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Player Features and Ideas Discussion

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

First post First post
Author
Rek Seven
University of Caille
Gallente Federation
#1241 - 2014-02-12 16:31:43 UTC
Mobile warp accelerator - increases warp speed of ships by 100% if you initiate warp within range
Dring Dingle
Viziam
Amarr Empire
#1242 - 2014-02-14 05:23:05 UTC
Wormhole generator

- Can only be anchored in K space. (cannot anchor one in J-space to get out)
- Will generate a wormhole to J space.
- Limited lifetime. ~ 1 hour. (maybe different sized generators for mass limits and lifespans)

Dringy o7
Jake Sake
Doomheim
#1243 - 2014-02-14 06:26:20 UTC
Quote:
[Beyond Rubicon] What Mobile Structures would you like to see?


None.
Loki Feiht
Warcrows
THE OLD SCHOOL
#1244 - 2014-02-14 22:40:09 UTC
I don't know about a mobile structure but a POS structure for repairing ships armour and hull while inside the shields would make a lot of sense Smile

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Loki Feiht
Warcrows
THE OLD SCHOOL
#1245 - 2014-02-14 22:45:22 UTC  |  Edited by: Loki Feiht
Dring Dingle wrote:
Wormhole generator

- Can only be anchored in K space. (cannot anchor one in J-space to get out)
- Will generate a wormhole to J space.
- Limited lifetime. ~ 1 hour. (maybe different sized generators for mass limits and lifespans)

Dringy o7


Hmm... I'm not sure about this although they do have similar structures for SOV.

I think an odd but fun mobile unit of this ilk could be a wormhole stablizer, keeps wormhole stable for 4 hours and closes at the end of cycle, would attract local sleepers to it, or have some sort of adverse effect on w-space on the whole leading to some sort of storyline and introduction of sleeper incursions... (w-space is already farmed, for those who are there this could actually make things a lot more interesting)

http://oldforums.eveonline.com/?a=topic&threadID=1480650

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Arthur Aihaken
CODE.d
#1246 - 2014-02-15 04:27:26 UTC
I'm still holding out for a local disruptor...

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

Machinn Shinn
Selinir
#1247 - 2014-02-16 07:54:17 UTC  |  Edited by: Machinn Shinn
I'd love to see a Mobile Drone Auto-Repair Unit Big smile

And a Mobile Missle Array. This thing holds 60 missle with a nice damage mod. 1 time use, non reloadable.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1248 - 2014-02-16 08:50:12 UTC  |  Edited by: epicurus ataraxia
Deception broadcast unit.

Basically a decoy and disguise unit.

Alters the results of ship scanning and d scan, modifies the reported information on all ships within a 3 km field of effect.

Shows a variety of selectable fits, And or ships.

Combat, PvE, all T2, "nothing of value here" and " gank me now loot pinata!"

Unit Not visible or probable, only appears on deployers overview.

Deployable in ALL space. Anywhere!

Plenty of uses for this!

There is one EvE. Many people. Many lifestyles. WE are EvE

Anaphylacti
Caldari Provisions
Caldari State
#1249 - 2014-02-16 10:26:09 UTC
What about some new mobile structures that pilots can sit in with their pods. They should have a warp drive so that capsuleers can move them around in space and jump them through gates and wormholes. These structures should also have slots to fit High, Med, and Low modules. Maybe some rigging slots with about 400 calibration points.

It would be REALLY nice if these structures also had slots to fit subsystems maybe had a sig of about 20 and base speed of about 400 m/s.

Now that would be a pretty nice mobile structure...
Tsikuu
Ministry of War
Amarr Empire
#1250 - 2014-02-16 18:35:36 UTC
System wide Wormhole Suppressor Unit. For the period of anchoring stops the formation of new wormholes within that system. Must be anchored within 100km of a stargate (taps into the gate to provide the energy needed etcetc). 24 hour lifetime, cannot online if there is an active WSU in any connecting systems.
Dark Reignz
Four-Q
#1251 - 2014-02-16 23:54:19 UTC  |  Edited by: Dark Reignz
How about a mobile cloaking unit.

Cloaks your ship and every fleet member within 50km of the unit. Can be activated and deactivated after deployment. Can also be scooped back up, scanned down and shot to bits.

Can imagine the fun with that one.


Maybe a few more for the laughs


Moblie Isk Generator. Passively aquire isk at X/per day. Anchorable in the same way as a pos. and only one can be deployed at a time.

Mobile Sentry/ Missile silos Can be deployed anywhere. In missions, in general space high or low sec. Will only activate when the person deploying has been engaged by rat, war target, criminal or at anyone in range in low /nulls sec.

Comes in 3 flavours and ammunition cargo bay size.

Small (lazer (s), projectile (s), missile (light) or hyrbid )- 300m3 ammo bay

Medium (lazer (M), projectile (M), missile (heavy/heavy assault) or hybrid (M) )- - 600m3 ammo

Large - (lazers (L), projectile (L), missile (Cruise/ torp) or hybrids (L) ) - 900m3 ammo


Mobile docking Hub
(like a station but much less capacity inside and far less HP) Cannot be rescouped and once destroyed, stays destroyed.

Troll Mode - ON

Cleopatrra
Lorcalon Industries
#1252 - 2014-02-17 18:07:24 UTC
I Was thinking of something like this. How about a moble Cloak Screen. Think smoke screen but in reverse.

Basicly. It sends out a bubble say 30-50km IN THIS BUBBLE it emits some kinda special space radiation. say tachyons/ sci fi particle. That sticks to ship hulls. This would visabily sick to any cloaked ship in the bubble giving you a visual indicator of there location. It would not though , Decloak said cloaked ships nor would it make them targetable or show up on overview.

You would still have to fly over to the ship and decloak and kill. But you would have a visual indicator of where the ship is in the bubble to guide you to them. This could be a answer to all the afk cloaking complaining out there. its balanced in that is just a specific area that gives an advantage to decloaking. Also any visual indicator wears off or is just gone once cloaked ship is out of the bubble. What do you guys think?

Also if something like this is used FOR THE LOVE OF GOD CCP. DO NOT USE YOUR DAM PARTICLE CLOUDS/SYSTEM FROM MISSIONS. Those things are brighter than the suns in your game.
Sarcasim
HOW to PEG SAFETY
#1253 - 2014-02-18 21:48:59 UTC
Elfi Wolfe wrote:
A gate/wm probe. Deploy, activate, it moves to stargate/wm at 100 m/s jumps through. Then it turns around and moves back to gate/am after taking a picture of overview. Since it only moves at 100 m/s be easy for a gate camp to kill. With speed at 100 it should take two minutes to get back to system. Unit has to be access to get a data log with the info. Gate camp could jump through right after the gate probe jump to try and catch the ship on the other side recovering the unit.

Goal: to make static gate camps less dangerous, to make dynamic gate camps more interesting.


I like and had this same idea. Same thing as using a frig from another account now. Gives the solo travler with only one account an option not to jump blind into a gate camp.
Crazy KSK
Tsunami Cartel
#1254 - 2014-02-19 03:35:44 UTC  |  Edited by: Crazy KSK
Cloak inhibitor:
stops the function of cloaks inside its radius of ~20km
takes ~1min to activate after deploying it
lasts for ~1hour
can't be deployed in a 40km radius around gates or stations

Quote CCP Fozzie: ... The days of balance and forget are over.

Captain DrunkBucket
Lubrication Industries
#1255 - 2014-02-19 11:06:32 UTC
- Deployable refining unit

The Jagji
Brotherhood Of The Risen Phoenix
#1256 - 2014-02-19 22:38:07 UTC
I would love to see a tractor unit with a drone bay.

How I see it working:

It can house up to 10 drones, but only have, say, 3 active at a time. Drone restrictions would be based on the model. Have a High sec and a Low/Null sec. High Sec box would only be able to use tech 1 drones, why the High/Low sec one would be able to use all techs. The main diff is that the Low/Null box would not be able to activate in High.

Both would not be allowed to have Salvage drones, so you still have to do that your self.

The drones would be automated by the box, and would ONLY protect the box. They would also only come out when needed, e.g. If an enemy gets with in 25-50 range, then it lunches them.

Also, if/when the box is destroyed, the drones, unlike abandoned drones, would turn in to free drones, and anyone who has free drone bay room can 're-connect' to them.

The unit it self would have more Shield and hull, but structure would stat the same.
Amahole
Interplanetary Trade Federation
#1257 - 2014-02-20 11:55:13 UTC
Mobile Mirco Slingshot jump bridge

drop from hold into space, auto-anchor.

depending on skills can sling one ship XXX AU (X amount of standard jumps)

will work hisec to hisec / losec / nullsec

New Navigation skill to train. level 1 totally random destination within jump radius level 5 within target system at target spot

one time use only

destroyed during use

only one MMS jump bridge can anchor on grid until it is destroyed.
Ltsaimon
Deep Core Mining Inc.
Caldari State
#1258 - 2014-02-20 16:27:32 UTC
I am not sure if this is proposed but

Local space alter mobile unit

give similar effects as inside wormhole
can give positive (shield boost for example) or negative (tracking loss, speed loss etc) effects.
can be loaded with effect charges (all charges with positive effect but not all is stackable)
anyone can put charges in structure
can't be anchored within 100 km at station, gate, pos....

Primary use PVP/PVE

can be used to boost own ship or if enemy get hold of it can be used to their advantage.

AOE about 100km would be enough not whole system.
Krackie
Segmentum Solar
#1259 - 2014-02-20 16:37:11 UTC
Mobile Surveillance System
Once deployed produces beacon much like ESS and can be accessed from this beacon in the overview.


Works in one of three ways.

D-Scan
Beacon can be clicked in overview and the player accessing it is provided with a 250Km D-Scan around the structure. D-Scan window works exactly the same as normal D-Scan allowing for overview filtering and such

ESS Style
Sends out a signal in local when a ship enters its range. Should have range significantly larger than ESS. This could become outrageously annoying in busy systems.

System Wide Look At
Beacon can be right clicked in overview and the look at command can be performed from anywhere in system giving the user a physical view of surveillance's grid.

The idea behind it is to allow care bears and ratters etc to be able to keep an eye on hot spots such as gates and stations. Although any care bear worth their salt will already be safe by the time local spikes it allows them to collect and pass on intel on activities such as gate fires and fleet movement.

Bo Jangles of EN24

Kal'el Nirukhi
Spartan Industries
#1260 - 2014-02-20 23:59:21 UTC  |  Edited by: Kal'el Nirukhi
solar lens: An anchorable anti-capital ship weapon that is anchored at the sun.
Can be controlled by anyone in range of the lens.
Target lock is provided by having 100% probe scan on the target,
after which you get an extra option on the scan probe ui: Aim Solar Lens ( the target will see a flickering near the sun if the lens is aimed at him )

When the lens is aimed the option switches to "Fire Solar Beam"

Comes with very very cool graphics