These forums have been archived and are now read-only.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
SpankMeElmo
Interstellar eXodus
The Initiative.
#921 - 2013-12-02 17:43:55 UTC

1. "Sonar" for detecting cloaked ships on grid

2. "Wormhole" generator - opens temporary gate to a random W-space system from K-Space and then use another to open wormhole back to random K-space location, or just a random system from any other system.

3. "Pickpocket" - viewing and stealing a portion of another's cargo.

4. Hacking unit to take over abandoned, offline towers

5. Deployable mirror - cause I'm too sexy for my ship.

6. "Smacker" - unit that periodically broadcasts user-configurable smacktalk into local chat (an isk-doubler's dream).

7. AoE bonuses such as turret tracking, tackling range, armor resists, etc.

8. "Raging Heretic" - disables all Amarr vessels and laser turrets on grid, cause....well....'cause Amarr suck.
X Alias
Twin Tech
#922 - 2013-12-02 18:09:29 UTC
Not sure if these have already been suggested, but as someone who lives in a wormhole I think these two would be nice.

- Wormhole structural stabilizer unit

-Wormhole structural destabilize unit

Have a wh connection you like, well then throw the stabilizer on it and increase its lifespan and mass limits by up to double to use it that much longer.

Have one you do not like but are not ready to use Orcas to roll it or the small mass limit per use makes rolling it impractical, throw a destabilize on it and cuts its life span and mass limits by up to half.

You can make it one unit max, or stack-able with no penalty (just a max modification limit), or stack-able with the usual decreasing abilities.

Also can think of lots of fun PvP ways to use both of these too. Would not change the nature of wh space as all holes still are open for a while and will close in a while, just would make things a little more flexible and fun.
unimatrix0030
University of Caille
Gallente Federation
#923 - 2013-12-02 18:49:55 UTC
Absolutly no wormhole stabiliser it would ruin w-space.
But i would love some mobile units to ruin 0.0 , like disabeling bounty's in an entire system, disabeling gates.
Maybe a mobile bridge, mobile ore compactor.
A mobile cyno magnet, if someone lights a cyno in a system, the ship jumping to the cyno arrives ar the cyno magnet

No local in null sec would fix everything!

Eli Green
The Arrow Project
#924 - 2013-12-02 23:41:14 UTC  |  Edited by: Eli Green
although I have no idea what purpose it would serve a mini-acceleration gate would be kind of cool. slings you in a direction a prefixed distance or something. vOv

wumbo

Barrogh Habalu
Imperial Shipment
Amarr Empire
#925 - 2013-12-03 13:17:04 UTC
Eli Green wrote:
although I have no idea what purpose it would serve a mini-acceleration gate would be kind of cool. slings you in a direction a prefixed distance or something. vOv

Player-made deadspace pockets is a bit more interesting idea than it looks, I think. Pretty sure such structure should have limited functionality compared to what can be spawned in EVE already, but I'd like to see such addition.
Adunh Slavy
#926 - 2013-12-03 14:42:35 UTC
unimatrix0030 wrote:
Absolutly no wormhole stabiliser it would ruin w-space.
But i would love some mobile units to ruin 0.0



LOL, no bias here :)


What would be wrong with a stablization deployable? Long as someone can come by and blow it up, who cares?

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

ghosttr
CRUZADOS
Goonswarm Federation
#927 - 2013-12-03 21:51:40 UTC
I have lots of ideasBig smile

A mobile recon device that gives info on ships. (it shows at least ship type, be even cooler if it could do ship scans and stuff). It could also log ships passing by it when you are offline.

A lock back mobile repair unit, when targeted the unit will target you back and repair/recharge your ship. (possibly with some negative effects so its not used in combat). Could also work with drones (the drones need to be able to lock it without firing though).

Mobile beacon, can be a grid-wide warpable object. Or can be used as a system wide beacon. (maybe also add custom text).


Mobile silo, holds raw materials (moon mats, ore, pi mats).

Mobile ore processing depot, (allows ore to be compressed in the field without a rorqual)
Scorpionstrike
Federal Defense Union
Gallente Federation
#928 - 2013-12-04 12:42:18 UTC
Maybe a unit that can claim / cloak your hacking site, making it much harder to scan down ?
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#929 - 2013-12-04 13:36:32 UTC
A Crypto-SBU that is a fairly sophisticated (nullsec difficulty) multi level customizable hackable SBU.

It would pose stages of hacking problems with loaded defenses.

3 successful hacks would set it in reinforce. After reinforcement, 3 more successful hacks would disable it.

Depending on the defenses installed, different successful/failed hacks would trigger different responses. Players could inspect installed defenses.

Defenses on success could include:

A 5 minute timer that stalls the next hack.
An added secondary hacking game of lowsec difficulty.
A scan and logging of all on-grid vessels.

Defenses on failure could include:

A 5 minute stall timer.
A powerful smartbomb discharge of various strengths enough to pop frigates and cruisers.
An increase in the defense's virus strength/coherance on next attempt.

Every failure would trigger a random defense, and also, push your 'intrustion level back up one level' So if you fail when you are trying to hack the 3rd level, then you go back to the second, and then the first if you fail that one.

The pressure would be on your alliance cyber warriors to bring their best equipment and clever hackers in order to most easily get through enemy structures.
bigbillthaboss3
Amok.
Goonswarm Federation
#930 - 2013-12-04 14:51:17 UTC
Mobile Cloak - similar to anchored bubbles in design but everyone inside said 'bubble' is cloaked.

Mobile Fleet Bonuses - same as command ships but now a deployable object that affects fleet members within an established area.

Mobile Stargate Hacker - when deployed it can greatly slow the rate at which individuals are able to jump into system using said gate.

Emma Yobibit
Garoun Investment Bank
Gallente Federation
#931 - 2013-12-04 16:22:30 UTC  |  Edited by: Emma Yobibit
Mobile Jump Bridge:

Anchor Time - 15 minutes
Activation Cost - more then a titan
Unit Cost - 3 Billion
Reinforcement Timer - 12 Hours
eHP - around 2 Million so titans can DD them
Deploy rules - Far from stations, startgates & POS shields
sytaqe violacea
Choir of morning
#932 - 2013-12-05 13:27:03 UTC
Mobile Disco Ball,
reflect laser beams and attack random vessel in the vicinity.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#933 - 2013-12-05 16:01:33 UTC  |  Edited by: Grenn Putubi
How about a Mobile Site Beacon? Once deployed it summons local rats to it. Lasts 15 minutes and the longer it lasts the stronger the rats get. The rats will try to destroy the beacon so you need to protect it while surviving their attack. Maybe 1 wave of rats every 3 minutes for a total of 5 waves. Unable to be deployed within 300km of a tower, station, or gate so you can't get the turrets to kill stuff for you.

Since hisec rats aren't all that strong or valuable it wouldn't be great there, but in low and nulsec it could be quite profitable. Though I'd suggest having one running would put out a signal like a cyno letting everyone in the system know what you're doing and where you're doing it so they can scan you down if they want to find you.
Meytal
Doomheim
#934 - 2013-12-05 16:40:25 UTC
I wanted to suggest a mining deployable, in the hopes that it would change the way mining happens. But then reality struck me like a lead weight, and I realized people would use these AND barges/exhumers to simply increase their mining output. Bots would be easily modified to use these as well, so the only change would be an increased flood of minerals on the market.

A mining deployable should only come when mining is changed altogether.


Love the mobile market deployables. Though if we get a POS module, that's even better.


False Intel Generator

Adds random number (5-10) of real, currently-active pilot names to the list in Local chat. Names added individually rather than all at once, and names periodically change. Names not necessarily removed when real pilot logs out of game. Can be dscanned and probed. Not recoverable. Very small. Note: make sure randomly-selected pilots don't receive local spam.

Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).

Prizes awarded when pilots from Polaris system randomly appear in Local list.
Not for use in Hisec.
Not deployable within POS forcefield.


Local Inhibitor

Prevents the names of pilots within certain short range (10k?) from appearing in the list in Local chat. CAN be anchored at 0 on a wormhole. CAN light covert cyno within range to hide incoming pilots from Local list. Pilots and deployable can still be dscanned and probed. Only one on grid at a time. Not recoverable. Very small.

Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).

Not for use in Hisec.
Not deployable within POS forcefield.


Dscan Decoys

Adds random number (5-10) of real, currently-active ship entries to Dscan, centered on the deployable. Entries added individually, and periodically change. Entries not necessarily removed when real ships removed from space. Deployable shows up on Dscan, and can be probed. Entries CAN NOT be probed (they are not real). Not recoverable. Very small.

Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).

Not for use in Hisec.
Not deployable within POS forcefield.


Wormhole Space Effect Nullifier

Negates the effects of the current W-space system on grid. No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive.

Produced exclusively from Sleeper salvage, Mineral, and WH Gas components.
Not deployable within POS forcefield.
Limited time per use.


Wormhole Space Effect Enhancer

Exaggerates the current W-space system effects on grid by certain percentage (multiplied). No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive. Make black holes suck even more.

Produced exclusively from Sleeper salvage, Mineral, and WH Gas components.
Not deployable within POS forcefield.
Limited time per use.


Wormhole Effect Randomizer

Randomly creates simulated wormhole space system effects on-grid. Effects are only about 20-25% in strength, and change every few minutes. Visual effect shows what is active. No effect if used in W-space system with pre-existing effect. CAN be used in Null/Low. Not recoverable. Very small. Moderately expensive. To Nullsec from W-space with love. Bump the Titan while Black Hole in effect.

Produced exclusively from Sleeper salvage, Mineral, and WH Gas components.
Not deployable within POS forcefield.
Limited time per use.


Graveyards

Storage for corpses. Show Info reports the names of the corpses that are contained within. Semi-permanent as long as someone is on-grid with it at least once per month. Inexpensive.

CAN (and should) be deployed within POS forcefield.
Only one per grid.


Glue Factory

Reduces maximum warp speed within system by certain percentage. Expensive. Appears on Dscan and can be probed.

One per system.
Limited time per use.
Bob Niac
Aliastra
Gallente Federation
#935 - 2013-12-05 16:54:29 UTC
Micro Jump Portal

Links 2 spots in a system. Requires fuel. Can't be placed within 100km of other portals/gates or anchored in a POS.

[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.

Orion X04
Corus Aerospace
#936 - 2013-12-05 17:00:50 UTC
Deployable gun structure (0.0 only)

- Can only be placed around stargates or stations and only by the sov holder.
- Will remain in space until it runs out of ammo, then it will despawn after x days of inactivity unless re-armed.
- Will go into reinforced mode if damaged to a point, during which it will not be able to fire.

This would allow 0.0 players to deploy their own version of the empire gate guns but wouldn't be permanent, nor would they be a complete pain in the backside to maintain.


Deployable Holo Screen

You see those WANTED screens around in highsec, displaying delicious Quafe adverts. Why not deploy your own and advertise your corp or alliance! Show pilots who YOU want dead or even leave welcome messages.....or warnings at system entrances.


Corus Conglomerate

"Building A Better Tomorrow, Today"

We are recruiting!

Crimson Vectore
Caldari Provisions
Caldari State
#937 - 2013-12-05 23:56:24 UTC
Personally I think we're in dire need of Wormhole gates.
It's about time we get something that you can anchor near a WH to stabilize it, last forever until killed or runs out of fuel.

....fueled by plutonium.

They can either be inexepensive but easy to kill or vise versa. Would definately be popular with Haulers and WH bears.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#938 - 2013-12-06 10:44:15 UTC
Crimson Vectore wrote:
Would definately be popular with Haulers and WH bears.

What "WH bears" really want is extra wormhole crashing power, not somethng that keeps said wormhole opened forever unless shot hard enough at.
Dracvlad
Taishi Combine
Astral Alliance
#939 - 2013-12-06 21:48:09 UTC  |  Edited by: Dracvlad
This is something I would really want, I hate having to use my toons as sitting targets to do a cyno, what about droping a mobile Cyno gen, that takes over the role of the ship, you still have to have the person who dropped it in fleet, but they don't sit there like a lemon waiting to die. What if I said pretty please...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Selnix
Sniggerdly
Pandemic Legion
#940 - 2013-12-06 21:58:25 UTC
Because holy crap hangars get messy...

Mobile Crystal Compressor

5 second anchor time

recycles used frequency crystals

ex: 5x 30% damaged Scorch M would become 1 unused Scorch M and 1 used Scorch M with 50% damage