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

First post First post
Author
E6o5
Sebiestor Tribe
Minmatar Republic
#601 - 2013-11-14 14:41:12 UTC
pos fuel siphon
War Kitten
Panda McLegion
#602 - 2013-11-14 14:50:23 UTC
I'll go back and read the list, but off the top of my head, I'd love to have a simple little mobile force-field projector.

You drop it, it anchors quickly, and projects a small ~4km diameter bounded sphere that simply cannot be flown through. It can have very slight EHP. It just needs to be a subject to collision detection.

I want to play bumper pool :)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Robert Parr
Iron Tiger T3 Industries
#603 - 2013-11-14 15:04:20 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!


Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015.

In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Verse Askold
Bedtime Stories
#604 - 2013-11-14 15:04:46 UTC
how about some kind of local chat disruption field which removes players from local chat who are within the radius of effect of this structure
i thought about something like the cynosural inhibitor but smaller and shorter lasting to not make it too overpowered and cover huge fleets for a long period of time
e.g.
radius of effect: 10km or even 5km
duration: something like 1-5min, maybe 10min

cheers,
Verse

p.s.: if you´re really going to make that thingy name any of the meta versions after me('Verse' Communication Jamming Field)! Big smileBig smileBig smile

Elmore Jones
New Eden Mining Organisation
The Craftsmen
#605 - 2013-11-14 15:09:02 UTC
Robert Parr 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!


Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015.

In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Sedatives are available.

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

Ranger 1
Ranger Corp
Vae. Victis.
#606 - 2013-11-14 15:17:03 UTC  |  Edited by: Ranger 1
I kind of like the idea of a corporate launched storage array with a specialized bay that holds all types of ammo, or fuel. It would make siege operations interesting.

I like the idea of a "trade hub" array that allows purchases to be made in area's where there are no stations. However that might work better if this were developed into the modular POS or modular deployable array concept, where a variety of structures could be deployed together to form a sort of outpost or "city". Then a large variety of these array's could be attached in any manner the players choose.

Structures that facilitate jumping of any sort I think are a bad idea. Ease of moment in EVE is already a serious problem. However array's that inhibit the ability to jump (or deter one from doing it) for a limited time are an excellent idea.

Mine's have never worked well in EVE, however I could see the concept working now in some very specific scenario's. For example a "mine" structure that could be dropped on any grid that has a jump bridge (one per jump bridge) that detonates the next time the jump bridge is activated. The mine is easily detected in local and destroyed, however if someone comes through the bridge before that it could be very bad news for them.

An alternative would be a structure that simply disables a jump bridge for a certain amount of time is also a possibility.

I've always been a fan of holding Sov allowing some very neat perks, but that those perks be very vulnerable to disruption (often by small gangs). Meaning the more systems you have infrastructure in the more difficult it is to keep it all running properly... thus also providing lots of meaningful little things for small gangs to accomplish against larger entities. So the thought of a small gang escorting (and perhaps providing a distraction for) a Blockade Runner to get through and deploy items that totally mess up an alliances jump bridge network for a time has a lot of appeal to me... especially if it involves things like mines that blow up vessels using that network if undetected.

Needless to say, that mine would be useless in any other situation... and could not be deployed in groups. Only a jump bridge activation will trigger them.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Lupo diCotze
Federal Navy Academy
Gallente Federation
#607 - 2013-11-14 15:21:34 UTC
Rather than a whole rash of new deployables - how about utility.

Take the new & shiney player deployable - and implement slots - ala T3 style rigs that you can load things into.
Use the fresh looking PI interface (with way less clicks & confirms) - marry it with the hacking UI for a popup style.

You'll get better flexible utility without needing a freighter to lug stuff around.

I'd like to see things take charges/fuel - rather then just exist on a timer or need to just be blown up.
If people don't maintain their stuff & it runs out - then it can be scooped by anybody.

Cyndrogen
The Greatest Corp in the Universe
#608 - 2013-11-14 15:27:24 UTC  |  Edited by: Cyndrogen
I would really like to see a Merchant Mobile structure. You can purchase any item off market in Jita, and 2 minutes later a drop ship fires a container in space where you can warp to and grab your gear.

Anyone can scan down the container the minute it lands on grid and try to beat you to the loot. Maybe the customs office is where you pickup the loot and yes you pay the customs tax. Anyone can intercept you while trying to pickup your loot.

Every day in every way I improve my skills and get better.

Robert Parr
Iron Tiger T3 Industries
#609 - 2013-11-14 15:28:18 UTC
Elmore Jones wrote:
Robert Parr 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!


Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015.

In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Sedatives are available.



Sorry...Thank you!
GeeShizzle MacCloud
#610 - 2013-11-14 15:38:05 UTC  |  Edited by: GeeShizzle MacCloud
Could you use the same mechanic used for PI rocket launches to dispense bought items from the deployable trade hub market into space?

if thats the case you could use a large sized deployable thats extremely hard to scan down (or like the mobile depot - have rare types that are increasingly hard to scan down) and then when people buy items theyre dispensed into space and people purchasing get a journal notification with a warp to location to pick there wares up from.

obviously you could stagger different sizes to cater for larger size items and have a long reinforcement timer.
stoicfaux
#611 - 2013-11-14 15:43:20 UTC
Deployable Juke Box - plays your music (from your local computer) for everyone on grid. Limit of 100 per grid.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Lucrezzia
The Cursed Company
#612 - 2013-11-14 15:45:37 UTC
Faction exclusive deployables:

Amarr: Remote Evangelising Unit
Spams some random Amarr litanies into local chat every 30 sec and disallows everyone with Amarr standing below 5.0 to write in local.

Caldari: Anchorable Tax Office
Increases all taxes in current system by 10%, all extra cash is stored in this structure and can be accessed by any plyer with Caldari standing 5.0 or higher.

Dunno what for Gallenteans (they're flowerloving noobs anyway)

Minmatar: Portable Tinker Station
When deployed, it destroys one wreck in 5km range every few minutes, then generates random ammo, ship equipment or even whole ship (minmatar ships only).
Chirality Tisteloin
Ministry of War
Amarr Empire
#613 - 2013-11-14 16:00:33 UTC
Lupo diCotze wrote:

Take the new & shiney player deployable - and implement slots - ala T3 style rigs that you can load things into.


This!

BUT: For more powerful things create a mechanic to incentivise several people to couple their units. Let us create aggregates where each character contributes to the total power/cpu/awesomeness of the structure.

See you at my blog: http://spindensity.wordpress.com/

Hopelesshobo
Hoboland
#614 - 2013-11-14 16:04:27 UTC
Cynosural Mobile Desynchronizer

Instead of stopping cynos from being lit, it causes any ship to use the cyno to appear somewhere randomly on the entire grid. It should work on all cynos including Blops.

Concord Response Beacon

When deployed, it causes concord to have a reduced response time when a criminal action is done to the person who deployed it while they remain on grid with it. The actual time that the response time is reduced is based upon the person security status, the higher your security, the faster the response time will be. The person that deploys the structure takes a security hit every time concord is called, based upon the value of the ship they were called to destroy (This way rookie ships cannot purge someones sec status down to -10.0). The person also takes a security hit if concord does not respond to a criminal that causes concord to utilize the beacon at the end of the duration.

Faction Response Beacon

*Only deployable in lowsec* Causes faction police of the owning faction to appear if there is a suspect or criminal action done to the person who deployed it while they remain on grid with it. The response time and force is based upon the person faction standings with the faction that owns the space. The person takes a faction standings hit every time the faction police is called, and they also take a hit if the faction police do not utilize the beacon by the end of the duration.

Lowering the average to make you look better since 2012.

Kaerakh
Obscure Joke Implied
#615 - 2013-11-14 16:21:01 UTC
So, if I interpret this right. CCP went out of their way to mention in the Vegas live stream that these new structures are a completely separate and new code from the original POS code. Now they are asking for new structure ideas in bulk load. It could be inferred that CCP intends to phase POSes out or replace them with the code from these new structures.

The obvious way to do this is to replicate all current POS functions wih these new structures, but then you have to worry about people doing such mischevious things such as anchoring a fortress right next to stargates(wormholes being irrelevant due to their temporary nature).

One way to replicate some of the limitations and functions of a POS is to have a structure the that generates "power" for other modules. This generator would then in turn use the already existing fuel blocks as well fuel. You could then in turn place a restriction on this generator for how close it may be anchored to stations, stargates, etc.
With this you could have reinforceable shield generators that project a field much like POSs, manufacturing modules, moon goo stuff, weapon platforms and so on.
If CCP decided they could also experiment with allowing multiples of these structures to be anchored near by each other creating (if you can excuse the EVE usage of the term) complexes. There could be a set range that prevents you from stacking these over top of each other, but could be an easy way to eliminate the need for several sizes of the structure. You could simply add an additional generator for what it is you needed and your fuel costs would go up simply because you need to add an additional generator to power the near by structures.

This would likely be glazed over, but it's an idea that could potentially allow for a smooth transition away from old POS code. In addition CCP could simply stop seeding any of the POS modules to incentivize players to jump on the new code band wagon once released. There by eliminating the need to remove and replace the POSs from the server's end.
Dersen Lowery
The Scope
#616 - 2013-11-14 16:56:09 UTC  |  Edited by: Dersen Lowery
Since people are actually, unironically suggesting wormhole stabilizers:

Gate Destabilizer: When one of these is anchored on each end of a gate, the gate itself is disabled, and replaced by a static wormhole between the two systems, which has to be scanned down. The wormholes are ordinary, but their capacity increases based on the distance spanned by the gate. Destroying both destabilizers immediately pops the static wormhole, but restores the normal functionality of the gate.

Wormhole Crasher: Once anchored, either accelerates the demise of the nearby wormhole, or counters the effect of one wormhole stabilizer.

Gate Stabilizer: Anchored on both ends of a gate, counters the effect of one pair of gate destabilizers.

And, for general hilarity:

Decoy Gate: once anchored, appears on overview as a gate whose name is set by the person anchoring. It's actually either a 20km (T1) or 40km (T2) warp disruption bubble.

Decoy Cyno: as the gate, but it appears to be a cyno.

Decoy Asteroid Field: as above.

Beacon: Once deployed, appears on the overview exactly like any of the beacons for, eg., the Epic Arc sites and behaves the same way. Available in cheap, small, throwaway versions and large, high-EHP versions with reinforcement timers.

Mining Support: (Since I really don't like all the do-all-my-work-for-me anchorable suggestions): Ore mining deployable has a 500m3 and 100,000m3 ore bay and a tractor beam that auto-targets white or blue jetcans and loots the ore from them. Unlike an industrial ship, the contents of the hold and the bay are publicly accessible. Gas mining deployable is similar, but (obviously) with a gas bay.

Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Rain6637
GoonWaffe
Goonswarm Federation
#617 - 2013-11-14 16:58:02 UTC  |  Edited by: Rain6637
Rain's top suggestions ever seen in this thread ...so far list


  • Deployable mining rig, drop in belt, collect ore a few hours later. -Mashie Saldana

  • Let us deploy a deployable that prevents other deployers from deploying deployables. -Quinn Oron

  • Mobile billboards. -Psychoactive Stimulant

  • mobile drug lab with a meta version called the 'Winnebago' -CCP Fozzie

  • Covert Cyno detector. (This is my covert cyno detector, it goes ding when there's stuff. Also, It boils an egg at thirty paces, whether you want it to or not.) -Steve Ronuken

  • a selection of small novelty 'pet' type ships that randomly orbit me, and keep me company while mining. tiny pet Rifter..... ahhhhh -DarklordKarn

  • Broadcast towers that periodically send a user-defined message in local. -Abdiel Kavash

  • Slo-Mo aka TiDi field -marVLs

  • Mobile Captains Quarter with a window please. -Mashie Saldana

  • "Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light. -Sergio Pelegrino

  • http://pbrd.co/HMxtcj -Michael Harari

  • a huge arrow that points to whatever I wish most !!! -Kagura Nikon

  • Mobile ship wash: You pay 15 isk and the ship is washed (the shader increase the specular factor by 5 fold during 1 full hour and adds 5% extra resistance against lasers). -Kagura Nikon

  • Deployable bathroom with extra suction. -Ivana Twinkle

  • Mobile .... alliance bookmarks.. :P -Max Kolonko

  • A wormhole stabilizer. -Weaselior

  • Mobile Directional Chicken. When deployed periodically clicks d-scan every second, as long as there is some space-grain on it. -Carolus Lovita

  • I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit. -Weaselior

  • How about a deployable wormhole entry point, either (1) for a solo/small group to exploit or (2) to drop in the middle of a fleet battle? -Cap Render

  • Mobile Celebration Module (a.k.a. Fireworks Flotilla) Has 5 celebration launchers. Spins slowly while launching various fireworks -Takari

  • The combined VO-LT-RO-N modules. Deploying any 5 modules from this thread in proximity has a remote chance of having the modules combine to form a giant robot. Sadly no one has Giant Robot - V and it attacks everything in sight. -Takari

  • Mobile Beacon : one-time use, persistent duration [fueled?], creates a warp-able system-wide beacon that anyone can warp to. -Tau Calabander

  • Billboards. I love them in empire space, they add a lot to the landscape. Let me anchor them at my POS -Charlie Firpol

  • Tournament Administration Unit https://forums.eveonline.com/default.aspx?g=posts&m=3874175#post3874175 -Weasel Leblanc
Battle On
GoonWaffe
Goonswarm Federation
#618 - 2013-11-14 17:03:08 UTC
a Mobile Lab that doesnt need a pos, but has fewer slots and can only be used in lowsec and nullsec

Jita Exiles Productions is RECRUITING

Join -JXT- Public for more information

jachill
#619 - 2013-11-14 17:03:50 UTC
A micro Jump gate that allows instant jump between two points in a system. Runs on fuel has same timers as wormholes so you have to wait between jumps.

Arguing on the internet is like running the special olympics. Even if you win, you are still "handicapped".

Robert Parr
Iron Tiger T3 Industries
#620 - 2013-11-14 17:07:51 UTC
[Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out.[/quote]


Ummmm, did you forget the line..."they stab it with their steely knives but the just can't kill the beast" How about non-destructable..you only get out by self-destuct and the Hotel California field eats your capsule. You wake up in a new clone. Now that's bringing back HTFU!!!!!!