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

First post First post
Author
Zvaarian the Red
Evil Leprechaun Brigade
#901 - 2013-11-28 21:03:47 UTC
Orbital Terraforming Unit

1000 m3
500 million isk target price
One use only

Must be deployed on grid with a planet's POCO (if there is no POCO it can not be deployed). Transforms terrestrial planets to other classes of terrestrial planets.

Barren > all other terrestrial types: 7 days
All other terrestrial types > barren: 7 days

Therefore any non-barren planet being terraformed to another type of non-barren planet would require two units and 14 days.

These would be attackable without a war dec in high sec, causing pilots to only be flagged as with other mobile structures.
Henk Brombir
The Scope
Gallente Federation
#902 - 2013-11-28 23:31:04 UTC
A mobile structure that makes an infinite ammount of apple pie when you put apples in them
Henk Brombir
The Scope
Gallente Federation
#903 - 2013-11-29 07:20:10 UTC  |  Edited by: Henk Brombir
Mobile decoy: Appears on Dscanner and probescanner as a randomized ship to other players. Could be used to ambush other players that arrive on the grid after the structure got scanned
sytaqe violacea
Choir of morning
#904 - 2013-11-29 11:15:02 UTC
Mobile a large chunk of hyper-elastic substance.
Anything collide this bounces off faster than before collision.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#905 - 2013-11-29 16:13:37 UTC
sytaqe violacea wrote:
Mobile a large chunk of hyper-elastic substance.
Anything collide this bounces off faster than before collision.


Mobile Anchorable Rubberband Ball
Imiarr Timshae
Funny Men In Funny Hats
#906 - 2013-11-29 20:00:54 UTC
Mobile Warp Tunnel Accelerator

Deployable that requires two to function, one at the entry point and one at the exit point. When linked and deployed together they provide a boost in warp acceleration and max warp velocity for any ship passing from A > B or B > A.

Just a thought since the Ascendancy implants are such shite.
Bob Niac
Aliastra
Gallente Federation
#907 - 2013-11-30 04:41:52 UTC  |  Edited by: Bob Niac
Did any1 happen to mention sentry guns? It requires sov, obviously.

also: how close can these things be to each other? There is a radial limit, right?

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Obsidiana
Atrament Inc.
#908 - 2013-11-30 15:15:16 UTC
Scan Inhibitors

Two Types

1) Make it harder to scan down large things (but not much effect on smaller ones).

2) Force sites that you can just warp to to require scan probes if you aren't the first one there.

Naturally you can attack these, esp. #2.
Obsidiana
Atrament Inc.
#909 - 2013-11-30 15:16:29 UTC
Another Type

3) Make it harder to scan down worm holes.
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#910 - 2013-11-30 18:07:18 UTC
Mobile slavery Pit :

a mobile array that is used to raise/grow slaves/people etc

It got several type of input :
Consumer product items as raw material
Passengers items as "decrytpor style item" for population control and multiplication.
Industrial goods as "datacore style item" for tweaking population multiplication process

And some sort of farmed slaves as output.
Those slaves can be sold on market or in exchange of LP incursion sansha in a special beacon in HQ system of an incursion constellation.

Those LP could be exchange for some fun stuff (sansha / True sansha stuff BPC ? depending of incursion system security system ? better LP store in null?) at that same beacon.

COUCOU TOUCHE TOUCHE

Tigerium Volante
Overpropped and Underinsured
Rote Works
#911 - 2013-12-01 08:59:23 UTC
So far the best idea i've seen is the modular POS.

Basically you have parts for everything you want to have on your pos with you and you deploy them one by one and then link them together. Once you have 3 or more (or something else) you and enter a POS editor in which you can move around the pieces to your liking, adding more style to stations
Of course you can only choose a depot and a turret, or other combinations, which allows for smaller but more specific POSs and bigger POS that have their own style
Evelgrivion
State War Academy
Caldari State
#912 - 2013-12-01 11:29:05 UTC  |  Edited by: Evelgrivion
Covert mineral depot; a hard to probe-down ore collection facility, with a small volume and substantial storage capacity. This facility would take many days, or even weeks to become possible to probe down, and could be upgraded with a covert refinery. Most importantly, this module could remotely fill buy orders for ores and minerals within a constellation. Twisted
bunzing heet
Science and Trade Institute
Caldari State
#913 - 2013-12-01 12:28:08 UTC
how about deployable ganglink towers
works within 100km
cant use within 100km off another 1
several tower types for each link type
can be destroyed

Fly safe keep killing And remember I'm watching you !!!!

Linkxsc162534
Silent Scourge
#914 - 2013-12-01 17:16:59 UTC  |  Edited by: Linkxsc162534
Deployable Remote Scanning Tower.

Each player can have 1 deployed at a time, and it must be destroyed or picked up to be able to place another.

Allows a ship to place a tower in space temporarily (it'll last for about a week before disappearing itself)

Tower allows a link between its onboard scannign units and its controlled ship. Allows a player to activate a remote Dscanner. Perhaps a player could place one of these in a chokepoint system, to provide some early warning. Depending on meta level of unit, it will have varying ranges at which it can send information.

Ofcourse it always works within system, but outside of a range of a couple Ly (would need to be balanced).



Deployable Remote Alert Tower.

allows for a close range scanning unit. Still runs via D-scan (so no picking up cloakies) But only works over a 50KM range. This unit, also is deployable, however will only stay in space for a day. When it senses something on its close range Dscan, it opens a chatbox with the owning player and notifies the player of the Dscan info of the signal.

I see this one as kinda an early warning system, to place on a gate particularly, or a WH.


Edit (forgot part)
The short range unit won't be placeable directly on a gate or WH. Only ~ 50KM away from it. So it might not always pick up targets, especially ones that can warp while cloaked. However since regular ships are Dscannable in warp. if this is placed in a warp patch between gates, it will pick up passerbys.



Both units however require an amount of fuel to operate. And each time, info is requested of them, they will expend an amount of fuel. The long range Dscanner, I could see being able to pull off a hundred or so scans, on a full tank.
The small autoalert can pull off a dozen or so scans, before needing refuel.

Both units have relatively low health. And upon placing the "long range" one, it acts as a warpable anomoly, so offenders can easily hunt and take it down. That or make it probe-able. The short range will be ongrid with anyone it can see.

Also after setting up, the short one can not be picked back up. The long range one due to its slightly more permanent operation, sill be removable.
Linkxsc162534
Silent Scourge
#915 - 2013-12-01 17:23:24 UTC
Second Edit.

Also as a form of ISK sink, Each longrange Dscan takes a charge based on your range from it to use. So if its in system, it won't cost anything, just fuel. If you're a lightyear out, it costs like 100k per scan. After all, its using the gate system, to send the information to your ship, its only natural that there should be a CPSA charge (or w/e the acronym is)
Vivi Udan
Caldari Provisions
Caldari State
#916 - 2013-12-01 19:58:32 UTC
Mobile Implant Extractor

After a pvp fight, the winner deploys the unit to extract implants from the enemy corpse.
Unit's success rate would be percentage based. Any skills associated with the unit are up for debate.

The Mittani of House GoonWaffe, First of His name, King of the Goons and VFK, Master of griefing, Lord of the CFC, Warden of the West, and Protector of Deklein.

Davion Falcon
Those Once Loyal
#917 - 2013-12-02 04:35:00 UTC
The "Lawn Chair": Lets you hit 'look at' it from anywhere else in system.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Maru Sha
The Department of Justice
#918 - 2013-12-02 10:49:13 UTC
Mobile Arena Module

- projects a visible shield with adjustable radius
- shield can be set on password protected
- shield can be set to bounce ship off from outside and/or inside (hardcore mode)
- timer has be set on shield after which it powers down
- shield works with fuel
- module can be set to project scrambling effect for example to deactivate MWD like in deadspace

- of course it needs restrictions where you can activate such a module

- other options?
- e.g. team mode ... pilots enter with two (three, ...?) different passwords and therefore registers a team ... then projects statistics to the shield or big billboards (upgrade to the standard Mobile Arena Module?)
- e.g. several Mobile Arena Modules can be combined to form different combat areas than just a simple sphere
- upgrade with easy to distinguish beacons so pilots warping in from the outside (when battle starts) can pick according to their liking
- upgrade or option to turn shield opaque: separate Mobile Arena Module areas can be used as gathering points for different teams where they can assemble their gang; turning the shield opaque hides information until the battle in the actual battle arena (a separate sphere from the gathering points) will take place
- ...
- ... more tools or options for players to set the rules for their own tournaments (can even be used by CCP for their official tournaments)
- ...
FleetAdmiralHarper
Kitchen Sink Kapitals
#919 - 2013-12-02 13:15:14 UTC  |  Edited by: FleetAdmiralHarper
Deployable gun/missile battery's.
kinda like pos guns. but not nearly as tankie,

good places to deploy them would be around roid belts in whs and 0.0,
and around wh/gate entrances,and in asteroid belts..

-limited to only about 6-8 in local space. (no matter what corp/entity deploys them)
if you want to deploy your own and someone else has some down, the current ones need to be destroyed.

-only people in players corps may deploy these.

-the guns go off corp standing. the guns will fire on neutrals and reds. but not blues. so if someone has +.1 standing with your corp. they will not be fired upon.

-make them last 72 hours if no interaction.

- 1/2 or 1/4 the range bonus of a pos gun.

- cant be controlled with pos gunnery skills. auto fire only.

- dont attack rats, and dont get attacked by rats. anti player defense only.

-but make them kinda expensive like 15-25m ea.
so it will give people an incentive to pick them up later =P

-ied also make 2 sizes (small/medium) of each type, rail, missile, projectile, laser. etc etc..

unlike pos guns these actually DO use small and medium ammo respectively.
these will be good for providing a light defense against players. and good for small corps who dont have alot of man power to defend mining ops. they will also add a tactical and defensive element to the game, which in my opinion its heavily lacking.
but while being limited to only a few in local space period... no matter what corp/alliance deploys them.
it will keep bigger groups from spamming and abusing these, and create competition over what was other wise empty unused space.


deploy able ore harvesting array.
basically a giant secure container model with a single strip miner turret (with 450% yield per cycle) on the top and bottom(cosmetic. only 1 laser in actuality. think procurer).

- 27.5k m3 ore space
- able to set what type of ore you want it to harvest. (standard ores only, no ice/gas)
- limit of 3 may be anchored at any individual belt/grid. (including grav sites)
- ability to deploy for personal / corp
(if deployed for personal they are loot able for anyone)
[if deployed for corp, anyone in corp may take the contents]
- 20-30 min cycle time, w/e it would take for a procure laser to fill up 27.5k m3

i think this would be a really cool addition, everyone could benefit from this.

i can already see this in game, and me sitting cloaked waiting for some pore sucker err i mean "hauler" to come by and pick up the ore, then me being the malicious pirate i am, and killing them ;)

its ok though, ied be nice enough to let him pick his ore up 1st.
its totally not just so i can fatten my kill mail though, honest =P


i dont see this happening. but it would be nice to bring mines back somehow.

also i really like that other guy from this thread's Radar idea.
would be nice to see whos in local. would be especially useful for wormholes ;)
General Jack Cosmo
University of Caille
Gallente Federation
#920 - 2013-12-02 17:25:18 UTC
what about combing the new Mobile Depot,Mobile Tractor Unit and mobile auto salvanger
you could have one tucked away that would salvage all the wrecks and hold you're stuff all in one!
also you need to come up with a skill that would allow the tractor unit to go all the way through out the system
that way you can just set up one of these in each system you hang out in!

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