a reasonable amount of time rather than a single cruiser). It would also require 1-2 blocks of fuel (any type) to continue functioning and would only have room for 8 hours of fuel.

Mobile Shield Emitter would be a good name for it.
Shaun Hansen
Tactically Challenged
Tactical Supremacy
#134 - 2013-11-13 14:52:50 UTC  |  Edited by: Shaun Hansen
Khador Vess wrote:
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....


Excactly, Khador. Just what we need to finish off those offlined-towers spamming all moons in highsec. If people don't maintain their ****, they shouldn't have it. Perhaps it should be limited to offline towers alone. Capture the tower and you capture the whole POS with modules, gunes and everything.
Moonaura
The Dead Rabbit Society
#135 - 2013-11-13 14:54:37 UTC  |  Edited by: Moonaura
A mobile brothel that for the right amount of ISK dispenses relevant merchandise for people to put in their cargo holds. Pimp my kill mail CCP. Think GTA... but in space.

Edit. Naturally the mobile brothel would be an equal opportunities employer. Hell I might finally make some ISK if I can sell my clones...

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Powers Sa
#136 - 2013-11-13 14:54:37 UTC
A mobile thing that lets you put supercarriers and titans in a wormhole.



















Just let it happen.

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

Jaz Antollare
UrAnus Probing Squad
#137 - 2013-11-13 14:55:23 UTC
Thomas Hurt wrote:
Weaselior wrote:
A wormhole stabilizer.


+1 for this. Preferably it would expand the wormhole enough to allow Supercaps in; Wormhole PvP really needs a shake-up that only nullsec alliances are capable of giving it.



Hell NO, you have your null-sec, go play there!
Zvaarian the Red
Evil Leprechaun Brigade
#138 - 2013-11-13 14:57:42 UTC
Shaun Hansen wrote:
Khador Vess wrote:
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....


Excactly, Khador. Just what we need to finish off those offlined-towers spamming all moons in highsec. If people don't maintain their ****, they shouldn't have it. Perhaps it should be limited to offline towers alone. Capture the tower and you capture the whole POS with modules, gunes and everything.


I really like this idea. There are soooooo many dead sticks in w-space that need to be salvaged. I can practically taste the iskies. =P
IrJosy
Club 1621
#139 - 2013-11-13 14:57:43 UTC  |  Edited by: IrJosy
Two things:

1. Deployable "stealth" unit. - Hides ships from D-scan ,but not combat probes or overview. Can be used in deep null or wh to stage an offensive, or hide a defensive force.

2. Mining colony - Deployable structure that mines ice, gas, or asteroids and deposits the contents into a mobile Depot. Mobile Siphon units may be attached and divert resources from the deployable's output. They run until the belt is cleared or their depot is full.
Zvaarian the Red
Evil Leprechaun Brigade
#140 - 2013-11-13 14:59:35 UTC
Randy Wray wrote:
Wormhole stabilizer

A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through(instead it has a set maximum mass of ships that are allowed to jump like acceleration gates), makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.

Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.

EDIT: Oh, someone already suggested it, well this is how I think it should work


This isn't the bad idea thread...