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

First post First post
Author
Tau Cabalander
Retirement Retreat
Working Stiffs
#401 - 2013-11-13 21:56:24 UTC  |  Edited by: Tau Cabalander
Takari wrote:
Bug-Out Box (A.K.A. Mobile ECM Burst Module A.k.a. Mobile Rage Inducer)

200km NoDeploy range to keep the area someone clean.
Deploys with 30 second spool up timer
No shield or armor, not a lot of structure.
Deploys with no owner.

At the end of 30 seconds: ECM burst on all frequencies to all targets within 100km equal to having a Griffin throw out one jam for each racial type to everyone in range. Goes into reinforcement mode for 5 minutes then self-destructs.

If structure reaches 0 before timer reaches 0, no ECM burst, 5 minute reinforcement, to keep from rapid-fire module dropping.

Although I like the idea of a Mobile ECM Burst, it should have a relatively long cycle time, like once per minute, and a range of no more than 50 km. I'm thinking of a jam strength of like 30. One-time use, and duration of one hour.
Torval Shank
Caldari Provisions
Caldari State
#402 - 2013-11-13 21:59:47 UTC
I'm sure this has been brought up, but some sort of "scan shielding" object?

Something that blocks anything within it's area of effect from being seen on D-scan, or with probes. Or perhaps two different kinds, one that covers D-scan and one that covers probes.

They would have to have some downside, for balance purposes...no modules active while inside, or something like that. It'd be cool if you anchor the space yurts inside them, too.

Would be a bit overpowered in WH space, (with no Local,) although about the same as somebody sitting in a cloaky ship.

OR, maybe this is something that CAN be seen from D-scan, but is impossible to scan down with probes. So people will know you are there, and what you are flying, but will be unable to probe you out. That's not quite so unbalanced.

Thoughts?
Michael Harari
Genos Occidere
HYDRA RELOADED
#403 - 2013-11-13 22:01:28 UTC
Fake wormhole - anchor in space, and to probe/overview it looks like a wh. On activation by a ship, it sends its owner a message with the activating ship's type, corp, alliance and pilot.

Oh, and it then explodes.
Joseph Cash
Stardust Drifters
Explorations EVE
#404 - 2013-11-13 22:02:34 UTC  |  Edited by: Joseph Cash
How about a mobile scanner jammer which would hide you and maybe some corp/alliance/fleet members within a certain radius from d-scan and probes temporarily, and possibly make you disappear from local as well?

You would still show up in overview, but if you get stuck in a system with a bunch of unfriendlies you could warp to a safe or a celestial body and hide out for a while. Or you could always use it to set up an ambush.

[Just noticed there is a similar post two above mine that must have been posted while I was typing. I apologize for the double post.]
Amarisen Gream
The.Kin.of.Jupiter
#405 - 2013-11-13 22:02:42 UTC  |  Edited by: Amarisen Gream
-edited-

What would be nice is a mobile mining unit

(Limit of 5 per player: total number of units)

T1 Version: sets up a mobile mining station in a belt (none anomaly. no concord support for hostile actions)
+Has support for 5 mining drones
+is open to anyone to take the mineral from the mineral hold
+has a fitting window to allow weapons (possible weapon support based on Faction mobile unit) to fight off rats.
+only the fitting and standard cargo are open to player who placed the unit.

T2 Version: sets up a mobile mining station (upgradeable from t1)
+Has most of t1 features
+ max support for 10 drones
+ better fitting support (can attack rats, as well as defend it's self from players who attack it)
+adds the ability to compress ore.

T3 version: sets up a permeant mining station in belt (upgradable from t2)
+T1 + T2 features
+Allows 15 mining drones.
+best fitting support (can now target rats as well as hostile players, not limited to players attacking just it.)
+tractor beam (tractors in wrecks as well as allied jet cans) to loot.
+has shuttle transport option for player (player provides a industrial class ship to haul ore from mining station to npc station within system. see Relay/Scanner Station for bonuses)

Relay/Scanner Station: (max of 5 per player. no concord support for hostile actions)
T1 version: mobile
+Allows chaining of systems to information on anomalies site (ore, ice, combat. sites that don't need probing)

T2 version: mobile (upgrade from t1)
+t1 feature
+adds addition NPC stations to your T3 shuttle transport system options if they are in your Relay/scanner grid

T3version: permeant (upgraded from t2)
+t1 and t2 features
+allows sharing of mining boost to spread into chain to support players in fleet.

i.e. FC is providing max boost. he is in system A, has relays in system A, B, C ,D and E. Players in fleet are spread out in squads and still able to receive boost from FC.
ie. FC has relay in System A B C E F. FC is in E. players in A B C can not benefit from boost. but players in F can.

As you can see, the T1 and T2 versions of the units remain mobile and provide okay support. the T3 version becomes permeant in its location. and provides the best support... all of them can be attacked with no concord response.

These are designed to help industrial/mining players the most. but would provide

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Tora Hamaji
Republic University
Minmatar Republic
#406 - 2013-11-13 22:06:02 UTC
smartbomb traps, in a non-lag causing method

- Those should have a large radius of say 30 km radius
- prohibit deployment of other similar structures within 100km radius (to avoid people spam deploying them on the whole grid)
- one time use
- can be triggered multiple times like a smart bomb without the server creating additional objects (such as mines or missiles)
- trigger once per ship (would be interesting when a big gang jumps through)
- trigger only on and around the target ship
- expensive, and have a short lifetime and large volume. deploying those should be a strategic choice not one by default when an ibis jumps through
- it will give smaller gangs a better chance against bigger ones





Tara Tyrael
Quantum Anomaly Corporation
#407 - 2013-11-13 22:06:48 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!


Personal POS, personal labs?

Personal SMA that can be put inside shield of wormhole POS?
Michael Harari
Genos Occidere
HYDRA RELOADED
#408 - 2013-11-13 22:07:17 UTC
Player owned stargates to replace jumpbridges ofc. Deployable in sov null, usable by anyone.
Tora Hamaji
Republic University
Minmatar Republic
#409 - 2013-11-13 22:07:41 UTC
POS revmap to the new system, complete, and has all the currently functionality. the aim is that players now deploy the new POS system instead of the old one, and the old system slowly decays and dies on it's own.
Haulmon
Brutor Tribe
Minmatar Republic
#410 - 2013-11-13 22:10:04 UTC
**Mobile Trap**
Automatically targets a hostile ship and Traps it so it cannot move more then 40km from it. It has a reverse pos effect so if you hit the edge of the bubble, you bounce back IN. it can trap players within a 40km radius until the tether is destroyed.

Can have different variations that range how many ships it can tether and how many hp it has.
The Hamilton
Sebiestor Tribe
Minmatar Republic
#411 - 2013-11-13 22:15:34 UTC
Batman flood light signals. Great for batphoning!
Tora Hamaji
Republic University
Minmatar Republic
#412 - 2013-11-13 22:22:27 UTC
POS Fuel distribution station!

To lower the number of suicides among players in charge of pos logistics, this structure will be a common fuel storage for ALL the pos in that SYSTEM which belong to the same corp or alliance and are SET to be LINKED to that structure.

E.g

Alliance A has 5 POS in system ***

The setup
- Fuel station is anchored in system and fuel is put in
- pos 1-9 are set up and request link to the the fuel station
- pos 10 is set to private and not linked
- Fuel station is authorizes fuel distribution to pos 1-9

The Process
- Fuel is put into the fuel distribution
- it feeds every POS per hour
- Pos 10 still has to be fueled manually
- matter of DEBATE: once POS are linked to the station, a strontium bay is created for each POS, which can be fuelled from this station directly. then a manager can move the right quantity of strong to each bay as needed.
-another matter of debate: POS input and output, reactions for example.

not exactly a mobile structure, but i had to throw this in here.
Charlie Firpol
Brutor Tribe
Minmatar Republic
#413 - 2013-11-13 22:26:58 UTC
Billboards. I love them in empire space, they add a lot to the landscape. Let me anchor them at my POS

The Butcher of Black Rise - eve-radio.com

PAGAN585
The Dark Resistance
#414 - 2013-11-13 22:28:47 UTC
I would like security cameras that i can drop and leave system. Then when someone comes in and shows up on the security feed i know when to run back and shoot them for trespassing. Could be setup on gates to see who's coming, stations to see who's on undock, or spy on miners having sex in those ice belts.

Best things i've seen so far are the WH stabilizers, because its about time someone invented a way to fix those things from collapsing behind you, and they should be deployable on both sides of the WH. Then there was the mobile repair thingy, but that should only repair armor or hull. Screw the shields they already recharge themselves.

And fake signature mods are a bad idea, i would rather see a mobile scanner jammer. If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer.
Fellhahn
Fell Research
#415 - 2013-11-13 22:33:31 UTC
A deployable 100KM diameter bubble that makes you unscannable whilst inside, though not cloaked. You are still visible and targetable to anyone else who turns up on grid. You simply can't be found by D scan or scan probes. A one time use item with an hour or so burn out time, can't be rescooped. Should be low volume, 10/15m^3 or thereabouts. Low-sec/Null-sec explorers would want to carry a few I imagine. Would allow you to run a mission in peace, and would improve your chances of keeping an anom to yourself, though the anom would still be scannable by others in the normal fashion. Would also enable covops scouts to provide a safe-haven to other gang members for force mustering, without the rest of the gang having to fit cloaks. The item should NOT disguise a cyno being lit, else it just invalidates the advantages of covert cynos.



Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?



Thank you to Five-O and Supefriends for your time and efforts so far <3 Looking forward to using the depot and tractor modules.


zzrat
F I G H T C L U B
H A R D L I N E R S
#416 - 2013-11-13 22:34:07 UTC
Pirate Siphon unit:

Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel.
Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI.
Units can be re-used.
Dont hate meLol
Gizznitt Malikite
Agony Unleashed
Agony Empire
#417 - 2013-11-13 22:34:33 UTC
PAGAN585 wrote:
If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer.


I think you misunderstand the content creation ability here. You warp in on the single Titan, Rorqual, whatever... and die a horrible death as it turns out to be a trap.

Xaarous
Happy Endings.
Good Sax
#418 - 2013-11-13 22:36:13 UTC
1. Wormhole stabilizer - extends the duration and/or mass allowance (the latter by reducing each jump's "effective mass" so it WILL still decay), possibly using POS fuel or some other 'fuel' resource. Better versions required based on the class of the wormhole or for a stronger effect (e.g. +50% duration for a cheap one up to triple duration?). While active this wormhole is also far easier to probe down (maybe even shows up on the built-in scanner).

2. Gate Control - in systems with player Sov, can be deployed near a gate to rate-limit traversal using a mass-per-unit-time mechanic. Structure scales to gate type, so small gates can be locked down pretty good but a region gate requires a large and fuel-hungry structure. No idea what the "interesting" limit range would be, but making it dangerously-slow for a 100+ man fleet (even of HACs) to move through hostile space - vs. taking the time to reinforce or destroy the gate control - would be awesome. Permanent with reinforcement timer (probably), but requires a fuel source and affects the sov bill.

3. CONCORD uplink - in systems of .1 or higher security rating, this multiplies bounty and/or security status gains within the effective range (say, 100km sphere) by establishing a real-time link with Concord. They pay more when the kills are verified! Works on anyone in range, not just the owner. You could have an alternate or improved version that also improves Concord response time (as an anti-gank mechanic). Either one should require Concord LP to obtain and are NOT reusable.

4. POS-less ship storage array - acts a lot like the mobile depot, has a pretty tight limit based on module size (e.g. following the ship size classes) - perhaps only one of the specified type. Gives you the freedom to own your own and place it anywhere (e.g. near your depot) but easier to take down than a full POS. Might need POS fuel for the larger sizes.

4. Someone else mentioned a structure that provides bonuses analogous to mindlinks - I think this is a fantastic idea but needs some kind of limit factor. A version that replicates wormhole effects within a limited radius would also be neat.

Also - how about enabling a harder-difficulty variant of the hacking mini-game to either accelerate or bypass the reinforcement timer on the mobile depot? Starting the hack would trigger a suspect flag so there'd be some risk in doing so.
Elmore Jones
New Eden Mining Organisation
The Craftsmen
#419 - 2013-11-13 22:36:28 UTC  |  Edited by: Elmore Jones
How about , since i understand the current pos code is a nightmare, a full pos revamp based on these deployable structures? Scannable, fuelled, stronted as always, but not tied to 1 per moon. The 'tower' centerpiece is fuelled to maintain the structures attached past the 30 day limit; left unfuelled for 30 days it all despawns as the current new mobiles do to save space trash filling the 'verse.

Edit : obviously moon mining stays in the current pos system as a flame on this subject is inevitable.

+++ Reality Error 404 - Reboot Cosmos +++

GeeShizzle MacCloud
#420 - 2013-11-13 22:39:04 UTC
Fellhahn wrote:


Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?



something a lil like this idea?

=)