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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
Robert J Niewiadomski
NULLIMPEX INC
#421 - 2013-11-13 22:46:56 UTC
xttz wrote:
An Infinite Improbability Generator.

When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias.
After all New Eden growth algorithm was seeded with number 42 Blink It must be build by SoE - white, sleek, feels like ready to sprint, with red stripes...

F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#422 - 2013-11-13 22:47:27 UTC
zzrat wrote:
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



That seams a little op. Something that sucks down stront, on the other hand...

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Fellhahn
Fell Research
#423 - 2013-11-13 22:51:15 UTC
And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.

These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.

All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.

More power to the independent industrialists! (the Indy Indies :P )
Torval Shank
Caldari Provisions
Caldari State
#424 - 2013-11-13 23:03:07 UTC
Fellhahn wrote:
And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.

These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.

All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.

More power to the independent industrialists! (the Indy Indies :P )


This is VERY true. How many of New Edens potential content-creators are stuck out on their own, because they can't be in a large player-owned corp and still run their own POS? I know a lot of new players try to shoot for the industrial route soon after starting, and it's just not very feasible right now to do anything other than T1 manufacturing, and the margins on that are SO tight...

But being able to do your research on a small deployable, (I'm thinking with similar stats etc. to the space yurts,) would be awesome for the startups. Maybe leave it with the default research time, or even with a longer time modifier to make it less efficient for long-term usage. Would be a GREAT option for industrial startups.
Riikard Thexder
ThexCorp Pty-Ltd
Cup Of ConKrete.
#425 - 2013-11-13 23:08:24 UTC
A POS logi unit that reps your ships and restores cap.....or just change the ship maintainance unit to be able to do that.


An Area Of Effect cloaking unit....so it cloaks all ships with in a 5km radius, good for safe spots and or gate camps
Orange Ray
Native Freshfood
Minmatar Republic
#426 - 2013-11-13 23:10:04 UTC
Mobile Dscan jammer. Hide shiptype and ship name for all ships in AOE from direct scan. Not completely, just showing "Unknown" "Unknown".
Kinis Deren
Mosquito Squadron
D0GS OF WAR
#427 - 2013-11-13 23:15:37 UTC
Just in case this hasn't been suggested (it's late here and I haven't time to go through the whole thread):

Mobile Cyno Jammer Inhibiting Unit

Simple structure that has one function only - to render cyno jammers ineffective in sov space system in which they are deployed.

- would have to be deployed within a certain range of the cyno jammer to be effective
- same vulnerability/deployment characteristics as the mobile cynosural inhibitor

Mobile Jump Bridge Inhibiting Unit

Simple structure that has one function only - to render a jump bridge ineffective (in both directions) in the sov space system in which they are deployed.

- would have to be deployed within a certain range of the jump bridge to be effective
- same vulnerability/deployment characteristics as the mobile cynosural inhibitor
EI Digin
irc.zulusquad.org
#428 - 2013-11-13 23:43:13 UTC
The idea of a deployable structure is to serve a purpose that is not provided by POS (ie heavy industry) and is more combat oriented, but not directly so (no guns).

You mentioned decoys in the OP, I really think that decoys would be a good purpose. I'd be interested in a decoy cynosural field.

Structures could also be used for showing off, items like deployable billboards or expensive alliance monuments would be interesting and might even generate fights.

I've mentioned in a previous thread that a good idea to enable small gang PVP would be a siphon-like mechanic which involve players siphoning alliance taxes in a system. If you find that the moon siphoning mechanic is balanced then you could do something like this.
Esteban Dragonovic
Saidusairos Nebula Concern
#429 - 2013-11-13 23:47:10 UTC
1. Repulse Unit
15 seconds after deployment the structure pulses a shockwave in a 20km radius around the structure, bumping ships away from the structure but doing no damage. Unit would pulse about once every 40-50 seconds.

2. Deployable Smartbombs
Similar effect to the normal smartbomb although less effective. Structures would do damage to one another as well and would probably have a low ehp to reduce the effectiveness of spamming.

3. AoE Ewar Units
Would be factional, using a reduced effectiveness version of each race's ewar on all objects in an area.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#430 - 2013-11-13 23:51:27 UTC  |  Edited by: epicurus ataraxia
Player owned stargates need to be installed as a pair , They charge a fixed percentage of ship value for each use which is set by the owner but will be a fixed charge for ALL ships no matter who the owner, 25% of ship fee charged goes to NPC fund (concord? exotic dancers retirement fund?) this can be increased to 50% to include (extra) concord protection brings 1.0 level protection Useful in HS as an alternative route.But there is a cost for this additional safety. Heavy weaponry can be fitted for defence similar to a pos But not selectable, they will protect all ships that come under attack as well as the gate itself. reinforceable but CAN be destroyed by players and replaced with their own. They can then choose not to fit weapons if they choose Twisted enabling double the opportunities to gate camp but the gates will then need to be protected by the owner with piloted ships.API updated so prepared pilot can precheck the route.
Pilots travelling through these gates will only appear in the owners alliance local for the first 5 minutes or after approaching within 1 au of an npc structure when they are detected and appear. Whichever comes first.Then local as normal.
Can be placed in all known space.

creates a new source of conflict as well as a new choice of how Pilots choose to travel.And lots of ambush possibilities.

There is one EvE. Many people. Many lifestyles. WE are EvE

Casivek Andrard
True Drone Expanse
What Could Possibly Go Wr0ng
#431 - 2013-11-13 23:56:47 UTC
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.

Anyways what I was HOPING it was, was a small personal station where an individual or small group could call home. So how about a similar depot skin X20 and putting a small shield around it with a small ship hanger (a few cruisers and down) With possibilities to anchor a few of these new deployables around it. IE small turrets, science lab, manufacturing, refining with no penalties (you could add specific skills so its not so easy to get around station refining penalties. Like modular personal depot refining!), Giant space advertisement board that I can plaster my lovely face to, etc...

Make it affordable to individual players with the option of expensive but useful deployables and internal moduals (with externally identifiable skins of course) to balance it out. So for instance the station is "cheap" but the turret expansion option would cost mucho ISK and SP!

Its all about the player wanting to feel like an individual and have their own "land" and a place to call home. As the current NPC stations offer little to no player interaction anyways. Hire me whenever you want to...

Fin


This is the most logical and easily doable Idea I have seen on the entire topic that doesn't give the "**** you!" to any single group of the player demographic, while supporting the public long term goals that CCP has stated numerous times.
Jason Xado
Doomheim
#432 - 2013-11-13 23:57:32 UTC
Sorry I didn't have time to read everything here so I apologize if I am repeating any ides.

If the future vision of EvE is putting the power in the hands of the players then I would make some suggestions which basically duplicate the current NPC capabilities within EvE for the eventual removal of empire space.

1.) Death Ray

A deployable structure that has the same relative effect as CONCORD (give or take) in a system. The owners of the system get to decide what the rules are on who will get fired upon when breaking those rules. The rules should be very clearly known to all and require time to change. The structure should not be invincible but rather be attackable by a concentrated force, perhaps it has a minimum range so a fleet can cyno near it safely and take it out if undefended. The idea is to get rid of NPC concord and replace it with a player governed system. These systems should be VERY expensive to maintain.

2.) Sentry Guns

Give the players the same power that the empire has to defend their space. Allow players to place sentry guns wherever they wish to defend (gates, stations, ore sites, etc.). Obviously these guns should be destructible, unlike the empire versions. These system should require maintenance (maybe they need ammo loaded or fuel blocks of some sort).

3.) Gates

Let us deploy our own gates. Sounds like this idea is already in the works based on some past presentations.

4.) Stations

Not really "mobile" but you know, let us build our own stations of varying size and functionality. Not just limited to one station per system. These could be as simple as a small market station with some storage to sell stuff to huge stations with all the trimmings.

5.) Billboards

Information portals to give out the news of the day or post warning of local goings on.

6.) Mission Hubs

Let players come up with missions. This is a hard one to pull off right but would be nice.

That's all I can think of right now but the general idea is I see no reason the game needs NPCs at all. Take the same mechanics that the NPCs control and put that control into the hands of the players. That is my dream EvE :-)
Krall Hoar
Combined Technologies
#433 - 2013-11-14 00:02:28 UTC
Nice idea with the deployable structures,
I would like to see those decoys for scaning.
Something like a little temporary shop would be nice, and maybe, regarding that we are all still waiting, some kind of home, some captains quarters to deploy for your self, which you are able to buy stuff to decorate, which was produced by players, but more important, you can invite other players to your domicil, and hang out in the quarters together.
Would love to see that
Arthur Aihaken
CODE.d
#434 - 2013-11-14 00:02:35 UTC  |  Edited by: Arthur Aihaken
Fozzie, let me just say thanks. Even if you guys and gals don't adopt any of the ideas outright or just gleam a few good suggestions out of the mix, I really appreciate you providing a medium for us to contribute. Thanks again.

I am currently away, traveling through time and will be returning last week.

5n4keyes
Sacred Templars
Fraternity.
#435 - 2013-11-14 00:02:44 UTC
Mobile Cyno Beacons - Drop, and fuel, they use fuel for each ship jumping through, eg ozone, but anyone in fleet can jump to them. Tanky structures that appear as beacons on your overview obviously.

Mobile Cloak Jammers - Prevent cloaking within a set area, or even decloaking targets, mostly so we can finally get away from these stupid drag bubbles with 200 cans around them to decloak you! Also could be used as anti bomber defence in fleet fights, something we are kinda lacking currently.

One thing that would be pretty cool, is mobile units that have an effect on your fleet, eg, mobile shield passive regen, so it would boost shield recharge within that area, maybe mobile cap regens, provide cap to people in the area, basically units, that provide a bonus to a set area, and provide a distinct advantage to staying there. Reason, to keep combat to a fixed location, and to give a disadvantage to running away all the frikken time!
Dead Jedi
Lone Star Warriors
Brave Collective
#436 - 2013-11-14 00:04:46 UTC
Deploy-able Mines.


This makes way for a new ship and also a new module.


A New ship to deploy and remove them. Minesweeper. (Thinking of a Tech 2 version of the Venture Mining frigate here)

A new scanner module to put on a ship to detect the mines so they can be targeted and destroyed.





Elisk Skyforge
State War Academy
#437 - 2013-11-14 00:08:45 UTC
A mobile repair hub that repairs hull, armor and shield for both ships and drones.
Bienator II
madmen of the skies
#438 - 2013-11-14 00:17:42 UTC
something which lets you repair 100% damaged mods in space. Maybe a depot which repairs it to 99% and you can finish repairs with normal paste.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Higgs Foton
Mission And Mining Inc
#439 - 2013-11-14 00:18:13 UTC
A deathstar

Like a "that's not a moon, that's a space station" deathstar

And it can blow up planets.

That would be a nice idea
zelklen
Team-UBER
#440 - 2013-11-14 00:35:25 UTC
+1'ing ideas:

Deadspace Generator (Why is this not in the game already?)
Since the day I started playing EVE Online, I have wondered why we couldn’t build deadspace pockets. Post #16Posted: 2013.11.13 12:25 suggests it, and it is then repeated many times with the best statement being something to the tune of “Every low life pirate group can build hundreds of them, why can’t we?”

POS Rooting Array (Why is this not in the game already?)
Suggested many times in many different places; a module that will, after a lengthy timer (possibly 48 hours), change an offline POS’s ownership to neutral along with all modules anchored at it.

Customs Monitoring Array (A decent idea)
Suggested in post #24, a module that scans the cargo of most ships on grid with it (give it a legitimate sensor resolution, max number of targets, and having it lock a ship does not stop the ship from cloaking). It will flag as criminal any ship found to have contraband on board. This will replace NPC’s customs officials with players looking for kills.

Mobile Ore Compressor (A good idea)
Suggested in post #7, consumes fuel, has a cycle time, and compresses ore as a Rorqual. Basically the Rorqual without the command bonuses. Or the Rorqual.

System Broadcasting Array (A good idea)
Suggested in post #25, periodically posts a message in local. Uses fuel for every post.

Traffic Control System (A good idea)
Suggested in post #77, and in other incarnations at a few other places. Go read that man’s thoughts if you’d like, here are my ideas. Remove local in null, and when deployed this modules add everyone on-grid to local. My thought here is to move more “stuff” into the control of the players.
I don’t know why those “Local subspace beacons” are not ihub upgrades already. This would be to supplement the ihub upgrade, and for partial local in neutral territory. All empire systems would need a NPC controlled and protected ihub (which stands to reason since they have sov supposedly).

Mobile Modules (CCP’s ideas already, but I’ll restate them)
Everything that a POS does for defense, should be able to be a mobile structure. There would obviously need to be limitations, but if we want to get rid of POSs in their current form, which we do, we need to be able to defend whatever we make. My thoughts on the matter? Replace POSs with Deadspace pockets. Have a Central Station module that burns fuel to “online” the things around it. Pair this with the proposed force field bubble module, and you have your modular POS, built out of individual structures. Enough of this though, CCP will do with POSs what they will, nobody cares about my ideas.

Stealth Field Generator (A good idea)
Suggested in post #76. Prevents anything within 25km of it from showing up on D-Scan and from being detected by combat probes. Instead, it itself shows up on D-Scan, and has a huge signature radius for combat probes. This would make intelligence gathering a more in depth process.

Camera Module (A great idea)
Suggested in many different places, this would allow you to have a second (or possibly third, fourth, fifth, etc.?) overview window opened. Personally I’d give it only a 100km range (So not the same as a regular overview, and unable to exploit grid warfare). I’d also say that like scan probes, if you leave system you disconnect from it.
Thank you for reading my WALL-O-TEXT. I am sure that it will immediately be covered up by this “Bad Ideas” threadnaught in the making.

As my final comments I will mention that Rubicon may be coming out in a few days, but how long until Incarna is released?