These forums have been archived and are now read-only.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
Swiftstrike1
Swiftstrike Incorporated
#1061 - 2014-01-06 18:35:37 UTC
Mobile gravity bubble. Increases the mass of every ship within range, similar to how a MWD increases mass. Conservation of momentum (haha gd jk, this is eve) means that ships entering the bubble suddenly lose speed while ships leaving the bubble suddenly gain speed. All ships have reduced manoeuverability while inside the bubble due to their increased mass.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Swiftstrike1
Swiftstrike Incorporated
#1062 - 2014-01-06 18:42:44 UTC
Mobile Mico Jump Magnet (MMJM). A direct opposite of the recently announced "MMJU". Once online, any micro jump event (module or deployable) which is initiated within 100km of the MMJM will terminate in a random position within 10km of the MMJM.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

mr roadkill
Silent but Violent
#1063 - 2014-01-06 22:44:39 UTC  |  Edited by: mr roadkill
>>I would like to see a Mobile reactor core.

The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.

The labs can be used to research, manufacture and invent as well as reverse engineer.

The Docking levels come in several sizes, one that holds Sub caps and one that holds caps.

You can also attach weapons modules to this setup.

The reactor core could come in different flavours, each one providing a bonus to a specific aspect, One grants faster research, another faster manufacturing and another one allows more docking facilities or weapons.

Once docked maybe you could get a CQ, or a view of your ship docked but the option to switch view to the guns if fitted should the station get attacked.

Maybe also some modules that reduce the sig of the station and make it harder to scan down, but at the expense of something else - like the amount or firepower available?

Rather than racial stations... They should initially be more generic in appearance like the mobile depot.

This would replace the current antiquated pos mechanics.

>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit.
Hrett
The Scope
Gallente Federation
#1064 - 2014-01-07 00:57:00 UTC
I will admit it: I did not read all 54 pages.

So:

Mobile Photonic Usurping Subspace Sensor Yolking Deflector: Prevents Offgrid Boosting benefits from entering grid. Allows on-grid boosting.

The name might need some work.

spaceship, Spaceship, SPACESHIP!

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1065 - 2014-01-07 12:01:43 UTC
mr roadkill wrote:
>>I would like to see a Mobile reactor core.

The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.

The labs can be used to research,

<...snip...>

Rather than racial stations... They should initially be more generic in appearance like the mobile depot.

This would replace the current antiquated pos mechanics.

>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit.


Ties with my suggesting for revamping POS as structures built from mobile modules. Modules would have racial bonuses allowing the constructor to really fine tune the base. Also how about being able to anchor starbase structures in open space without requireing empire permission. Downside would be needing additional attitude control/grvitational units to make the station usale, upside is you aren't tied to planetary orbit anymore.

Switching POS functions to mobile structure constructed bases would allow a move from the old POS code too.
Gibbo3771
AQUILA INC
Verge of Collapse
#1066 - 2014-01-07 12:27:49 UTC
Never read all the pages but I will go ahead and express my opinions on one of the ideas someone has posted, also the current mobile units.

Mobile Salvager -

No, just no. It is already bad enough that bears can blast through missions in a bastion fit marauder while having no fear of death due to stupid tank. It would remove the use of a Noctis all together.

Mobile Tractor -

The players screamed and screamed for CCP to finally add a ship dedicated to salvage/tractor, now it is out the window. Well done.

Mobile Depot -

Not even functional, try fixing this before you add more useless shite. By functional I mean that it is ******** that everyone has to carry their own personal one, may as well call it a personal depot or even better, just allow ships to go into a "fitting mode" which takes 60 seconds, locks it in place as if it had lit a cyno and let it drag all the ******* modules they want on and off.

How does that sound? Seriously, I said recently that EVE had no direction in terms of feature implementation and design, I changed my mind when CCP started to post detailed blogs about the structured approach they were going to take when rebalancing ships, now it is back to the way it is before. No direction, adding random stuff to keep it "fresh". When all people really want is a proper drone UI, proper POS UI and management system and a proper role system.

Priorities **** up.
Gibbo3771
AQUILA INC
Verge of Collapse
#1067 - 2014-01-07 12:36:31 UTC
Adinor Asidi wrote:
Sebastian Hoch wrote:

1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.


Excellent idea! Will add whole new chapter into the game.


LOL.

Just no, **** off. This is not second life. I want to go and PVP and not have to worry about being "jailed" for days before I get executed or released.
Frost Journeaux
Sub--Zero
#1068 - 2014-01-08 06:32:41 UTC
Mobile camera or local monitoring structure. Use able from other systems. Reads out the local channel like any other chat channel.
Frost Journeaux
Sub--Zero
#1069 - 2014-01-08 06:43:59 UTC
Pos power unit solar collector. Takes 1 less feuled block per hour per unit attached

Pos cpu Co processor allows more cpu for a pos
Pos power grid upgrade increases power grid for a pos

The previous two add the need for additional feul blocks per hour.
mr roadkill
Silent but Violent
#1070 - 2014-01-08 08:21:49 UTC
Corraidhin Farsaidh wrote:
mr roadkill wrote:
>>I would like to see a Mobile reactor core.

The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.

The labs can be used to research,

<...snip...>

Rather than racial stations... They should initially be more generic in appearance like the mobile depot.

This would replace the current antiquated pos mechanics.

>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit.


Ties with my suggesting for revamping POS as structures built from mobile modules. Modules would have racial bonuses allowing the constructor to really fine tune the base. Also how about being able to anchor starbase structures in open space without requireing empire permission. Downside would be needing additional attitude control/grvitational units to make the station usale, upside is you aren't tied to planetary orbit anymore.

Switching POS functions to mobile structure constructed bases would allow a move from the old POS code too.


Much better than these gimmicky Jesus features we are being offered.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1071 - 2014-01-08 10:22:43 UTC
At least the deployables can just be cut from being sold if they don't work out. In fact using the mobile structures for these ideas is a good plan since they can be added and dropped easily (or amended for rebalance).

I'm liking the 'idea' of mobile structures more than the current structures themselves. I have no problem with the tractor unit per-se, the noctis will still be much faster at salvage in large rooms since the tractor only does one wreck at a time and there is a 10 second cycle time. Not used the mobile depot yet but think I probably will do once I get into exploration.

Not so sure about the new structures...will have to see how they pan out but can't see them adding too much yet based on the comments above.

The idea of using mobile structures for POS is growing on me more, it would reflect the true complexity of a POS in terms of how to build one, would give the min-maxers a field day and everyone else a much more flexible structure.

This could easily be tested by using them to build stations outside of planetary anchoring. Then if it works roll it out as POS replacement. If not simply remove the ability to build them un-anchored (A concord crackdown with re-imbursement of cost to keep capsuleers sweet would do the trick).

This could also be used in a series of missions/events to introduce them too. Have capsuleers produce the station items firstly via PI/mining/maunfacture, then position them somewhere for a given reason (and have 'defend the station' missions), set missions for explo based around the station locations, introduce anti-rat missions, lead up to live events...
Endovior
PFU Consortium
#1072 - 2014-01-08 14:04:41 UTC
Personally, I'd like to see Acceleration Gates / Deadspace Pockets as something players can do on purpose. You obviously don't want to just anchor a deadspace bubble, since that'd be an OP way to throw down invincibility for your fleet.

You would, on the other hand, want it to look more like this; the Acceleration Gate itself as a mobile deployable, leading to a fixed area (or series of 'rooms') out-system, that could only be accessed using these gates. These rooms would be a relatively defensible place to anchor mobile deployables (in particular, the more 'economic' types of deployables, like factories and refineries), since you'd need to get there by traversing the acceleration gates normally. Naturally, that's a double-edged sword, since the first fleet to be in position in a deadspace complex would have an advantage against anyone else entering after, since all deadspace pockets only have a single entry point. And, of course, specific closed-off sections of deadspace, only accessible through specific known points, would be perfect places to anchor deployable guns.
Neezir
First Sphere
#1073 - 2014-01-08 17:33:40 UTC  |  Edited by: Neezir
A sentry post. You deploy it, set a range, and it cloaks. If anything not you comes with in that range, it decloaks and broadcasts to you that it has been tripped. It doesn't say what tripped it or who, and gets a timer on its recloaking so that it can be attacked and destroyed.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1074 - 2014-01-08 17:59:21 UTC
Funny fact. All these deployable units are NOT mobile and are fixed in sapce, yet every single of them has the word Mobile in name!

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kytayn
Kronos TEchnologies
#1075 - 2014-01-09 01:12:07 UTC
Drone Nip
Drop a Mobile Drone Attractor on the field and all drones ignore whatever their last command was and attack (or rep, or fly to) it. A simple contravening command from the drone runner cancels the effect, until the next pulse in 2 minutes. Single use, lasts 30 minutes.

Racing Gates
The lights go off as you fly through them. Then reset after 30 seconds. Single use, lasts a day.

Mobile Cloak Bubble
You know something's in there, but you don't get to see until you're inside. Includes d-scan block, but the structure itself is easily scanned. Jack-in-the-Box.

Be careful in Pulsar systems, you might get Pod Flu.

(Bio for YouTube reading)

Arthur Aihaken
CODE.d
#1076 - 2014-01-09 02:35:12 UTC
I asked for a Mobile Local Disruptor… I'm getting the Mobile Game of Shells instead.

I am currently away, traveling through time and will be returning last week.

Samuel Caldara
Caldari Provisions
Caldari State
#1077 - 2014-01-09 04:25:54 UTC
Something I thought of -

Mobile (or rather immobile) camera units. Will open a window that will allow you to see the view from the deployable. No local, just overview and vision. Would allow single people to keep an eye on multiple wormholes or allow someone docked in station to see undock.
mr roadkill
Silent but Violent
#1078 - 2014-01-09 10:23:04 UTC  |  Edited by: mr roadkill
How about having a comms beacon and a Comms scrambler as deployables.

The comms beacon send out a pulse across the whole system and frequently updates the local chat channel with the names of people in local (so it will work as it does now). The comms scrambler once deployed interferes with this signal and makes local a delayed update or you only appear when you speak in the channel.

This means that nullseccers must lay down some infrastructure to get their local intel channel and also means that it can be sabotaged - this gives smaller raiding groups something to do besides look for ganks since the deployable can be hit my a small team rather than a fleet of caps.

The comms beacon (not the scrambler though) could even be part of my previous idea about the pos replacement - So you have to have like a comms station in each system.
Altrue
Exploration Frontier inc
Tactical-Retreat
#1079 - 2014-01-09 11:15:20 UTC
Swiftstrike1 wrote:
Mobile gravity bubble. Increases the mass of every ship within range, similar to how a MWD increases mass. Conservation of momentum (haha gd jk, this is eve) means that ships entering the bubble suddenly lose speed while ships leaving the bubble suddenly gain speed. All ships have reduced manoeuverability while inside the bubble due to their increased mass.


THIS !
I'm not sure about the momentum thing though. It would probably be hard to code and not very useful. PLUS, if it acts like what is already in place, you could even consider using these to make a ship entering the field, pre-aligned, insta warp. Which is very cool to do, even if a bit hard to set up.

Swiftstrike1 wrote:
Mobile Mico Jump Magnet (MMJM). A direct opposite of the recently announced "MMJU". Once online, any micro jump event (module or deployable) which is initiated within 100km of the MMJM will terminate in a random position within 10km of the MMJM.


THIS ! ♥
Only one can be anchored within a 200km radius, meaning they cannot overlap, meaning you have to place them carefully eventually. Just like the cyno jammer.
Substancial cost of course. In line with cyno jammers.

I'm affraid that it would render Large Micro Jump Drives useless though, maybe try to limit their efficiency on them, or limit the MMJM to only affect MJUs.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Altrue
Exploration Frontier inc
Tactical-Retreat
#1080 - 2014-01-09 11:31:34 UTC  |  Edited by: Altrue
Mobile Wormhole stabilizer (variation) !
Must be put on both sides. Freezes remaining lifetime, does not affect remaining mass. Requires strontium to function (low cost, high volume). Quite expensive (~50 mil each side, ~20k m3 each). Battleship EHP, but can be reinforced when hitting 25% shields. Generates killmails, cannot be scopped in reinforced, cannot affect lifetime in reinforced. Can be onlined in high sec if you put starbase charts in the high sec side, with strontium of course. Remaining strontium determines the reinforced time when reinforced.

Mobile Escape Unit
Requires liquid ozone dependent of the mass of each ship. (Much less than a pos jump bridge though). Teleports anyone not disrupted/scrambled activating it in a random system in a 2LY radius (Different for each person :D). Locks on stargate signatures to compensate the lack of cyno, so you spawn at random gates in random systems at range. You can appear in high sec if at range. Cannot be anchored close to stations, stargates, etc... Cannot be used on capitals. Generates PvP logoff timer. 400m3. Works when bubbled. (Otherwise there is no point in using this structure if you can simply warp off)

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart