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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
X Gallentius
Black Eagle1
#661 - 2013-11-14 23:07:05 UTC
The mobile improvised explosive device. Blows up when third party shoots at it.
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#662 - 2013-11-14 23:07:34 UTC  |  Edited by: Pic'n dor
Mobile Target Spectrum Breaker
Mobile MJD inhibitor
Mobile Webification sphere



off topic :
or just create new charge for Interdiction Sphere Launcher :
webification probe
MJD interdiction probe
sensor damp probe
Drone disruption probe (you loose control until getting out and reconnect)

COUCOU TOUCHE TOUCHE

Zircon Dasher
#663 - 2013-11-14 23:49:02 UTC
Gizznitt Malikite wrote:
List of Currently Proposed Ideas:


Shocked

You have too much time on your hands!





+1 though

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Rain6637
GoonWaffe
Goonswarm Federation
#664 - 2013-11-15 00:14:54 UTC  |  Edited by: Rain6637
some type of decloaking mechanism. I have a huge problem with covops and recons getting through my l337 gatecamps

//also strongly dislike their use in covert operations or reconnaissance.
Penny Plethora
Journal Juggling Scrap Scoundrels
#665 - 2013-11-15 01:10:29 UTC
Not sure if this has come up yet, there's some great ideas in here.

Anyone thought about a mobile Target Spectrum Breaker? You could launch it by a gate and it would jump through and activate on the other side for a while.

It would give gate camps something else to focus on and give others going through a camp a chance to run from them or form up and stare at each other for a few seconds before guns work. Campers could be given enough time to burn clear or head for another gate in the system / bounce back, etc.

Nothing wrecks camping like a bear so I think this unit should be called a Yogi.
Rain6637
GoonWaffe
Goonswarm Federation
#666 - 2013-11-15 01:48:36 UTC
help me stabilize C5s please, 3 Billion kg and 24 hours is not enough for my blob
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#667 - 2013-11-15 02:00:13 UTC
I like the idea of a short lifespan decoy to probing. De-cloak to deploy it, it and after a pre-set time (5 seconds or something) it warps off mimicking the signature of the ship it was deployed from for a period of time. 2 new skills to determine the number of warps it can make and the duration. Baseline would be, hypothetically, 1 jump and 2 minutes. Each level, up to 5, adds 1 jump and 30 seconds to the decoys capabilities.
This is off the top of my head but it seems like it could expand gameplay in a small enough way to be interesting without completely screwing lots of people. (Like certain ****-assery missile changes being rammed through by a simple-minded authoritarian butt-pirate.)

Ideally, you're in a system getting chased around without a covert ops cloak and you're trying to break away but they're scanning you down and following you faster than you think you can get away. You drop your decoy and make for the gate, hoping that they either follow it and not you or spend too much time deciding and you manage to get away.
Thoughts?
Rael Rastephan
Stuck in Empire
#668 - 2013-11-15 03:34:43 UTC
Thought more on the mobile decloaking node. I think it might be feasible and balanced if it pulsed once a minute, and a cloaked ship decloaks after 5-10 pulses hit it. Would be cool to have a 30-60s delay on recloak, as well.

The time could be versatile. The reason for a number of pulses is so that someone jumping into a system isn't just unlucky and gets decloaked by it. Someone hiding out or monitoring a battle from a cloaked ship would have to deal with it.
Cygnus Cypheon
School of Applied Knowledge
Caldari State
#669 - 2013-11-15 04:08:21 UTC
CCP Fozzie wrote:


Let us know what you'd like to see out of the future of our new space structures!



(if the other post went through, my apologies, but every button on here goes straight to "webpage unavailable" tonight)

mobile anything related to industry. the depot is great... for pvp, and with the t3 refits in the patch it'll be great for wormhole users.

but at the moment it does precisely nothing for industrial players, despite every other sentence regarding these structures during the announcement video being "to help with industrial efforts".

a structure with either/or a research / manufacturing slot. or with the fix to t3 in-space refitting coming out, a modular structure where you can set it up next to a depot, and store the mods in the depot for it so you can choose between research, manufacturing, invention, refining, etc etc.

for pvp... a mini-shield projector that'll drop something similar to a pos shield, but like the cyno jammer it has a time limit and can't be scooped back up. no reinforcement timer on it, once the shield is gone, it's gone. would help with making small gangs more effective against blob-warfare, thus assisting in your push for guerrilla warfare. the idea being a blob simply wouldn't be able to fit half it's ships inside the bubble, while a small gang of 15-20 people in sub-caps could squeeze in.
vikari
Deep Core Mining Inc.
Caldari State
#670 - 2013-11-15 04:27:36 UTC  |  Edited by: vikari
CCP Fozzie, maybe a consideration of some of these:

1. POS Fuel Incapacitator - A mobile structure that you drop at a POS and it increase the fuel usage of the POS (does not effect stront). Limited to 0.4 sec and below. Giving a strategic assault option, to groups of all sizes.

2. Structure Repair Unit - have an armor and shield unit that can do repping of structures, the strength of these should be in reason, but could help to benefit the small groups out there that can't drop 50 man T2 logistics fleets or a dozen carriers on a structure to repair it. Have them equal the repping power of a standard T2 logistics ship.

3. Mobile Cyno Unit - Only difference from the current unit, is that rather then being limited to your fleet, these units would be unlimited to who can jump to them. While your pilot wouldn't be stuck for 10 minutes, you'd have to weight strategic value of using it, maybe the next hotdrop fleet follows you through? Maybe you have an ambush waiting for the next hotdrop fleet? They'd also be 1 time use, and the fuel they use would be part of the BPC material requirements.

4. Jump Bridge Destabilization Matrix - Once anchored at a POS, this unit would disable incoming and out going travel from a jump bridge. No reinforcement timer, it would give an effective short term disruption of an alliances infrastructure.

5. Wormhole Stabilization Unit - Anchoring it next to a wormhole on either end would reduce natural decay of the wormhole and double it's life. It would not effect the mass limits of the wormhole. The wormhole would continue age normally if the unit was destroyed.
Kynric
Sky Fighters
Rote Kapelle
#671 - 2013-11-15 04:55:21 UTC  |  Edited by: Kynric
A Smokescreen might be fun. On grid it would look like a cloud. Ships within the cloud would not be seen on dscan or see other ships on dscan. Ships within the cloud would experience a greatly decreased targeting/detection range with larger signature-size objects being easier to detect than smaller ones.. Ships/Objects which are not detected would not be shown on overview.

The cloud would be seen on dscan, the stuff within the cloud is what would be obscured. Think of it as the Nebula in "The Wrath of Khan" or a traditional smokescreen.
Lugues Slive
Diamond Light Industries
gold fever
#672 - 2013-11-15 04:56:14 UTC
Deployable Logistic Structure

This structure would use Cap Boosters as fuel to repair you and your drones. It would have a range of 10km. The structure would open like a container in your cargo hold where you could load it with any type of Cap Booster you want. There would be a set capacity so that you could install lots of small Cap Boosters or a few large Cap Boosters. Once deployed the structure can not be recovered and its hold cannot be opened. The structure would have a 10 second onlining time. Every 10 seconds the structure would check for any viable targets in range that require reparing. If there is something that requires repair, it burns a Cap Booster and repairs that object for 2.5 times the Cap Booster size (i.e. a Cap Booster 800 would repair you for 2000 HP). When the structure runs out of Cap Boosters or it has been in space for 1 hour it will disappear. The structure could also be attacked and would only give you a Criminal Timer.

This structure would have lots of stategic value. A miner could place one in the belt with him to provide emergency repairs during a gank attempt. A sentry drone user could drop one in the middle of his drones to keep them alive. The size of the Cap Boosters would also be a strategic plan. If you expect to encounter fast paced, high damage combat, you would use larger Cap Boosters. If you are expecting long drawn out battles with lower damage output, you would use smaller Cap Boosters.

To add some fun to the structure, if it is destroyed while it still has Cap Boosters installed it would explode in a 5km radius. The damage delt would equal the remaining Cap Boosters (i.e. 5 Cap Booster 800's would deal 4000 EMP damage)
Sebastian Hoch
Deep Core Mining Inc.
Caldari State
#673 - 2013-11-15 05:33:07 UTC


It seems that a lot of People view this as a Swiss army knife to fix problems, or perceived problems, with the game rather than an opportunity to create new conflict/content. I made it most of the way through the thread and these are all new except two are refinements on ideas already mentioned:


1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.

2. Mobile Fleet Infiltration Array: Allows the active operator/player to focus the module on a known fleet commander and insert the the structure's active cyno into the fleet even without being a member of that fleet. Victims still have to click on the wrong cyno to jump to it and die horribly. The structure shows as a cyno field in system and as its special cyno type on the star map.

3. Mobile Fleet Counterintelligence Array: Permits the active operator to focus the array on a pilot within the system or within a certain LY distance and see their fleet details. (Fleet name, Fleet Commander, and members, or perhaps just member count. Used in locating awoxers and spies by requiring the spy take a chance a getting caught in setting up the juiciest kills.

4. Mobile Long Range Sensor Array: Allows the operator to scan a system within a set AU distance and get real time information. Output could be a hybrid dscan/probe output that gives you a specific signal identification as well as the general location in the system.

5. Mobile Forward Reconnaissance/Recc Post: Owning player can use outpost to collect information on activity in a specific system (as in #4 above) with the additional ability to deploy and position probes for use immediately on entering into the system. Also, could enable spy probes that use the Twitch integration to place eyes on a gate. For balance, this array should probably require a Mobile Long Range Sensor array (#4 above) to be deployed and operated in person by an active pilot.

6. Mobile Telepresense Room: Let's me talk/interact with my agents without flying to their station. Specifically my locator agents.

7. Mobile Logistics Platform: Stealth unit that permits the completion of a courier contract into open space. The structure contains or is the delivery package. Once the contract is is complete, the platform does a one time warp off to a safe spot location known only to the owner/contractor via his journal and the logistics pilot gets paid. Structure is not scan-able, but can only be used to pick up/take.
Drake Arson
Phoenix Naval Operations
Phoenix Naval Systems
#674 - 2013-11-15 05:43:53 UTC
Point Defense Battery's. A Purely Anti Drone Structure. Cannot Shoot and engage anything else.


Alternatively, Sentry Guns, Much like the ones you see Outside NPC Stations.

Mobile Capacitor Projectors. A Structure that is literally a Giant Reactor with a Thin piece of metal around it, Gives Cap to ANY ship within its range. (( Same goes for Armor and Shield ))

As Others have suggested probably, Structure that can reduce Sig Radius in a certain area. Reduce only, never make impossible to scan.
badboymark
Cyber Collapse.
Fanatic Legion.
#675 - 2013-11-15 05:47:36 UTC
A module that can hack offline tower so you can scoop them up.Would surely clear a lot of offline tower from null/low/WH space.
CETA Elitist
The Prometheus Society
#676 - 2013-11-15 05:54:40 UTC
Isk machine. Prints ISK at 100M per minute.
Prometheus Ituin
Ascendance
Goonswarm Federation
#677 - 2013-11-15 06:16:32 UTC  |  Edited by: Prometheus Ituin
Sentry guns on sov gates and stations

Simple, empire and low sec have guns on their gates and stations, why cant sov holders have guns on their gatesand stations,
Obviously limit the number of guns on the gates/stations and no scrams Deathstar gates would be overpowered. would give more a a home ground advantage.

Let the station owner decide when they engage like poses do, if they're the same half if not more will never engage anyone because people are so bad at setting them up.

2nd a sov upgrade that allows for system wide de-cloaking, must be fired by a pos gunner and an ihub upgrade almost like cyno gen. Would stop cloaky campers from going afk and you run the risk of de-cloaking your own afk friends. The mechanic for this should already exist as there is an anti cloaking pulse smart bomb in the item database for concord ships.

3rd a hacker for offline structures like poses that either anchors them or simply turns them into your own corps, owner gets a notification and takes 24hrs to work or something like that.
Sgt Ocker
What Corp is it
#678 - 2013-11-15 06:28:27 UTC
Sebastian Hoch wrote:


It seems that a lot of People view this as a Swiss army knife to fix problems, or perceived problems, with the game rather than an opportunity to create new conflict/content. I made it most of the way through the thread and these are all new except two are refinements on ideas already mentioned:


1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.

2. Mobile Fleet Infiltration Array: Allows the active operator/player to focus the module on a known fleet commander and insert the the structure's active cyno into the fleet even without being a member of that fleet. Victims still have to click on the wrong cyno to jump to it and die horribly. The structure shows as a cyno field in system and as its special cyno type on the star map.

3. Mobile Fleet Counterintelligence Array: Permits the active operator to focus the array on a pilot within the system or within a certain LY distance and see their fleet details. (Fleet name, Fleet Commander, and members, or perhaps just member count. Used in locating awoxers and spies by requiring the spy take a chance a getting caught in setting up the juiciest kills.

4. Mobile Long Range Sensor Array: Allows the operator to scan a system within a set AU distance and get real time information. Output could be a hybrid dscan/probe output that gives you a specific signal identification as well as the general location in the system.

5. Mobile Forward Reconnaissance/Recc Post: Owning player can use outpost to collect information on activity in a specific system (as in #4 above) with the additional ability to deploy and position probes for use immediately on entering into the system. Also, could enable spy probes that use the Twitch integration to place eyes on a gate. For balance, this array should probably require a Mobile Long Range Sensor array (#4 above) to be deployed and operated in person by an active pilot.

6. Mobile Telepresense Room: Let's me talk/interact with my agents without flying to their station. Specifically my locator agents.

7. Mobile Logistics Platform: Stealth unit that permits the completion of a courier contract into open space. The structure contains or is the delivery package. Once the contract is is complete, the platform does a one time warp off to a safe spot location known only to the owner/contractor via his journal and the logistics pilot gets paid. Structure is not scan-able, but can only be used to pick up/take.
There is no way these things could be abused by large groups to further increase their hold on sov space is there? (sarcasm)

6. would actually be good, I'm often in the wrong place when I need to use a locator agent.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Zvaarian the Red
Evil Leprechaun Brigade
#679 - 2013-11-15 06:30:02 UTC
Sebastian Hoch wrote:

1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.


You're joking right?
Samsung Tsurpalen
The Chunnel Crew
#680 - 2013-11-15 06:49:11 UTC  |  Edited by: Samsung Tsurpalen
I'm not sure if anything like this has been suggested in here but man this thread is big.

I think a named variation of the Tractor unit that would pull in wrecks and cans not owned by the person who deployed it would be super cool.

obviously it would have to be balanced so that everybody can access the can, not just the deployer (sort of on a similar principle to the siphon unit) also obviously if you used it in highsec and took loot (that you didn't own) from it you would go suspect (or maybe it doesn't even autoloot in highsec at all)

I think it would be a neat tool for pilots who want to take up ninja salvaging as a profession, and it could also be used to leech large amounts of ore from jetcan fleets that aren't paying attention (I'm sure there are plenty of other uses that I'm not thinking of)

I think that shooting one (in highsec) should cause the shooter to go suspect like the other structures (it would cause a lot of pretty great killmails I bet), but I could see that being a little bit too emergent for some people, maybe shooting it would just cause a sec hit, or maybe the structure would have a very small sig or a fairly substantial amount of hitpoints to protect it from the large guns of mission runners.

Maybe the structure itself could be "tractorable" to give players whose wrecks/cans have been "stolen" an easy way to retrieve them.

I know that it sort of "breaks" the current rules when it comes to tractor beams in highsec but since you can't exactly plop one on the jita undock or anything crazy like that I don't see any huge problems that they could cause.