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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
Angus McRothimay
Fenrir Vangard
#861 - 2013-11-22 22:08:21 UTC  |  Edited by: Angus McRothimay
ihcn wrote:
wormhole stabilizer
drop it within 30km of an unstable wormhole and it'll extend its lifespan and cumulative mass limits by 100%. one time use only. if destroyed, the wormhole's limits will go back to normal levels, and if the current time or mass is over its original, it will collapse immediately

wormhole creator
drop it anywhere and it'll open a normal unstable wormhole 250km away. one time use only, and it should cost like 100m isk to make. if destroyed, the created wormhole's collapse timer is set to 30 minutes (if it is not already below 30 minutes)



I like the stabilizer but how about a destabilizer and to make for balanced usage having to anchor a unit each side of the wormhole
Ciba Lexlulu
Stay Frosty.
A Band Apart.
#862 - 2013-11-22 23:19:38 UTC
A mobile structure that works 'almost' like a warp bubble. However instead of only preventing people to warping off, it has the added effect of preventing usage of MWD. This means the only escape is via AB prop mod.

Not sure if this will be abused or OP.. but should create interesting gameplay - especially for gate campers.
Calsilaem Bourvonsur
University of Caille
Gallente Federation
#863 - 2013-11-22 23:43:15 UTC
Gravity Bubble:
Deployable around gates and stations but not on top of
Large area of effect
Increases the mass all ships based upon their distance from the structure
Doesn't effect warping
Cannot be overlapped
Designed to allow Battleship fleets (That don't care about their own mass) to limit the effects of an overwhelming fleet of smaller ships in greater numbers.

Sorry if something like this has already been suggested.
Temuken Radzu
Aliastra
Gallente Federation
#864 - 2013-11-23 00:38:27 UTC  |  Edited by: Temuken Radzu
Mobile Stargate uplink, a one time use uplink that enables you to link up with a stargate and jump to the next system without using the actual stargate. You still arive 15km from the system stargate after you jumped just like a normal jump.

Can not be deployed within 200 km of a stargate
Can not be deployed within 50 km of a pos
Anchoring time is 60 sec
50 m cargo

After the owner of the ship is jumped the uplink is destroyed.
This module can be used as a emegency getaway when you know the stargate is camped and bubbled. But the 60 sec anchoring time still makes you vurnerable.
Artrious
Oblivion Amalgamated
#865 - 2013-11-23 02:49:58 UTC
A mobile reprocessing array with low efficiency, to go along with;

A mobile ammo manufacturing plant. Makes ammo and drones providing you have the blueprint on you.

Would allow people who don't want to use lasers/drones to do more ninja antics out in deep space or enemy space.

And a personal want would be a mobile research lab with 1 ME/PE/Copy/Reverse Engineering/Invention slot. Make them decently expensive material wise, and their max in-space time to 2+ months and that would be great.
Cardano Firesnake
Fire Bullet Inc
#866 - 2013-11-23 08:22:20 UTC
An Anchorable Directional scan module, that you can activate from another system

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#867 - 2013-11-23 09:32:18 UTC  |  Edited by: Axloth Okiah
Wormhole Disruptor
- can be anchored next to a WH connection (or maybe needs to be on both sides?)
- causes random shift in remaining mass of the hole (up to 50% of the original value, can go both ways)
- in effect can make the hole carry much more or much less mass before collapsing, thus making intentional collapsing of "disrupted" hole significantly riskier (esp. when using very massive ships)
Bienator II
madmen of the skies
#868 - 2013-11-23 11:10:39 UTC  |  Edited by: Bienator II
automated orbital bombardment unit.

deployable around district satellites. Responds to bombardment requests automatically. Doesn't have much HP, less effective than player bombardments, makes the district beacon appear on overview.

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

Zvaarian the Red
Evil Leprechaun Brigade
#869 - 2013-11-23 11:25:24 UTC
Ciba Lexlulu wrote:
A mobile structure that works 'almost' like a warp bubble. However instead of only preventing people to warping off, it has the added effect of preventing usage of MWD. This means the only escape is via AB prop mod.

Not sure if this will be abused or OP.. but should create interesting gameplay - especially for gate campers.


Really? You aren't sure? Roll
Athena Maldoran
Doomheim
#870 - 2013-11-23 11:50:39 UTC

I don't want more mobile structures in eve, i want you to iterate on the current null sec sov situation. Roll
sytaqe violacea
Choir of morning
#871 - 2013-11-23 12:01:08 UTC
Mobile Christmas Tree
Sgt Ocker
What Corp is it
#872 - 2013-11-23 15:48:51 UTC
Athena Maldoran wrote:

I don't want more mobile structures in eve, i want you to iterate on the current null sec sov situation. Roll
What a novel suggestion. It would be nice to see more than the ability to put the biggest fleet together determine sov.

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.

Dragonet Xian
Caldari Provisions
Caldari State
#873 - 2013-11-23 16:57:13 UTC
Mobile Wormhole Generator

Once deployed, it takes 10 minutes to open a small wormhole to a random system in unknown space (wormhole space). Life time should be very short, like 5-10 minutes, and mass should be low. The generator is not system wide visible, but you can scan it. The wormhole itself should be visible system wide in the overview.

This would allow another exit option for pilots in 0.0 operating deep in enemy territory. Since it can be scanned and later easily found in the overview, it gives no unfair advantage to the pilot deploying the wormhole generator. Pilots who are chasing him and don't scan for it, can follow th escapist shortly after opening of the new wormhole. Both, escapist and hunter, have no idea where they will land in wormhole space.

I think this fits nicely to the risk vs. reward paradigm of EVE
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#874 - 2013-11-23 18:23:02 UTC  |  Edited by: Flyinghotpocket
t2 cyno inhibitor maybe 5 minutes?


also a mobile d-scan scrambler: makes your d-scan give false reports for something way 1 au diameter? lasts 20 minutes

and false reports not as in distance fibbing, but say you have a battleship within the area, it would lie and say its a nyx, or a rifter

Amarr Militia Representative - A jar of nitro

DSpite Culhach
#875 - 2013-11-23 18:43:40 UTC
I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?

Would it be OP to have another Mobile that adds to the structure "stealth" (whatever the number it uses to make it hard to scan down I mean). To keep it balanced it could burn fuel or just scramble the ability of probes to tell what they are looking at - ie show up as a wormhole, not a structure.

I was just thinking that more players - that currently don't leave hisec too much - might decide to play hide and seek in low/null more. If the mechanics and cost of such a thing, coupled with the fact that it might have a mass limit as far as what if can "scramble", might mean many more people might take excursions out of their confort zones.

Pirates could use such a structure as a safe of sorts, especially if it also worked in hisec for them, so they could try and wait out timers in one, while players still have the ability to scan them down if so inclined, just more hit/miss then before.

Anyway, I was just trying to flesh out the idea and possible mechanics, these are only off the top of my head.

I apparently have no idea what I'm doing.

Veshta Yoshida
PIE Inc.
Khimi Harar
#876 - 2013-11-23 22:57:44 UTC
DSpite Culhach wrote:
I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?...

Any and all current POS mods ought to be enough for most people and purposes, just downsize them some to account for lack of central power generation .. a Mobile Maintenance Array for instance could be "capped" at being able to service BC and down.
Then add stuff that wouldn't normally be advantageous to have as a static object such as wreck killers (loot/salvage/kill), WH jaws-of-life etc.

Principal thing I think is to make them exceedingly useful but general liabilities when misused/mismanaged .. making all of the mobile stuff be accessible by anyone is the biggest, best step to that end I think. When at all possible they should not have a direct impact on combat though as there are enough must-spam items already.

Thread title is kind of naff actually .. would have made a lot more sense to ask what we peasants would not want to see as a mobile deployable unit as that list is likely to be considerably shorter and thus manageable than this Big smile

We had covered pretty much all ship and POS modules by page 20 for goodness sake .. hahahahahaha.
Reaver Glitterstim
The Scope
Gallente Federation
#877 - 2013-11-24 09:55:55 UTC
Mobile local channel: everyone within a certain range of it (say something like d-scan range) can see everyone else within that range of it in local. If you right-click on it, it allows you to see a 3-D scan of its detection area, giving approximate locations of everyone at a glance (but no warp to links or bookmarks)

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

General Jack Cosmo
University of Caille
Gallente Federation
#878 - 2013-11-24 12:41:00 UTC
ok i don't know if some one has thought of this or not but:

why not have a battle version of Rorqual

have be able to warp in with a covops cyno

have it achor and unanchor itself easier that a tower but:
with shields like a large tower when anchored
capital shield repers with bonuses when anchored
able to fit warlinks maybe?
able to heal with certain ranges to it for ships?
able to store lots of ammo fitting room and ship holding areas
clones bays to help get back on the field sooner with new ships


what do you think?

With lord Xanex by my side I can do anything (Atleast with a smile) !!!!

Nag'o
Sebiestor Tribe
Minmatar Republic
#879 - 2013-11-25 01:04:22 UTC  |  Edited by: Nag'o
Clone Morgue - Can only be anchored to low/nullsec < 2.0 sec. Place a clone corpse inside and after a long cycle there's a small chance of implant retrieval.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Tahn Goldenmane
Sebiestor Tribe
Minmatar Republic
#880 - 2013-11-25 04:42:08 UTC
Dark Energy Pulse Generator:

Basically it works like sonar pulses for hunting cloaked ships and structures. At a set time it sends a pulse out which either is limited to the grid (maybe for a small) or a AU range (medium) or entire system (system). It doesn't decloak ships, but it does allow them to be scanned down within range. It also causes a visual effect not unlike they had a hardener turned on, it should be relatively hard to see on the screen kind of like when the predator cloaked and moved in the movies. This would allow people to 'chase' after cloaked ships but if the ship keeps warping around then it still is extremely hard to catch them. The idea is to not negate cloaking but to allow for more fun gameplay. Also it should be visible to the entire system so that people that are cloaked are aware and if you don't defend it then they could go destroy it while you are probing/hunting them.

Most of the suggestions in anti-cloaking that I have read on here have been a total decloak which is not good since it basically makes cloaks useless. Also the online time on this module would be visible in system so if you're doing a big fleet engagement you might have to peal some small ships away to go deal with it to protect your bombers...