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

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Author
xKOMODOx
#361 - 2013-11-13 20:01:04 UTC  |  Edited by: xKOMODOx
McDodah wrote:
When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.


Exactly my thoughts McDodah ... it just feels like deployable large can , at least they can add some little shield visual effect aka POS kinda like ... or something similar.
Lance Stratos
Sebiestor Tribe
Minmatar Republic
#362 - 2013-11-13 20:04:41 UTC
A ship accelerator? A structure that when used (like an acceleration gate but slightly different) would greatly increase the agility of the ship when activating warp causing the ship to reach warp speed in a fraction of the time normal but maintaining the normal deceleration? requires some kind of fuel to use and anyone can fuel or use it. you can set a password to it as well?

Something to counter cloak and use stasis webification and other ewar? something to block covert cynos within 1/3 the range of a normal mobile cyno jammer. A mobile cyno beacon? mobile covert cyno beacon (scannable but not on overview). A module that cancels out interdiction nullification 5-10KM range, does not cause drag?

or that mooring post or something that make ships invulnerable and you can arm things around it?


You know, just thinkign about it. It seems like you are adding all new POS stuff with the intention of personal use and making it so its not like some sort of megazord.
Katherine Raven
ALTA Industries
Intergalactic Conservation Movement
#363 - 2013-11-13 20:05:09 UTC
I love the idea of a mobile repair unit (would be awesome for WH dwellers and far from home 0.0 teams)

I don't have any problem with deploy-able turrets as long as they have slow lock times, large volumes and low ehp. (prevent unmanned gate camp slaughters and keep them ineffective in large scale conflicts)

some form on intel gathering module would be interesting. Make it probable, but not obvious so you can anchor it and hope no one notices for a while.

The possibility of a module that acts as a decoy on directional, possibly even on probes would be interesting. It would certainly create some potential for PVP traps.
Karbonadas
Old School Spacebenders
Dreads Amongst Drifters
#364 - 2013-11-13 20:07:55 UTC
Trillian Stargazer wrote:
I would like a module that fixes null sec and many of the other broken features that have been thrown together and not completed.


maybe a module that would fix you ? Lol
SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#365 - 2013-11-13 20:08:55 UTC  |  Edited by: SpaceSaft
Yeah this is really simple and was probably something you/they have come up with already:

Mobile Scanning Thingy

Automatically scans down possibly hostile capsuleer ships. If it's visible like a beacon or not and how fast and how accurate or within what range the scanning is, is up to balance. Could be an anomaly on the scanner.

Not sure about a

Local Strategic ???

I don't know how exaclty the SOV and FW mechanics work but there should be something to deploy to affect both. I know that at least FW works with sites so that would fit... If it's a system wide bonus like in WHs or a bonus to a counter somewhere is up to balance, taste and opinion. Or if you need X of Y under your control in a system to take ownership or something like that...

But I think that about covers it. There is not much else that could be done with deployable structures that doesn't affect other areas of gameplay (combat, mining or exploration) or is already covered by the POS (read will be replaced later anyway).

Also Hacking should open the container or have a reversed effect on the owner whatever the structure does.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#366 - 2013-11-13 20:09:23 UTC  |  Edited by: Gizznitt Malikite
I've been thinking primarily of deployable modules for use in PvP.

I'm not a fan of deployable modules that make you more powerful in PvP, but modules that help initiate a PvP engagement.

One way I look for "where's the PvP at" is to use both ingame and out of game tools the watch:

Ships/PODs killed recently,
NPC kills recently,
Cyno's lit in system,
Jumps per hour,
Pilots in space the last 30 minutes.

It might be nice to have a deployable module that increases these stats artificially, with the goal of attracting people (like me) to said systems ideally with the goal of general pew pew. Ideally, some type of module that broadcasts to the EvE verse, look for a fight here!

Expanding on this idea:

A module that broadcasts all RF timers in a system to some designated bulletin board or calendar event group.
A module that uploads all system kills to a designated killboard.
A camera module that streams video to a twitch stream.
Rache Sangfroid
Aliastra
Gallente Federation
#367 - 2013-11-13 20:14:42 UTC
What about making the deployable structures like T3's?

Base module, then add subsystems, then modules to create specific purpose.
Aeril Malkyre
Knights of the Ouroboros
#368 - 2013-11-13 20:17:10 UTC
This will be reiteration to some degree, but I'd like to see these things happen very much :)

  • Mobile Public Repair Facility: Deployable, 5-10 minute anchor, small/medium/large versions. Repair as Meta 1/Meta 3/ Meta 5 armor, shield, or hull reppers. Maybe you have to mount your own rep modules? I have no idea if that's possible, but it'd be cool. Regardless, I'd like to see this as a pop-up service garage. Drop it in a station-less system and it broadcasts as a celestial, with a limited character text field like 'Joe's Garage: 1K isk per cycle'. You can set access and costs based on standing or just a flat amount per rep cycle. Probably a bit stronger than the current Depot, with the 48 hr reinforce. It won't really be carrying anything worth looting (unless you're able to mount modules).

  • Maybe it has a small POS type shield you have to enter to even get the rep dialogue. You could charge for entering the shield, charge for the reps. Adds a bit of conflict depth, because anybody can see the garage, anybody can warp to it. So somebody may be hanging out looking for injured ships, but if you're willing to pay you can get safe inside the shield before they pop you. You can't shoot out, they can't shoot in. You can get repped up and head back out to fight. I'm mashing a lot of ideas together here, but that's the gist. Maybe you can't re-enter for a certain lengthy (hours?) timer, to keep people from just bouncing in and out.

  • Mobile Covert Repair Facility: Same as above, but doesn't broadcast except to fleet/alliance/etc.

  • Mobile Ammunition Factory: The biggest hindrance to going out into the wildlands with a ship that requires ammunition is... running out of ammunition. I'd like to see a unit that can take a single ammunition BPO, accept minerals, and pump out ammo into an internal cargo bay. Removing the BPO destroys the unit and jettisons the ammo/minerals. Destroying the unit has a chance to drop all the above. Not terribly strong. Manufactures at a lower rate than an NPC station. Cargo bay is public access, mineral bay and BPO slot are operator only.

  • This also possibly fills the 'ammo vending machine' role with a few more features.

  • Deadspace Generator: Expensive. Gives you a 1 grid deadspace. Must be accessed by and linked to a separate acceleration gate, also expensive. Gate can be scanned down with combat probes. Warping to anything scanned within the deadspace causes you to reroute to the acceleration gate, same as a mission. You can anchor any of the mobile what's-its in the deadspace in half the time. I've been missioning for years, and the frelling rats get awesome space homes. I WANT AN AWESOME SPACE HOME. I have no idea how to balance it. But let's make it happen.
Shamus en Divalone
The Clandestine Forge
#369 - 2013-11-13 20:17:16 UTC
Quinn Oron wrote:
Let us deploy a deployable that prevents other deployers from deploying deployables.


That sir is awesome.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#370 - 2013-11-13 20:18:01 UTC

This is kind of a silly idea:

A capture the flag module. When sitting in space, it creates a system-wide warpable beacon. When in your cargo hold, it gives your ship a unique "tag" in the tag column. Now you can play capture the flag, and identify who has the module in your cargo hold.
Alexander the Great
Imperial Academy
Amarr Empire
#371 - 2013-11-13 20:18:56 UTC
Before introducing anything new please redo POSes or create a set of structures that will cover POS functionality when combined.
Shamus en Divalone
The Clandestine Forge
#372 - 2013-11-13 20:21:48 UTC
I think a mobile ore refinery is a good idea and also maybe an ice breaker to help managing those large blocks (breaks blocks to cubes)

I always thought a T2 Orca of such sorts would be good at this but mobile units do look promising.
Shamus en Divalone
The Clandestine Forge
#373 - 2013-11-13 20:22:36 UTC
Alexander the Great wrote:
Before introducing anything new please redo POSes or create a set of structures that will cover POS functionality when combined.


I think were seeing the future development of POS's right now man.
Levarr Burton
The Pinecone Squad
United Federation of Conifers
#374 - 2013-11-13 20:22:42 UTC
I don't like the idea of deployables which decrease the necessity of activity (like auto-miners). Nor do I like the isolationist ones (portable deadspace acceleration gates which restrict access to your own little pocket covered in web towers and deployable guns). Rather, I feel deployable structures should provide points of interest in systems where player interactions are encouraged. I humbly present the following:

'Caravan' Mobile Market module.

Provides 50 (maybe more, maybe less) market slots available to the deploying player (or their corp/alliance/public if they so choose), and a limited amount of POCO/PHA-style storage per player.
The player may set the standings needed to place, view and interact with buy and sell orders, this may be in-corp only, alliance only, excellent standing, good standing, or any. Being able to buy from sell orders or sell to buy orders does not mean you have the standings to set buy and sell orders.

The deploying player may also set the broker's fee on the structure, and adjust the fee based on standings.
Items purchased (or to be sold) are put in your personal storage. A transaction which would over-fill your personal storage will not be able to be completed, though the limitation on storage to put up sell orders means it would take at least 2 transactions to over-fill your personal storage.

Enters a 48 hour reinforce mode at 25% shield. Upon reinforcement, all orders are frozen, and cannot be bought or sold, but may be cancelled. Items from cancelled orders are moved into storage. Upon destruction, all items in storage are destroyed or dropped as loot (with a lower drop-rate than fitted modules or standard cargo).
If unanchored, all items remaining inside on order or in storage are destroyed (like PHAs), and broker's fees for outstanding orders are refunded out of the owner's wallet.

If you have the standings necessary to view orders available in one of these structures, it will appear with your market settings set to "In This System" "Constellation" or "Region." If you are in the system that the item is available in, the location will read "Deep Space Facility" or something like that. Right clicking on the order will allow you to warp to the market module containing the order. If you do not have the standings required to see the order, you may not purchase it, but you are able to scan down the structure.

"Meta" versions of the structure may provide more market orders, reduced NPC tax, more storage and/or be harder to scan down.

Perhaps multiple market modules could be "linked" to provide access to more orders from one storage hanger (assuming one module has 50 order slots and 10k m3 of personal storage, 2 linked would provide 100 order slots and 20k m3 of personal storage, allowing larger complexes to also host larger items in larger quantities).

Multiple modules linked together could also reinforce each other's shield grids, though there would be diminishing returns limiting the net shield output to somewhere in the neighbourhood of a large POS, with many market modules linked together. Alternatively, a second deployable could be introduced which would link to a market module structure to increase its shield amount.

Obviously could use some tweaking, but that's the general idea.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#375 - 2013-11-13 20:30:30 UTC
Rache Sangfroid wrote:
What about making the deployable structures like T3's?

Base module, then add subsystems, then modules to create specific purpose.



You could do this just with high slot modules. basic framework, then blocks on top of it. Smile Easier art assets.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Chandaris
Immortalis Inc.
Shadow Cartel
#376 - 2013-11-13 20:33:56 UTC  |  Edited by: Chandaris
- Stargate interdiction unit - shut down a stargate for a period of time (would have to be priced high enough and destructible i imagine)

- vortex disruptor - collapse a wormhole.

- mobile cannon - a temporary weapon emplacement that will shoot things, similar to a sentry drone.-- could also do for ECM, webbing, warp disruption etc. somewhere between pod mods and ship mods in power. short lifespan.

- stealth field generator - cloaks any object within 5000m
M1k3y Koontz
House of Musashi
Stay Feral
#377 - 2013-11-13 20:34:35 UTC
Idea I heard that I like: structure that "hacks" and then allows for the unanchoring of dead POSs.

Chitsa Jason wrote:

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


This sounds brilliant. Sounds like a great way to create medium scale PVP in nullsec.

Arthur Aihaken wrote:
A communications structure that completely disables local while deployed.


While more reasonable than "REMOVE LOCAL!!!1!" it would be very easy to abuse unless its expensive...

How much herp could a herp derp derp if a herp derp could herp derp.

Maraner
The Executioners
#378 - 2013-11-13 20:37:42 UTC
Drug lab. - drugs ofc

implant factory - uses corpses to 'salvage' implants (perhaps the low % to what was already in the corpse) - only usable in low sec or 0.0.

Logistics module - reps ships on grid, can be taken control of as in the current pos gun mechanism by the anchoring player - gets added as a rep to their available weapons / modules. Shiled / armor variants.


these structure look like a fun new mechanic in eve (yay)






Anastasia Blake
Black Hawk Defense
#379 - 2013-11-13 20:46:06 UTC
+1 for mobile reserach & contruction unit
To make it different to the POS version this Unit will only allow one project at once. Also you need to hire techs/mechs for each project (like “ammunition”)

Mobile maintenance unit
As long as you’re near to the unit your ship & Drone attributes (shield, armor, structure) will be repaired/recharged automatically. The basic version allows to recharge/repair one attribute at a time. Upgrades would allow repairing multiple attributes at the same time.

Additional/Multifunctional Docking bay (Mobile Unit upgrade)
Allows you to make this unit also available to other players, you decide which player is allowed to use this Mobile Unit^

Mineral Transport Unit
Allows the player to designate a station, POS or Depot in the system and transfer minerals automatically to it. The player can put the ore by hand into the transfer bay or set the Unit to “automatic”. The unit will then haul all containers and put the ore in the transfer bay. As soon as a specific limit is reached the Unit will sent a slow hauler towards the designated station/POS/Unit and unload the mineral there. The hauler can be attacked and will drop the ore.

Wormhole stabilizer
Can only be deployed next to an instable wormhole. For X Fuel Blocks it allows the owner if he wants to stabilize the wormhole and with it extend its lifespan by one day or he can decide to reset the wormholes “pass-thru” capacity. If the wormhole collapses the stabilizer is lost.

Emergency Jump Station
Can only be placed in W-Space. Allows the owner to jump out of the W-Space if the Wormhole collapsed. The player’s ship will enter normal space in a system near to its original entry point with a similar security level.
Skinagi
Picon Prayers
#380 - 2013-11-13 20:51:49 UTC  |  Edited by: Skinagi
A modulable POS with a dedicated fitting screen like the one for the ships, where you could plug sentry guns on the high slots, cargo extenders on the low and ore compression, labs, silos, ... on the mids

With different size like the frigates/cruiser/battleship ... and it will be really cool if the shape of the structure change when you plug some types of extensions.

Or something like Lego POS, where you build bricks of POS and over time you build something really big ...

If CCP want's the player to take control ... it will be cool.