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Player Features and Ideas Discussion

 
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Completely new weapon/module suggestions

Author
Reiisha
#1 - 2014-03-27 16:24:35 UTC
Just something to jot it down. A quick search didn't yield any direct results, though i'm sure at least one has been suggested before.

1) A scanblocker module. A highslot module which, depending on the variation, blocks directional scans or cargo scans, in different ranges. The directional scanner module would be a combat module (as in, it initiates a timer when other objects are near but does not count as aggression otherwise), the cargo scanner could be debatable (it might be too good, or too bad for empire stuff).

Alternatively the module doesn't have a range and only blocks scans from seeing your own ship, rather than ships and objects inside the radius.

This could be extended to a probe blocker, though i think this might go too far (afk cloakers etc), you shouldn't be completely unfindable. On the other hand, instead of blocking probing, the module could simply make you look like a normal anomaly untill you get to 75% or higher.

2) A kinetic bomb. A bomb that does no damage (apologies for the confusion in the name), but instead acts as a massive bump to all ships in a 15km (or more) radius. They would be catapulted outward from the explosion at varying speeds depending on the mass.

This weapon would create a new use for bombers and might serve to get some interesting situations to happen. It would be plain fun in any case. It wouldn't do any damage, but it would count as aggression and can only be fired in 0.0.

3) AoE cloaking field. Only usable by black ops battleships. Radius of 15km around the BS is cloaked along with it. It's not a covert ops cloak (doesnt allow warping), but it does have a reduced reactivation delay like covert ops cloaks.

Considering the coordination this requires this could be quite fun with kinetic bombs, but also enables a whole slew of sneaky warfare tactics.

4) EMP bombs. Temporarily 'shortcut' the overview and other combat-related UI elements (5 to 10 seconds), aswell as break all target locks. This one should be rather self-explanatory.

5) Shiplinks. A module where one ship can link up to another, sharing things like capacitor and tanking, but not weapons. The ships have to be of the same class and only subcaps can make use of the module. They would register as just one target to hostiles. How exactly this would work i'm not sure yet, but i can imagine some interesting combinations. A range limitation would also be necessary, with a way for the ships to be unable to leave each other's vicinity. The module has to be present on both ships.

This would make things like escorting a lot more viable and could even create an entirely new line of work for mercs for example. I don't think this should work in deadspace though, would make missions far too easy. This is a difficult one to get to work properly though.



Anyway, just some ideas i had to get off my chest. Feel free to completely break them down :)

If you do things right, people won't be sure you've done anything at all...