These forums have been archived and are now read-only.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
Shaun Hansen
Tactically Challenged
The Initiative.
#161 - 2013-11-13 15:18:22 UTC
xttz wrote:
An Infinite Improbability Generator.

When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias.


Then I'll frakkin go Dust514'ing to enjoy the view :D
GallowsCalibrator
Imperial Academy
Amarr Empire
#162 - 2013-11-13 15:20:59 UTC  |  Edited by: GallowsCalibrator
Slightly-more-likely-to-happen-post:

Mobile Mining Platform. Has a couple of regular mining lasers, an average cargo (say 1000-3000m3), and slightly reduced mining-range. Sucks roids based purely on shortest distance to the unit. Stops functioning/at reduced rate while location has hostile NPCs. Inventory is free-for-all.

(Local Disruption Unit should still be a thing)
Casey AtThe Bat
Center for Advanced Studies
Gallente Federation
#163 - 2013-11-13 15:22:11 UTC
Mobile Cloak Disruptor:

Operates in a similar radius to the Cyno Jammer. Cycles every 10 seconds, - RP stuff - "Emits a pulse of energy which charges the shields of nearby ships with a negative charge. This static charge can be identified by ship-based targetting sensors, regardless of cloaking devices. Prevents the use of a cloak for 10 seconds." The Cloak Disruptor requires 30 seconds to anchor, 1 minute to unanchor and should probably be small enough that most ships can comfortably carry one. The MCD can operate for 1 hour before exhausting its energy stores.

Also, a POS mod equivalent which can operate indefinitely.

key notes - Since the MCD operates on a 10 second cycle, a covert cloaked ship coming out of warp at a target may remain cloaked until the next cycle hits. So, with the new warp mechanics, you essentially have a 90% chance to land on your target while still cloaked and engage on your terms. Also, for stealth bombers targetting large fleets, this will change very little, provided the squad of bombers are excellent. If the SBs are bad, they'll be decloaked and easily dispatched.


TAckermassacker
School of Applied Knowledge
Caldari State
#164 - 2013-11-13 15:23:22 UTC
Mobile detector array.
sends a notification to the owner when a ship enters the grid: includes shiptype and playername and current solar system+ owner defined name of the unit)
(maybe max distance to owner (12 LY)
cooldown (only 1 notification per 20 min)
Special ability: Last Words: send ingame linked killmail of it self if it gets destroyed.
20k-40k ehp to avoid kill through ceptors
not cheap
150km detector range
at least 20km distance to the next detector array
Rexxorr
Perkone
Caldari State
#165 - 2013-11-13 15:24:42 UTC
CCP Fozzie wrote:


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?




Decoy plz :-)
CCP Fozzie
C C P
C C P Alliance
#166 - 2013-11-13 15:26:15 UTC
Thomas Hurt wrote:

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


We're already working on designs for this. True story.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Simc0m
The Scope
Gallente Federation
#167 - 2013-11-13 15:27:07 UTC
Titus Balls wrote:
Mobile warp gates

Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).

These areas could also be defended with deployable weapon platforms.


This is the best idea in the thread so far. Player owned deadspace complexes that can be defended by deployable structures.

Love it.

+1
Powers Sa
#168 - 2013-11-13 15:28:34 UTC
Michael Harari wrote:
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

But i want to anchor jammers on station grid.

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.

Powers Sa
#169 - 2013-11-13 15:31:10 UTC
CCP Fozzie wrote:
Thomas Hurt wrote:

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


We're already working on designs for this. True story.

Can you please address all of these stupid mobile decloakers in the OP post so people stop flooding the thread with this idiocy.

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.

Pirmasis Sparagas
Bullet Cluster
#170 - 2013-11-13 15:31:14 UTC
Two words: Casino house
GallowsCalibrator
Imperial Academy
Amarr Empire
#171 - 2013-11-13 15:31:14 UTC
Powers Sa wrote:

But i want to anchor jammers on station grid.


Preferably straight in front of the undock.

In the shape of a giant dong.
Zvaarian the Red
Evil Leprechaun Brigade
#172 - 2013-11-13 15:31:30 UTC
Randy Wray wrote:
Beaver Retriever wrote:

Make it a one-way street.

Supercapital retirement home. Wheelchairs 4 all supers.

Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.


Wormholes need more content and more valuable resources (ice and minable moons for instance). That would drive conflict without turning wormholes into just more null, which is what you seem to want.
Kagura Nikon
Native Freshfood
Minmatar Republic
#173 - 2013-11-13 15:31:47 UTC
Wabbajack

Unit with random effect. Can spawn an officer spawn, can destroy your ship, can call concord in enfuriated with you, can drop a random loot, can open a wormhole to random location, can cloak your ship for 30 minutes. Can jam your ship for 30 minutes, can revert the strings of everythign in the overview for 1 hours.. etc...

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

Jenn aSide
Soul Machines
The Initiative.
#174 - 2013-11-13 15:34:29 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!


hmm, Anchorable pedo-van shaped structure that plays the ice cream truck song and lures new players to dock with it so they can be.....thoroughly indoctrinated on the ways of EVE line?

Yes please.
CCP Fozzie
C C P
C C P Alliance
#175 - 2013-11-13 15:34:44 UTC
Powers Sa wrote:
CCP Fozzie wrote:
Thomas Hurt wrote:

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


We're already working on designs for this. True story.

Can you please address all of these stupid mobile decloakers in the OP post so people stop flooding the thread with this idiocy.


There are no bad ideas in brainstorming.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Hashi Lebwohl
The Graduates
The Initiative.
#176 - 2013-11-13 15:35:05 UTC  |  Edited by: Hashi Lebwohl
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 + acceleration gates. Make so you can lock the gates based on standings or unless the user has something in their cargohold - like a janitor.

Make it so that another player can scan down the dead space pocket and launch their own acceleration gate to enter.

Obviously you'll need to ensure links fail to work - or, even better, only effect those within the confines of the dead space.
Sven Viko VIkolander
In space we are briefly free
#177 - 2013-11-13 15:36:03 UTC
Pirmasis Sparagas wrote:
Two words: Casino house



+1 for customizable casino / gambling mobile structures, aka pleasure hubs
Powers Sa
#178 - 2013-11-13 15:37:55 UTC  |  Edited by: Powers Sa
GallowsCalibrator wrote:
Powers Sa wrote:

But i want to anchor jammers on station grid.


Preferably straight in front of the undock.

In the shape of a giant dong.

I'm going to put one of these bitches on the JU undock and VFK beacon, just to troll the s*** out of lazy guys.

CCP Fozzie wrote:


There are no bad ideas in brainstorming.

Yes there are.

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.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#179 - 2013-11-13 15:38:07 UTC  |  Edited by: Abdiel Kavash
(serious idea ITP)

CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.

Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)

Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels.
Electrique Wizard
Mutually Lucrative Business Proposals
#180 - 2013-11-13 15:40:20 UTC
Jacque Custeau wrote:
Mobile Sentry guns. You drop them in a belt and if an enemy or pirate appears, they shoot him. They should have a range equal to that of a siphon, and when attacked they go into reinforcement mode for 48 hours.


These guns should protect the asteroids they're defending from those who seek to harm them: the miners.

They should therefor only attack mining barges, exhumers and anything with mining lasers fitted. I completely agree!

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.