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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
Rena Senn
Halal Gunnery
#241 - 2013-11-13 16:45:17 UTC
A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.

Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too.
Zvaarian the Red
Evil Leprechaun Brigade
#242 - 2013-11-13 16:49:05 UTC
Syrias Bizniz wrote:
Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.


My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it.
BugraT WarheaD
#243 - 2013-11-13 16:50:38 UTC
What about orbital structures to prevent Dust Mercenary invasion in CP and in FW, like meta-blasters that destroy MCC before they can enter the orbit of their designated planet. ?
Syrias Bizniz
some random local shitlords
#244 - 2013-11-13 16:51:22 UTC
Zvaarian the Red wrote:
Syrias Bizniz wrote:
Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.


My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it.


Maybe deploying it in your own held space would allow you to access the fuel bay for setting a reinforcement timer. As i said, a maximum of 1h or so sounds... good. You can react to defend it, but it has to happen fast. The opposing force has an Hour to do other stuff, like shooting down other deployables, until the Gate is passable again.
Crasniya
The Aussienauts
#245 - 2013-11-13 16:51:54 UTC
- Gate guns
Similar to how the empires protect their space, null sec territory should be capable of erecting similar defenses.

- Billboards
Let us post notices and territorial markers in a manner more appropriate than dropping empty cans.

Soraya Xel - Council of Planetary Management 1 - soraya@biomassed.net

GallowsCalibrator
Imperial Academy
Amarr Empire
#246 - 2013-11-13 16:52:13 UTC
GallowsCalibrator wrote:
Local Disruption Unit.

Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.


Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure.

This includes access-limited channels and private chat.

This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much.
Smug face Makbema
Hedion University
Amarr Empire
#247 - 2013-11-13 16:52:20 UTC
*Automated logistics unit
when two of these units are deployed in the same system and by the same owner they link together with a Jump drive cargo shuttle mowing chosen cargo between them to the chosen unit.

*Ship launcher unit
Launches docked ship to a targeted ships last known position in system.

*Password protected jump gates. in system use.

BugraT WarheaD
#248 - 2013-11-13 16:52:54 UTC  |  Edited by: BugraT WarheaD
Syrias Bizniz wrote:
Zvaarian the Red wrote:
Syrias Bizniz wrote:
Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.


My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it.


Maybe deploying it in your own held space would allow you to access the fuel bay for setting a reinforcement timer. As i said, a maximum of 1h or so sounds... good. You can react to defend it, but it has to happen fast. The opposing force has an Hour to do other stuff, like shooting down other deployables, until the Gate is passable again.

Nah ... Everything that keep Nullsec safier than Highsec is a bad idea !
Zvaarian the Red
Evil Leprechaun Brigade
#249 - 2013-11-13 16:54:54 UTC
Rena Senn wrote:
A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.

Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too.


I like this one.
Elfi Wolfe
University of Caille
Gallente Federation
#250 - 2013-11-13 16:56:48 UTC
People always rage on cloaked ships and want a instant find.

But what about a cloaked detector that flashes brightly if there is a cloaked ship within 100 or 250 km, But does not reveal the cloaked ship. Also the "cloak sensor" cannot overlap with another "cloak sensor" or a bubble or cyno jammer.

Ie purpose is to alert there is a cloaked ship local but gives no other info or help.

I am a hi-sec inhabitant so this does not affect me.

"Please point to the place on the doll where the carebear touched you."

Stitcher
School of Applied Knowledge
Caldari State
#251 - 2013-11-13 16:57:29 UTC  |  Edited by: Stitcher
Automated weapons platforms. little more than a highslot or two which you can fill with the weapons of your choice, slaved to your ship's targetting systems. Can only shoot what you shoot. Perfect for boosting your DPS a little bit at a secured location, useless when on the offensive. fragile.

Quantum Distortion Amplifier. Deploy it, and it slowly builds up to full strength. Moderately increases the odds of a wormhole spawning in the current system, and makes it more likely to connect to a higher-category system.

Emergency Medical Facility - a clone bay in space. So long as it's active, you spawn there instead. can be loaded with a single small ship (destroyer or frigate) and with implants. If it gets popped in your absence, it counts as losing your current clone so you'll need to buy your appropriate grade again, so you run the risk of losing SP if you use it carelessly.

Listening Post - alerts the deploying player and their corp/alliance/fleet (depending on settings) to the existence, number and type of any cloaked ship on the same grid as the Listening Post, but does not give away the cloaked ship's actual location. So, you know if you've got half a dozen bombers lining up on you. One use only, limited duration.

Astrometric Observatory - Increases the scan strength of the deploying pilot's probes for the purposes of finding cosmic signatures only. One use only, limited duration.

Brute-force Decryption Array - increases the deploying pilot's virus strength. One use only, limited duration.

Fire Support Relay - deployed above planetary districts, reduces the number of war points that DUST players fighting for the deploying pilot's side must earn in order to call in an orbital bombardment.

Disruption Pulse Generator - On deployment, begins a countdown. At the end of the countdown, fires a volume-of-effect pulse covering, say, a 50Km radius. Siege, Triage and Bastion modules aboard all ships within that radius immediately shut down if they were active. No such module may be activated by ships caught in the pulse for 5 minutes. can be scooped before it fires, but is destroyed if it does fire.

Slingshot Array - assists all ships in the area that meet criteria set by the deploying pilot by increasing their agility slightly, and increasing their rate of acceleration to warp. Has no effect on warp cruise speed or deceleration. (maybe the deploying pilot could even add a small nominal activation fee?)

AKA Hambone

Author of The Deathworlders

Hatsumi Kobayashi
Perkone
Caldari State
#252 - 2013-11-13 16:59:41 UTC
GallowsCalibrator wrote:
GallowsCalibrator wrote:
Local Disruption Unit.

Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.


Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure.

This includes access-limited channels and private chat.

This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much.


Mobile Automated Z0R Unit II

No sig.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#253 - 2013-11-13 17:02:26 UTC
Hatsumi Kobayashi wrote:
GallowsCalibrator wrote:
GallowsCalibrator wrote:
Local Disruption Unit.

Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.


Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure.

This includes access-limited channels and private chat.

This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much.


Mobile Automated Z0R Unit II

Meta variants for "fofofofofo", "o7 m8" and "mine mine mine".
Bagehi
Science and Trade Institute
Caldari State
#254 - 2013-11-13 17:02:59 UTC
A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics.
Zerlestes
Caldari Provisions
Caldari State
#255 - 2013-11-13 17:08:26 UTC  |  Edited by: Zerlestes
Power Generator (generates Power from Fuel Blocks)
Shield Generator Generates a shield around the Complex aka Force Field
(if shield drops to 5 % reinforced mode) shield needs power from the Power Generator
is activatet needs strontium)

A Storage Module that links with the depot around 250.000m3
can link more than one also links with other storage modules

Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules
Making it possible to make a inspace refining Complex (Mining Base) needs Power

Solar power plant very little power generation but cheap for litte Bases without huge power need
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#256 - 2013-11-13 17:08:39 UTC
Bagehi wrote:
A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics.



You see cynos because they're in your fleet, right?

How would you see this? All people in the alliance see it as an option? Constantly running, or needing triggered?


Because constantly running massively enhances power projection. No need to get a cyno chain in place, as it's already there.



Interesting idea though

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Rees Noturana
Red Rock Mining Company
#257 - 2013-11-13 17:12:23 UTC
I like the ideas people have had for providing services. Selling mining crystals in the belts or ammo in systems that don't have stations for the high-sec crowd. Maybe they'll get enough use. People are fairly creative with this stuff. Providing repair services in high-sec mission hubs that don't have stations could be lucrative as well. They'll just be quickly destroyed in low sec but might work in null. These can evolve into mobile villages. They all need to be more durable than the current depot.

I'm sure this is part of your plan but going to modular deployments and you have starbase 2.0. Make the big brother to the mobile depot and you have the replacement for the tower. Allow modules to be attached and it'll grow into a full starbase. It'll need to be as durable as a POS though and have the same CONCORD rules in high sec. But, this has been talked to death in the starbase 2.0 monster thread.

Create a new method of docking where the ship is visibly attached and takes up a docking slot and then activate an Incarna shared space. Oh, wait, that's dead.

_ _

Deornoth Drake
Vandeo
#258 - 2013-11-13 17:12:57 UTC  |  Edited by: Deornoth Drake
* Provide access rights for fleet and corp for Mobile Depot and its variants

* Mobile Slot Plattform ... able to mount a module ... controlled like gate guns (various sub-types possible, to house the different weapon system, repair modules, ECM modules and so on) ...
Maybe with multiple slots

* Ability to "anchor" ships like Orca, Rorqual, Carriers with access to all the hangar according to the access rights. This would be a mobile home.
Variation: Ability to anchor a ship to a Mobile Depot ... only one ship per Depot provides access to it's hangars and slots similar to gate guns (see above)

* Mobile Probe Disruption ... generate a field that makes it more difficult for the probes to locate the objects


check out How to improve a nomadic lifestyle
Rekkr Nordgard
Steelforge Heavy Industries
#259 - 2013-11-13 17:13:05 UTC
SOV mechanics rework, modular POSes, and ring mining first, then we can talk about deployables.
Orosono
Peacock Interstellar Trucking
#260 - 2013-11-13 17:13:16 UTC
Mobile Jump Portal Generators.