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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
dusted007
CHOAM Research.
#1921 - 2013-09-22 12:08:51 UTC
Finish the logistic drone, add cap transfert and hull rep drones
Smug face Makbema
Hedion University
Amarr Empire
#1922 - 2013-10-31 13:37:27 UTC
Automated missile bays

Rig that’s cuts the missile reload time

T1: would be 2 seconds shorter reload time
T2: Would be 3 seconds shorter reload time

Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.

It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.
Denson022
Brutor Tribe
Minmatar Republic
#1923 - 2013-11-03 01:19:45 UTC
Smug face Makbema wrote:
Automated missile bays

Rig that’s cuts the missile reload time

T1: would be 2 seconds shorter reload time
T2: Would be 3 seconds shorter reload time

Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.

It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.


+1
Soledad Chang
Doomheim
#1924 - 2013-11-09 18:17:30 UTC
I have been trying to come up with a reasonable Point-Defense System module for destroyer class and up. Frigs might be able to use this as a serious upgrade to dps, if the ability as limited, however, I think i have a workaround for that issue entirely:


make the pds AI-controlled.

Stats should be similar for each size, make it a high or mid-slot, and give it a low cap-drain factor. Should be a projectile turret I think, as these naturally have the lower cap needs, and higher rate of fire.

You could even make the turrets small enough that they would be the same for each class, yet increased ship size means increased number of turrets per module.

The AI would target drones, missles, and maybe even attempt to shoot Rail rounds. Totally ineffective against lasers, but there could be a reflective chaff-type system for reflecting lasers.

In theory, you could even take this a step further, and create a defensive ship designed specifically to counter wolf pack type attacks on larger ships. But, if this design were to be implemented, then it would need to be a cruiser/destroyer class vessel.

Possibly a PDS drone type? Targetable to guard specific friendly targets?
Willaev
The Fork
Clever Use of Neutral Toons
#1925 - 2014-01-29 14:35:02 UTC
Small, Medium, Large Isotope Neutralizer/Nosferatu. Functionally similar to energy neuts/nos, but drains fuel isotopes from capital fuel bays.

1 or 2 would have little effect on a capital's ability to jump or use other modules (Titan Doomsday) in a reasonable amount of time, but dozen(s) would drain enough over time to decrease jump range or prevent a capital from jumping at all, or using other modules that require isotopes once dry.

The Isotope Nos would allow for the transfer of isotopes from one capital fuel bay (the target) to another.

Kadazer
The Scope
Gallente Federation
#1926 - 2014-01-30 22:55:50 UTC  |  Edited by: Kadazer
Missile barrage pod
Fires a swarm of guided missiles at all targeted ships within range. It fires a maximum amount of missiles per ship and a maximum amount overall. It has to reload after one shot for a longer time.
Kadazer
The Scope
Gallente Federation
#1927 - 2014-01-30 23:19:10 UTC
Nanite Cannon
Fires nanite loaded projectiles which explode on impact and release an aggressive nanite swarm. The initial damage is not very high but ships attacked by the nanites take constant damage. The nanite swarms fade over time. All active nanites attack the last by the cannon hit ship. Depending on the nanite type the damage type done differs.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1928 - 2014-01-30 23:37:34 UTC
Example for meta I 200mm AoN Plate

Fitting:
Low slot
Power: 6 MW
CPU: 26 tf

HP bonus: 200 HP
Armour resist: 12.5% across the board

Mass addition: 80000 Kg

The idea of this module is that non-essential areas (crew quarters, passenger quarters, bits and pieces of superstructure, holdspace) etc) Have no impact on vessel performance in combat if they are perforated/incinerated. Armour plate and nano-membrane performance enhancements are concentrated purely over those critical areas most required.

Basic Principles: Total weight of armour is less as less plate is used
Raw HP bonus is less as less plate is used
Resistances are boosted as plate and nano-membranes are focused on critical areas.

This module does not perform as well as armour plate and EANM together, but has a lower mass, therefore impacts speed and agility less.
sprototles Ganzo
Big Fat Panda Corporation
#1929 - 2014-02-18 09:05:58 UTC
OVERHEAT DRONES !!!

My ideas...pls chceck them :) Battleship Yamato - http://bit.ly/1e3fPJY Nice Missiles - http://bit.ly/1f8j8Wb OVERHEAT Drones - http://bit.ly/1bh8MT8