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

First post First post
Author
LuckOfCauthon
School of Applied Knowledge
Caldari State
#761 - 2013-11-16 21:01:44 UTC
Read about 10 pages before skipping to the end so I apologize if already suggested. (just brainstorming, so don't be too aggressive if you disagree with something)

-Mobile ECM Burst
Similar to the ecm burst modules but deployable. Effects all ships in range.

-Mobile Scrambling Disruptor
Prevents scrams/disruptors from working in its radius (not deployable near mobile warp disruptors?)

-Mobile Sensor Interference
Increases lock times for all ships in radius

-Mobile Drone Signal Repeater
If within a ship's drone control range, extends that range in a radius around the repeater.

-Mobile Drone Unit (For POS's: I know thats not what this thread is for, but w/e)
Like all the other pos weapon turrets, except it uses drones.

-Mobile Covert Cloaking Device
Conceals all ships or other deployables inside its radius, but it is visible and can be shot. If you are within the radius you can see everything else being cloaked.

-Mobile Distress Beacon
Provides a warpable beacon on grid which any player in system can warp to. Works anywhere. (including wormholes)

-Mobile Scanning Unit (as many have suggested, not sure if anyone has suggested this possibility for it)
Automatically clicks the d-scan for you xD

-Mobile Missile Defense System
Shoots down (some) missiles with lasers.

-Mobile (Wormhole Environment) Projector
Effects ships within the radius with whatever type of environment the deployable is. For instance:
Mobile Pulsar Projector: (c3 stats?) effects ships with +55% shield, targeting range, and sig radius. -27% cap recharge, -22% armor resists

-Mobile Salvager
Goes with the new tractor deployable. (too easy?)

-Mobile Cargo Unit (more literal sense of the word "Mobile")
Holds cargo. Can command it to stay put, follow you (in grid), or warp to you (out of grid). Cannot use jump gates or go through wormhole entrances.
Jan Toras
Introduction To Agony
#762 - 2013-11-16 21:21:40 UTC
I'd like to see a "Sonar Buoy".

Option 1
Have it take 5 minutes to fully deploy, and create a beacon while doing so. Once deployed, it sends out a ping that travels system wide, deactivating all cloaking devices for the next 5 minutes.


Option 2
Limit 1 per system. It sends out a ping every 5 minutes. After being hit by x pings, a ships cloaking device is disabled for 5 minutes.
Chloe Celeste
Net Effect
#763 - 2013-11-16 21:22:24 UTC  |  Edited by: Chloe Celeste
Many people have suggested, hinted, or thinking the new mobile structures we have been suggesting in this forum are, or may be, replacing the traditional POS Starbases as we have grown accustomed to. I can't say I know the answer but it is my opinion that POS Starbases are here to stay and that CCP will finish the long task on improving them for the long haul. It will be hard work but I believe that people will need POS Starbases and this is a way of strengthing that relationship while making them more useful and the management much easier.


It is hard to imagine that eventually future expansions will completly remove the traditional POS Starbases forever -- but they may get changed in a way that will be more beneficial. Instead I see the mobile structures being an extension of the POS Starbase system and being able to interact with mobile structures in a way that we never imagined. Each mobile structure doing a specifc thing or task but being able to combine them in such a way they will work in-concert with each other.

Mobile structures also provide a way of having a personal POS Starbase one that was never fully developed in a meaningful way. Will there be a Moble Research Lab outside of a POS? Maybe, but they will be limited in what they can do so they aren't more useful or better than the Research Lab you launch for your POS Starbase. Plus, mobile structures don't have to orbit a moon so gives more ways we can use "Structures" to add more meaningful experiences in game.


For the justifcation of my opinion, as expressed, I note what the first four of the new mobile structures are and what they do 1) a hanger and fittings service, 2) tractoring wrecks and auto-looting, 3) stealing resources from Silos from POS Starbases, and 4) Cyno Jamming. It would seem that there will be offensive, defensive, and helper Mobile Structures to do various things and accompish various tasks. The mobile structures so far that have been put out in SISI and for the first expansion of Rubicon on Nov 19, 2013 have all been to aid a particular activity in game. Plus, why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??



Additional Proposals

Mobile Medical Facility
https://forums.eveonline.com/default.aspx?g=posts&m=3883653#post3883653


Mobile Collection Point/Unit | Codename: "Vending Machine"
https://forums.eveonline.com/default.aspx?g=posts&m=3884000#post3884000


Mobile Intelligence Gathering Unit
https://forums.eveonline.com/default.aspx?g=posts&m=3884092#post3884092
Elmnt80
Life. Universe. Everything.
#764 - 2013-11-16 21:52:28 UTC  |  Edited by: Elmnt80
Mobile Cyno Beacon - Deployable object with a 12km3 cargo bay. Uses 500 Liquid ozone per minute to keep running and will have a cyno beacon activated so long as there is fuel in the cargo bay. The people able to jump to the beacon is controlled in the same way as a pos based cyno beacon, has approximately 50k ehp, no resists, can't be anchored within 15km of a station or pos shields or gate, no reinforce timer, takes 30 minutes to anchor and online. To anchor and online requires anchoring V and Cyno V.

The idea is giving lowsec and npc null an option for increased logistical capabilities since you can't deploy a cyno beacon in those types of systems. It'll give them an hour to do whatever with a fully fueled beacon and might be useful for blops groups when returning to a staging system after a gank/fight/siegefleet thingy. I'd also be happy to see a covert option available if the blops group is being heavily considered with this.
Kalissis
#765 - 2013-11-16 21:52:40 UTC
IdeaMOBILE MARKET HUBIdea

ArrowOpen your own shop in the universe!
ArrowPlace Offers/Orders
ArrowCustomers buy/sell(when allowed) at the hub
ArrowWhen destroyed, loot drop (or whatever ISK?!)
ArrowMake it more work as normal station markets (like introduce PICK UP ISK after sale)
ArrowGREAT FOR WORMHOLES!!!
ArrowMake your own system even more attractive (even with no stations! NPC 0.0 yeah)


Bear WIN
Kalissis
#766 - 2013-11-16 22:06:42 UTC  |  Edited by: Kalissis
IdeaMOBILE CLONE BAYIdea

ArrowClone jump, get into action!
ArrowGreat for systems with no stations/clone bays
ArrowDrop IMPLANTS when destroyed (and for you cadaver fans out there corpses, too!)
ArrowMake Rorqual still useful (add fuel or any other costs!?)


BearWIN

EDIT: Similar to >> Moble Medical Facility << Except, no way in WH space, this will break A LOT.
Scuzzy Logic
Space Spuds
#767 - 2013-11-16 22:24:27 UTC  |  Edited by: Scuzzy Logic
Deployable 50'000 and bigger m^3 hard-to-probe storage would just be great. Seriously.

Could be dedicated bays like the new T1 indies not to completely replace the corporate hangar array.




Chloe Celeste wrote:
Why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??


Make us hate it so nobody will miss it?
permion
Federal Navy Academy
Gallente Federation
#768 - 2013-11-16 23:17:58 UTC
Deadspace anchor.

Placed in site clear of hostiles, when site despawns it instead keeps that specific room up and the acceleration gate to it up.

__________

All these silly claims about taking power away from the empire, when anything that opposes empires uses dead space... Which is the only space players have no control over, instead only ever being used for for silly PvE hunting safaris.
Nimrodion
Xanthium Prime
#769 - 2013-11-17 00:41:37 UTC
How about a mobile unit that pulls in and scoops corpses? :)
Michal Swiostek
Zero Reps Given
Pandemic Horde
#770 - 2013-11-17 04:13:52 UTC
So many good ideas floating around here, things I would like to see:

* anything that can interact with decloacking ships on grid,

* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...

* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,

* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,
Gilbaron
The Scope
Gallente Federation
#771 - 2013-11-17 04:40:21 UTC
someone on failheap suggested a cyno trap

directs any incoming cyno traffic to a system to itself instead of the chosen cyno
Gilbaron
The Scope
Gallente Federation
#772 - 2013-11-17 04:43:28 UTC
a flare that has a chance to be targeted by missiles instead of their original target
Gilbaron
The Scope
Gallente Federation
#773 - 2013-11-17 04:55:15 UTC
timer sync thing

syncs timers across systems, unblob the blob
Chloe Celeste
Net Effect
#774 - 2013-11-17 05:23:35 UTC
Michal Swiostek wrote:
So many good ideas floating around here, things I would like to see:

* anything that can interact with decloacking ships on grid,

* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...

* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,

* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,


All great ideas but I specifically like and second the use of a mobile structure that will decloak ships passing in the vacinity or passing through what it creates. From some of the other previous posts and the one about a Shield Wall instead of a shield make it so that the owner can use multiple of these mobile structures to create an invisible layer that is a sensor field or something that emitts a partical that destabilizes any cloaked ship while within a specific proximity but also for a brief period of time after leaving the Sensor Network.

Incorporating previous posts and ideas the mobile structure itself would only be useful in multiples of three that are used to triangulate a field or layer of sensor or emitting particles that way based on the positions of the other three mobile structures you have the X-axis, Y-axis, and Z-axis which multiple coordinates can be use to create a 3-deminsional object made up of the sensor or particle field to create the entire network or object around in which you want to protect. It is also flexible so that you can create a barrier at specific points instead of a 3D object so passing ships that are comming out of warp, if cloaked, are able to be seen from a celestial point in space.

Of course this mobile structure should be scanable with probes but not seen on the Overview by default. Also destructable but a one-time use that has a similar lifespan of the Cyno Inhibitor that is comming out on Nov 19.


The only thing that worries me about this idea for a mobile structure is that it is too similar to Moble Warp Distruption bubbles and that it may be easier to make those bubbles decloak ships as a feature rather than create a whole new mobile structure item and far shorter time to make that change I presume. Might be a good idea to do so and even though it is not invisible having the ability to decloak ships in its entire bubble range and maybe a brief period of time after it decloaks, like some kind of delay, may be better and more efficent overall -- plus we could get another new mobile structure in its place.


Bottom line, I think the people want something that decloaks enemy ships.

Seabronc
Worthless Carebears
The Initiative.
#775 - 2013-11-17 06:32:34 UTC
Webifier mobile structure
Used for gate camps.
Used for warping friendly industrials faster .
Chirality Tisteloin
Ministry of War
Amarr Empire
#776 - 2013-11-17 07:17:25 UTC
IdeaLighthouse (limited decloaking)
Since many people would like to see some decloaking ability here is this:

Arrow The light house emits a focused cone (20 degrees opening angle?) of radiation into space, visible through a nice graphical effect. Range: The whole grid. The cone slowly rotates along an axis chosen when anchoring the lighthouse. Cloaked ships that get into the light cone decloaked.
T2 Version has larger opening angle or faster speed of rotation.

It would be cool if the lighthouse would not shut down the cloaking devices but just nullify the effect for duration of the ship being inside the light cone. Thus illuminated ships would not be lockable but appear on the overview and in space. Real decloaking would still have to be done with interceptors.
Also the illumination effect may be chance based with diminshing chance of being uncloaked with larger distance from the lighthouse.

I realize this would be a b**ch to implement.... well... challenge!

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

Darius Caliente
The Pinecone Squad
United Federation of Conifers
#777 - 2013-11-17 07:55:03 UTC
Since there are so many crazy suggestions, I get to be crazy too...


Mobile Slot Machine Structure:

A passive way to make money and allow others who are bored to make money as well.

The owner would set:
Chance of Winning (5-100%)
Payout
Cost
Open to all vs Based on standings

This would include a Gambling skill as well. Each level of the skill would increase your chance of winning by 5%. So a machine set to 50% would suddenly have a 75% chance of payout if a pilot with Gambling Lvl 5 played it (this would be a social skill).

It could be dropped in asteroid belts to entertain bored miners or it could be combined with other future Gambling Structures (Poker, Roulette, etc) to create "Casino Systems".

To further expand it, you could add that it drops an "ISK Voucher" when popped or when someone wins and that it could be ninja'd or destroyed to steal the money from it.
Darius Caliente
The Pinecone Squad
United Federation of Conifers
#778 - 2013-11-17 08:01:53 UTC
New Structure: FW Button Blocker

This is a fairly simple structure. Drop it in a system and it stops cloaks and warp core stabs from working in FW sites.
Darius Caliente
The Pinecone Squad
United Federation of Conifers
#779 - 2013-11-17 08:10:38 UTC
Concord Spawner

Dropping this structure in high-sec would force all Concord in the area to respawn on the structure and attack it, assuming it was a criminal that needed to be dealt with. Only after the structure is destroyed would Concord react to other criminal activities in the system.

This would allow gankers extra time to pull off a gank (requiring fewer ships) but the trade-off should be that it would cost more to deploy this structure than it would to use the extra ships.

Let's say it makes it instead of 8 catalysts you require 4 catalysts... then the structure should cost at least as much as 8 fully fit catalysts (2 x the reduction (4)).

You would have to determine the maximum effect that it would have based on the time it would take concord to kill it and how many additional volleys attackers could get off to determine the full cost I'm guessing somewhere in the 150-200M mark.

It could also be that there are multiple versions with varying amounts of hitpoints with an increasing cost.

Small -- Delay Concord enough that a Catalyst can get off double the volleys
Medium -- Delay Concord enough that a Brutix can get off double the volleys
Large -- Delay Concord enough that a Tornado can get off double the volleys
Zhoon
Farland Yatumi
#780 - 2013-11-17 10:14:41 UTC
Quote: "decoy structure that imitates a specific ship on probe and d-scan" that's an awesome idea!!! looking forward... Pirate