These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post
Author
Draco Draconus
Caldari Provisions
Caldari State
#881 - 2013-11-25 07:20:07 UTC
I like the Idea of an anchorable Structure that effects worm hole status (Site spawn rates/Wormhole timer changers/increase chance of rarer sites). Similar to Null sec system Upgrades.

Personal structures? some things here make the game too easy for a player.

Decoy ships/traps i could get behind those +1

Mobile tractor units....allow them to tractor Jet Cans ?

Mobile cloaking generator! An object the emits a cloaking sphere that surrounds a small radius to hide a few ships
Anthar Thebess
#882 - 2013-11-25 14:48:16 UTC
Communication structure that must be deployed near TCU. Without it there is no local in the (sov) system.
Anthar Thebess
#883 - 2013-11-25 14:53:53 UTC
Mobile Reactors/manufacturing arrays - using pos fuel while reaction is running - but with limited by cargo hold and production time.
Nothing more demanding than 4h can be build/reacted there.
This will solve issue with corp level pos access.
Rendiff
The Scope
Gallente Federation
#884 - 2013-11-25 16:53:26 UTC
Probably suggested already but...

Sentry guns for gates, stations, TCU's, etc in null sec. Also deployable during large fleet battles.
Zerlestes
Caldari Provisions
Caldari State
#885 - 2013-11-25 16:57:22 UTC
Radiation shield Shields from any wormhole effect range around 100km positiv and negativ effects
Trii Seo
Goonswarm Federation
#886 - 2013-11-26 10:07:57 UTC  |  Edited by: Trii Seo
Mobile Covert Cynosural Generator

Requirements:
- Anchoring 5
- Cynosural Field Theory 5

(It needs to be even harder than Cyno 5 to make it a viable after-cyno-5 investment, not something you could train in place)

+ Burns LO as it goes
+ Can be scooped

Possibly:
+ By default it becomes unprobable but visible on dscan (...or not)
+ When you chuck LO in to start it, the sig radius goes up and it becomes probable

Edit:

"Divine Wind" Mobile Proximity-Based explosive

+ Causes massive racial damage in proximity, like a smartbomb

It's time, CCP. It's time they returned.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Spugg Galdon
Federal Navy Academy
Gallente Federation
#887 - 2013-11-26 12:19:17 UTC  |  Edited by: Spugg Galdon
Personally I would like to see more "Static" structures like POCO's in game. This way we could have more stuff to actually fight over in space because wars have very little meaning (especially in high sec) at the minute other than “your mamma”.

I think the best way to fix this would be to start moving station services into space and let them be player controlled similar to POCO’s right now.

The way I would see it is if station reprocessing facilities all got their tax increased or efficiency nerfed. Then systems (not all of them) would have a Facility seeded permanantly in them which can be found via on board scanner (anomaly) and captured by a player/corp/alliance. Once captured and onlined this facility can then reprocess ore at higher efficiency and at a tax rate set by the player which can be variable depending on player standings. This would then become an extremely valuable corp/alliance asset that makes money and is worth fighting over. It would also force competition between alliances to attract miners to their facilities.

To capture one all you have to do is reinforce it similar to a FW hub and then flip it.

You could also specialise these facilities like so:

Ore Processing Facility
Ice processing Facility
Recycling Facility (turns T1 salvage into T2 salvage)
Scrap Yards (for reprocessing modules into minerals)
Research Facilities

The station facilities will still be available but would not be as efficient or cheap to use as in space facilities owned by players
mama guru
Yazatas.
#888 - 2013-11-26 16:08:31 UTC
Salvage Module to use in Cohersion with the Tractor Module.


A buff to the anti hotdrop module. Cyno jammer should cover 500km, the whole grid.



EVE online is the fishermans friend of MMO's. If it's too hard you are too weak.

Milan Nantucket
Doomheim
#889 - 2013-11-26 19:38:33 UTC  |  Edited by: Milan Nantucket
Hmmm... device that jacks with a station's undocking... seems the docking and undocking is computer based...

Since we are talking about actual player owned stuff maybe something that auto ejects people that are flagged criminal or suspect when deployed and affects the whole solar system and they can't redock until they are no longer criminally flagged or suspects.

Basically an auto eject so the flashy reds and yellows can be shot at.

Works on War Targets too.
Rael Rastephan
Stuck in Empire
#890 - 2013-11-26 22:57:15 UTC
Mobile Forcefield Array

Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.
Cygnet Lythanea
World Welfare Works Association
#891 - 2013-11-27 00:06:53 UTC
I like the following:

Mobile Ore Compressor

Mobile Hacking unit (UnAnchors towers that are left unattended for more than 1 month)

I'd like to suggest some revisions to existing structures:

Refining array and it's variants: anchor-able in high sec. Can either refine at reduced efficiency or compress ore.

I'd also like to see POS move to the modular system that has been suggested many times. Or even moved to a system like T3. This reduces lag by eliminating a large number of orbital objects for a single POS station. One that looks more interesting than current, I hope...
NextDarkKnight
Storm Chasers.
Pandemic Horde
#892 - 2013-11-27 11:56:50 UTC
Cardano Firesnake wrote:
An Anchorable Directional scan module, that you can activate from another system



Remote Dscan!! Sweet!

I also miss this from the old Tradewars game

http://www.classictw.com/viewtopic.php?f=7&t=17457&sid=03a2aae4231c7fc2e5b7fc79ab4090b0&view=print
Pezazz
Kitsune Corporation
#893 - 2013-11-27 12:00:00 UTC
I would like to see something that helps bounty hunting. It could be useful to deploy a 'scanner deployable' near a gate or station, that notifies the owner when a certain pilot passes it. That way one could better track a prey.
Dav Varan
State Protectorate
Caldari State
#894 - 2013-11-27 15:45:25 UTC  |  Edited by: Dav Varan
Covert observation post ( Replacement for scout ).

When deployed takes 5 seconds to activate.
Unit cloaks and phases out of normal space time so that it can't be interfered with in any way shape or form in fact the unit can not be scooped either its a 1 shot deal.
Unit relays data to a covert overview window in the client about what ships are visible on grid basically giving pilot sight onto a second grid.
covert overview can be switched between probes.

posts decay after 2 days.
As this is basically doing the job of a second account and requires connection to a second grid it may be neccessary to charge for it in a manner that provides the same cash flow as for a second account.
If this is the case then it will need to be procured with a plex.
30 units or 30 run bpc per plex.
Ghost Phius
Tribal Liberation Force
Minmatar Republic
#895 - 2013-11-27 19:11:31 UTC
Rael Rastephan wrote:
Mobile Forcefield Array

Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.



Make it so Seagull. This "HAS" to be part of the "vision" you prattled on about in the video. Give it to us NAO!!! Please. P
Jon Marks
EREBOR Logistics
Pillars of Liberty
#896 - 2013-11-27 22:30:07 UTC
TAckermassacker wrote:
Mobile detector array.
sends a notification to the owner when a ship enters the grid: includes shiptype and playername and current solar system+ owner defined name of the unit)
(maybe max distance to owner (12 LY)
cooldown (only 1 notification per 20 min)
Special ability: Last Words: send ingame linked killmail of it self if it gets destroyed.
20k-40k ehp to avoid kill through ceptors
not cheap
150km detector range
at least 20km distance to the next detector array


I was looking for something along these lines. I was thinking in terms of home defense satellite system. The structure would be a central location and it would then deploy its own probes with a range in AU from itself. Any ship that enters this area would be detected as if on directional scanner and the command ship with a communications command module used to communicate with the network could warp to any ship in the area as well ( as long as the ship sat still long enough which would also be dependent on its signature radius).

I also support a mining structure that is similar to the siphon structure.

I also support an upgraded version of the Mobile Tractor Unit to include salvaging the wrecks as well.

I would love to see one time use short range jump gate structures for use in high sec.

I would love to see an upgraded Mobile Depot with a drone bay to deploy long range drones to loot your wreck if you blow up in system.

If it could be balanced I wouldn't mind a Mobile Drone Depot that you could deploy to defend an area. The IFF would be tricky which would lead to this being used only in null sec but the drones would attack anyone not in your fleet, corp or alliance in range.

I think as long as CCP has strict rules on how mobile structures can be deployed based on distances to other structures things like this wouldn't be able to be spammed but provide a useful tool to accomplish some support functions that currently can only be had if in a fleet.
Adunh Slavy
#897 - 2013-11-28 04:04:17 UTC
Mobile refining array - Uses small amounts of fuel, something over supplied, say heavy water. Works about as well as the standard pos refining array.

Mobile POCO siphon - Maybe only useable in low and null, other wise there would be 50 million of them around jita.

Mobile Miner - Uses a t1 mining crystal and can only mine that type of ore, mines at about the same rate as a one t2 miner on a pre reblance mining cruiser. 10,000 M3 ore hold. Once at 10,000 M3, it spits out a regular jet can with 10,000 M3 ore in it. BUT, the jet can has no owner it is automatically abandoned so any one can come by and scoop it up. Only the owner (or anyone with excellent standings with the owner) can scoop from the unit's hold. When deployed, it will mine until down time and then shut down. To reactivate it has to be scooped up and deployed again.

Mobile Contraband Scanner - Will flag smugglers as suspect in a 50 KM range. Can be shot at by anyone, and does not result in concord but will apply a suspect flag to the shooter. Then, get rid of customs agents and let us players deal with the legality of naked chicks using crazy space drugs in Amarrian bars instead of mindless NPC zombies.

Mobile Camouflage - hides anything within 20 KM from probes, but not directional scanners.

Mobile Decoy - When loaded with a 1 run BPC, it will report a ship of that type to directional scanners and probes.

Mobile Store - Can be loaded with up to ten different kinds of items. 20,000 M3 maximum. A player can then set prices on the items. Players may interact with the store and make purchases. The ISK is not sent to the owning player but instead stored as a physical "isk currency" that must be retrieved. Reinforcement rules same as mobile depot.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Laner Irondoll
Hideaway Hunters
The Hideaway.
#898 - 2013-11-28 09:16:31 UTC
Everything needed to spend more time in space and less time docked into a station.
raawe
Imperial Shipment
Amarr Empire
#899 - 2013-11-28 13:50:24 UTC  |  Edited by: raawe
Don't know if it was already suggested:

mobile ore/ice refinery,
mobile transport pad (jump cargo on cyno or on another transport pad),
mobile listening beacon (reports d-scan data),
mobile repair array (you can repair your ship in space),
mobile cloak detector (detects cloaked ships within X km)
Rek Seven
University of Caille
Gallente Federation
#900 - 2013-11-28 16:30:34 UTC
Some sort of Mobile Jump Drive would be nice. You could use two of these to create a two way link or you could just jump the fleet one way to a cyno.

For bridging to be done via a structure and not a piloted ship, the cyno interface will need improving.