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

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Author
Kusum Fawn
Perkone
Caldari State
#941 - 2013-12-07 03:08:32 UTC
I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.

Six years of "Pos revamp Soon"

Seems they've completely forgotten about it now.

Hooray for new coat of paint instead of fixing the foundation !

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Streya Jormagdnir
Alexylva Paradox
#942 - 2013-12-07 04:18:37 UTC
I definitely have to agree with those calling for mobile ore compressors or refineries, as well as mobile manufacturing services (perhaps small shipyards limited to producing only ammo, modules, drones, and small/possibly medium ships?).

In general I like the idea of mobile structures supporting "guerilla" playstyles, so having some sort of structure to put in orbit around a planet to get around POCOs would be cool. It would also add a new layer of drama and opportunities for PvP around planets, which could later help strengthen the EVE-DUST link.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Madbuster73
State War Academy
Caldari State
#943 - 2013-12-07 11:11:04 UTC  |  Edited by: Madbuster73
Remote 'Link" Jammer

Deployable structure that jams all remote modules: Remote Repair, Remote Sensor boosting, Remote Sensor Dampening, Projected ECCM, etc

Ofcourse with the same restrictions as the Mobile Cynojammer
Kynric
Sky Fighters
Rote Kapelle
#944 - 2013-12-07 19:55:35 UTC
We could us terrain to make position on the battlefield and movement more interesting. Here are some examples:

An electromagnetic storm generator - Greatly decrease the range at which ships in its vicinity can target or be targeted. This is esentially a smokscreen.

A shield wall - Think of it as a small segment of of a pos shield in the form of a wall and not of an enclosure. It limits movement by forcing objects to go around it rather than through it. Obviously there woud need to be limits on how close one wall can be to any other wall or object to assure that there are plenty of movement choices.

A portable debris field - A way to create or move an asteroid or asteroid like object for the purposes of having obstacles to movement. There would need to be limits on how close objects could be to other objects like stations, gates, other asteroids but as long as they are no more dense than the current asteriod fields they should present interesting options without being overwhelming.
Kynric
Sky Fighters
Rote Kapelle
#945 - 2013-12-07 20:09:21 UTC  |  Edited by: Kynric
Planetary Weather Satellite - A Ming the Merciless style weather satellite that poisons the resource harvesting and/or factory production on a planet.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#946 - 2013-12-07 23:58:37 UTC
Kusum Fawn wrote:
I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.

Six years of "Pos revamp Soon"

Seems they've completely forgotten about it now.

Hooray for new coat of paint instead of fixing the foundation !



Actually, this is part of fixing the foundation. Or rather, building a totally new house, then burning the old one down as it's not needed any more, as it's a more cost effective route.

The POS code is brittle. Rewriting it completely is an expensive route, and you wouldn't see any results for it, until it's complete (much like crimewatch). This way, we get new toys, and they can phase out the old code, rather than hacking at it, and breaking it, like it's broken in the past. POS jumping 100km to the left, while all the modules were left behind has happened. This route is safer.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

killer persian
HIgh Sec Care Bears
Brothers of Tangra
#947 - 2013-12-09 03:57:32 UTC
Jack bubu wrote:
- Localchat scrambling unit
Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.

- Decloaking pulse generator
Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.

- Scan signature Jammer
Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.

- Wormhole effect inducer
1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.

- Mobile Grid Cleaner type 'agmar'
Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"

Why The anti-cloaker? seriously, that's the The whole point to Cloaking "Not to be seen"
Trii Seo
Goonswarm Federation
#948 - 2013-12-09 08:05:47 UTC
Mobile automatic sentry gun

- Easy to probe down
- Ignores/is ignored by NPCs
- Low scan res
- Lower damage than POS guns
- ~50km range tops

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Jack Oat
Brothers In Arms.
#949 - 2013-12-09 08:56:08 UTC  |  Edited by: Jack Oat
Mobile tactical cloaking inhibitor :

Prohibits use/activation/reactivation of any cloaking device in 100km radius

like mobile cyno inhibitor cannot be scooped (one use)
cannot be deployed 150 km from gate
should cost 10-50 millions


Mobile strategic decloaking pulse:

single use or uses fuel per pulse, sends system wide pulse that decloaks anything
after pulse, cloaking device can be reactivated immediately
costs around 10-30 millions if single use, 50-100 mill if multiple uses (fueled)
deployed structure is visible system wide (like tcu, station or cyno)
charging timer 30+ minutes, when charging timer is running it is visible system wide

no reinforcement - can be killed without any timers
cannot be deployed in same grid with pos, station.
can be refueled by corp?
only one per system allowed
requires sov to deploy?


Mobile moon harvester ( should REPLACE pos moon harvester)
When multiple harvesters deployed total harvested amount cannot exceed moon resource cap
and competing harvesters divide harvested materials equally

example: moon has 200 of resource
1 harvester harvests 100 units
2 harvesters harvests 200 units 100 units per harvester
3 harvesters harvests 200 units 66 units per harvester

volume 1000-5000m3 ( need industrial/transport to deploy)
capacity 12-48 hours of harvesting (need to pay attention to the process)
cannot be deployed within the grid of another mobile harvester or pos and can be deployed 1kk+- km from moon
can be scooped
can be accessed only by owner
reinforce timer 12-24 hours/ no reinforce ?
visible system wide ?
should cost in order of tens of millions

Mobile miner: mines asteroids in range

should be less efficient then the barge or mining frig ~200 m3 of ore per minute
capacity for about 1-2 hours of mining
can be accessed by owner
no reinforcement - can be killed pretty easily
range +- 20km
cannot be deployed within 2x range of another mobile harvester
cost under 10 millions
Riela Tanal
Science and Trade Institute
Caldari State
#950 - 2013-12-09 22:30:23 UTC
Mobile Clone Vat Bay


Put about 15 people in a Clone Vat Bay in a carrier with some ships and anchor the Clone Vat day and everyone jumps to it. This could be ideal for WH life as well as for stealth incursions into Nullsec alliance owned space.
Cy Berg
LOST 111111's
#951 - 2013-12-09 23:44:57 UTC
Arthur Aihaken wrote:
CCP Fozzie wrote:
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'?

Hehe, you have to do that one. Lol



I'm all for this one. Make the faction drop version the White Winnebago, after the departed fictional anti-hero of breaking bad.
Cy Berg
LOST 111111's
#952 - 2013-12-09 23:58:40 UTC
DrLSpaceman wrote:
Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...



This would be a great mobile item to have a mobile Warp Scramble and Statis Webifier. While there are Bubbles that can be deployed which are similar to the first item. It could be different code where the MWS is a targeted device which counters ships that are immune to "bubbles" T3 Crusiers, interceptors and interdictor class ships come to mind. We would finally have an item to counter these types of ships. Also make the item to deployable in low sec and nul and able to set the module to target to standing type: all, neutral, bad, war etc.

The mobile Statis Webifier would have the same mechanics, deployment area and interface as the MWS.

For both items set the distance from station / gate /POS 45k away with a range of 100k and target only 5 mships at a time.
Cy Berg
LOST 111111's
#953 - 2013-12-10 00:06:29 UTC
Azami Nevinyrall wrote:
Local cloak detector...

All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...

-edit 1-

Mobile Command Unit...

Give feet members on grid bonuses, only FC or wing commanders may drop unit...

Lasts 30mins...give it a fuel bay, different units give different bonuses...

-edit v1.1-

I've seen a few posts in this thread supporting this idea, but no real good idea on how to implement it without breaking stuffs...

Why not allow Tech 3 Subsystem on Command ships?

Now let me explain before you call me a ******* idiot!

Allow the command subsystem to be put onto Command ships...this would be optional!!! When activated through the ship UI in space, it detaches from the command ship with the modules and gives boosts. Also, the command ship that deployed this must remain in system. Ship leaves...links turn off!

A suggestion to gang links...offgrid links give 50% bonuses instead of the full 100%...thus forcing ongrid bonuses, and possible use of this.

-edit 2-

Drone assist unit...

Give fleet members access to drone command without a drone bay...

Only FC and wing commanders may drop it...

Fleet members can access drones, drones will only work X distance from unit, max 5 drones per pilot... Amount of drones and distance varys on small-medium-large variants...

-edit 3-

Bring back mines...Mine deploying unit, give it patterns to lay said mines...similar to probes...incase of argument of OPness, theybonly go off when a capital comes within range...

Death to Capitals!!!

-edit...again-

Portable Customs Offices...

With POCOS coming free for all ~shortly~ and Nullsecs agenda to own as many as possible to control another market.

Portable Customs Offices! Anchor, do your thing, they don't repackage and can be shot by anyone! Also, can be set to be used by self-corp-alliance-everyone. Can be placed anywhere in orbit around planet...

...just a few off the top of my head on my commute. Will update later when more things pop into my head...



POCO syphons - scoop items from planet free of charge. Get a cut of whatever they are making.

Cyno inhibitor - tired of neuts just lingering in system.
Able to anchor 45k from gates / POS / Station. 100k range lasts for 12 hours after deployment.
Cy Berg
LOST 111111's
#954 - 2013-12-10 00:28:51 UTC
Mobile Jump Bridge

Forget Titans or Black Ops Ships. This module allows anyone with Anchor level 4 to put up a jump bridge regardless of SOV. Fuel is required and varies in quantity to the size of ships. The larger the ship the more fuel you'll need.

Can be deployed in low and null sec.

Range of item is 4 jumps
Cy Berg
LOST 111111's
#955 - 2013-12-10 00:33:24 UTC
Mobile Shield / Armor Repper

Deployable platform increases speed of shield regeneration and armor repair.

Only repairs the toon that deploys it.

SOV required?

Effective range 20k

Could also be called Mobile Logistics platform can only preform shield regeneration or armor repair as selected by deploying toon.
Cy Berg
LOST 111111's
#956 - 2013-12-10 00:38:55 UTC
Jack Oat wrote:
Mobile tactical cloaking inhibitor :

Prohibits use/activation/reactivation of any cloaking device in 100km radius

like mobile cyno inhibitor cannot be scooped (one use)
cannot be deployed 150 km from gate
should cost 10-50 millions


Mobile strategic decloaking pulse:

single use or uses fuel per pulse, sends system wide pulse that decloaks anything
after pulse, cloaking device can be reactivated immediately
costs around 10-30 millions if single use, 50-100 mill if multiple uses (fueled)
deployed structure is visible system wide (like tcu, station or cyno)
charging timer 30+ minutes, when charging timer is running it is visible system wide

no reinforcement - can be killed without any timers
cannot be deployed in same grid with pos, station.
can be refueled by corp?
only one per system allowed
requires sov to deploy?


Mobile moon harvester ( should REPLACE pos moon harvester)
When multiple harvesters deployed total harvested amount cannot exceed moon resource cap
and competing harvesters divide harvested materials equally

example: moon has 200 of resource
1 harvester harvests 100 units
2 harvesters harvests 200 units 100 units per harvester
3 harvesters harvests 200 units 66 units per harvester

volume 1000-5000m3 ( need industrial/transport to deploy)
capacity 12-48 hours of harvesting (need to pay attention to the process)
cannot be deployed within the grid of another mobile harvester or pos and can be deployed 1kk+- km from moon
can be scooped
can be accessed only by owner
reinforce timer 12-24 hours/ no reinforce ?
visible system wide ?
should cost in order of tens of millions

Mobile miner: mines asteroids in range

should be less efficient then the barge or mining frig ~200 m3 of ore per minute
capacity for about 1-2 hours of mining
can be accessed by owner
no reinforcement - can be killed pretty easily
range +- 20km
cannot be deployed within 2x range of another mobile harvester
cost under 10 millions


The mobile miner
A great idea no more need to have 4 - 5 accounts for mining.
1 deployable per toon.
cannot be deployed with 20k of another mobile miner
ore capacity hold the same as mackinaw, perhaps a little larger
mining rate dependent on toon or slower flat rate of toon
destruction does not bring concord

Also this could be a deployable booster for mining versus mining itself.

Allows new toons to be more effective and not need a booster toon.
Tao Xenon
Perkone
Caldari State
#957 - 2013-12-10 03:03:23 UTC  |  Edited by: Tao Xenon
mobile force field generator

having said that... dump the current POS code and build deployables that can work together:
like mobile hangers, labs, manufacturing, and guns

but how DO you get it all to work together?

force fields don't have cpu or power... they have volume, the bigger the force field the more "stuff" you can put inside it.
current pod protection guns and ecm can be another deployable that can only work within x distance from a forcefield deployable.
my thinking is to build "stacking" modules to compensate for the "power" and "CPU" restrictions

thoughts?
Bienator II
madmen of the skies
#958 - 2013-12-10 05:38:21 UTC
billboard. allows to deploy advertisements in space. (recruitment adds, warinings, plain text, or anything else)

people already abusing anchorable container with very long names for this purpose which is a horrible workaround.

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

Rhavas
Noble Sentiments
Second Empire.
#959 - 2013-12-10 07:35:50 UTC
I went a little bonkers, read pretty much the whole thread, and wrote three blog posts.


First, here are some ideas along the lines of those in this thread. Things that could be implemented as soon as summer or any time over the next couple years and fit right in.


  • A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers. It is for people who are trying to interrupt the drop/counterdrop cycle or protect their gatecamp from hotdrops. I want one that is actually useful for ganking a hotdrop’s baitship. Based on Fozzie’s feedback, this might be a tricky balancing act, which I leave as an exercise for the devs. But here is the scenario it needs to achieve: You jump in and grab the suspiciously solo (and secretly cyno) boat. Pretend the attacking roaming small gang has 4-6 well-fit cruisers. Give the gang a short time to kill it before the inevitable PL hotdrop. For a noobship/frigate cyno, that gang should wipe it easily. For a baitfit Prophecy, it should be a tight squeeze – maybe the BC should be in low armor or structure. For a baifit marauder, it should have a good bit of HP left but be dented enough to get its attention. For argument’s sake, let’s say it anchors quickly, costs little, but has almost no lifetime – maybe 3 minutes. Discuss.
  • Dscan Booster. Allows anyone very close to it – say, 20 Km or less – to have a larger d-scan, say 30 AU.
  • Courier Drop Box. One of the things I’ve always wanted was to be able to have my main pick up the PI materials launched by my alt. Way back when, I also wanted to legitimately run cargo to nullsec, but I couldn’t dock at the stations. So… how about an anchorable that you can let people pick up and drop off courier contracts that is not a station? I picture two versions: one that could be bolted directly to a POCO/COCO (you could transfer directly any items from COCO to Drop Box) or standalone.


That said, I think Fozzie might be looking for more than the ordinary here. Based on some articles and interviews from Fozzie and David Reid I list in the third post linked above, I think he is looking for modular communally built modular structures. Think even beyond POS. Bigger, more modular, and not necessarily pointed at "space" as you know it.

More detail in the post, bear with me, but long story short, what if we could build...

  • Uber-bases, like Arek'Jaalan Site One in Eram (go visit!). Things that could potentially really defend against a concerted attack to take away these gates. Maybe something that operates under future conditions of sov that are NOT like those constraining us in the Dominion system.
  • Not just deadspace, but discovered-space acceleration gates. Think finding a star on the horizon, scanning it remotely, triangulating, and building a leapfrog network of slingshot gates one after the other to get there. This matches a lot of the current hints. Then you build a return gate and voila, new system. Just like Old Man Star in the chronicles.
  • Functioning Sleeper/Talocan structures. What if the "new space" is the virtual space the Sleepers live in? We have all the components already in game, the challenge will be gathering and rebuilding them, and then exploring this entirely new space.


Food for thought.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#960 - 2013-12-10 10:31:41 UTC
Rhavas wrote:
  • A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers.

  • I feel it was a mistake that the cyno inhibitor was not made useful for roaming. The certainty of being hot-dropped is the only reason I don't engage in roaming pvp.

    I was looking forward to these modules and when they I arrived, I was deeply disappointed.

    My suggestion would be:

    deploy the mini anti-cyno module (instant actvation, lasts 5 minutes).

    While operational, ships jumping to a cyno beacon on grid will appear between 100 and 250km away from the beacon in a random direction.

    Result:
    incoming fleet can still re-form and re-warp to the guy they are trying to protect but it will take them between 30s and a minute to do so. Thus the roaming fleet has the option of fleeing or staying to fight.

    Under these circumstances I would happily roam on a daily basis. I think you'd see lowsec and nullsec a lot more active.

    Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".