These forums have been archived and are now read-only.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
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1461 - 2014-05-21 22:47:00 UTC

I'd like a deployable that disabled all Remote Repair modules in the System.

It would may actually need to be a POS module that has some crazy online timer and creates a system beacon to let people know RR was disabled. I am debating whether capital modules should be effected by this, or whether only subcap RR should be hindered. Perhaps eliminating RR is too much, and this should instead just adversely alter RR modules (longer cycle times, less RR / Cycle, more cap / cycle, etc).

Nano Sito
#1462 - 2014-05-22 06:01:33 UTC
A Mobile Salvaging Structure would be a very welcome addition to the game. It rewards people who run missions without blitzing them (mostly newbies).
Netan MalDoran
Caldari Provisions
Caldari State
#1463 - 2014-05-22 08:11:54 UTC
tldr the 74 pages so sorry if this is a repeat. Mobile missile and EWAR batteries like a POS battery.

Do the Winnebago!

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Foxstar Damaskeenus
Caldari Colonial Defense Ministry
Templis CALSF
#1464 - 2014-05-22 09:47:52 UTC
Concord confusion model. Only lasts a few seconds but attracts concord to an area of space, like a gate, to either improve their response time at a location or distract them and give somebody 2-3 more seconds to shoot at something.

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

Regan Rotineque
The Scope
Gallente Federation
#1465 - 2014-05-22 11:08:25 UTC
Mobile medical/jump clone facility
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#1466 - 2014-05-22 19:31:37 UTC
I suggest everyone to have a look at this: link. I think it has quite important things to consider.

Whatever the deployables, it would be welcome to know what's going to happen with POS first. Are they going to get updated, having deployables as a complement, or are they going to be completely replaced by the deployables system?

Don't know, but removing everything POS have -I mean, their structures, their game assets- and have them replaced with deployables, which in theory can be placed everywhere and not only at moons, might be more effort than updating the POS code (or perhaps not!). If POS are removed, I would miss them... In my opinion, just a few small deployables can't replace the feeling of "my little home" you have when next to a tower several kilometers long, specially in W-space, where they feel like the only place to hold to something solid above the abyss.

Feelings aside, I'd like to hear what's the future of POS first.
Captain Finklestein
Doomheim
#1467 - 2014-05-22 19:39:02 UTC  |  Edited by: Captain Finklestein
I might get flamed for this, but throwing out the idea none the less.

Mobile Mass Increaser
Purpose: To balance out miner bumping

Anyone within 2,500m of the deployable has their mass increased to a point where they can barely be bumped. The deployable may be shot, rendering it immediately useless much like fitting with the mobile depot. It can however be repped up making it useful once again.

This means to bump miners, you need to have someone on grid turning himself suspect by shooting the MMI each time it's repped up and activated again.

Thus giving the miners a tool to fight back with while still preserving the ability to bump.

It's just more financially viable for me.

Axe Coldon
#1468 - 2014-05-22 22:33:24 UTC
Komodo Askold wrote:
I suggest everyone to have a look at this: link. I think it has quite important things to consider.

Whatever the deployables, it would be welcome to know what's going to happen with POS first. Are they going to get updated, having deployables as a complement, or are they going to be completely replaced by the deployables system?

Don't know, but removing everything POS have -I mean, their structures, their game assets- and have them replaced with deployables, which in theory can be placed everywhere and not only at moons, might be more effort than updating the POS code (or perhaps not!). If POS are removed, I would miss them... In my opinion, just a few small deployables can't replace the feeling of "my little home" you have when next to a tower several kilometers long, specially in W-space, where they feel like the only place to hold to something solid above the abyss.

Feelings aside, I'd like to hear what's the future of POS first.


Rethinking POS's would be okay with me. As long as they have some sort of defenses.

I would like to see modular dockable pos's. Not attached to moons. Let people scan them down. its not hard. Now some just send peeps in to visit all the moons. I see nothing wrong with having to scan them. Then we can be creative with how we use them.

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Hoddafas Doaken
Dark-Rising
Wrecking Machine.
#1469 - 2014-05-23 06:38:27 UTC
Gate sentry guns for nullsec sov stargates.
Rek Seven
The Scope
Gallente Federation
#1470 - 2014-05-23 07:52:50 UTC
I don't think CCP are paying attention to this thread anymore but i would just like someone to "fix" the mobile deployables we already have in game.

+ The cyno jammer should be able to be deployed closer to gates, POS and stations
+ Scan inhibitors shouldn't be single use. The owner should be able to scoop them just like the depot
+ All deployables should have more HP so they can be used in combat
Abrazzar
Vardaugas Family
#1471 - 2014-05-24 01:44:11 UTC
Proximity Probe: Gives you a ping when someone enters the grid in which the probe is anchored. Does not work on cloaked ships but will ping if a ship uncloakes on grid. One use. Lifetime dependant on tech level, something between 30min and 3hours.
Herzog Wolfhammer
Sigma Special Tactics Group
#1472 - 2014-05-24 02:15:22 UTC
"Rally Beacon"

This is a deployable that will appear in every overview in the system and getting info on it reveals the owner. Anybody can warp to it.

That's all - I can list tons of uses for what is basically an instant public bookmark.

Bring back DEEEEP Space!

Ra'Shyne Viper
Native Freshfood
#1473 - 2014-05-24 08:50:30 UTC
Mobile Distress beacon

DUST 514 player

Ingame name: Vin Vicious

Raw Matters
Brilliant Starfire
#1474 - 2014-05-24 19:24:11 UTC
Well if it is cristmas-wish-list-time... here are my ideas. ;)

  • Mobile Warp Inhibitor - This module will target any hostile (attacking the owner, bad standing to the owner) and fire a scrambling beam at them to disable warp.
  • Salvage cruncher - Companion of the mobile tractor beam: it will salvage all wrecks in range.
  • Mobile repair/shield transporter unit - Works like your favorite logistic friend, but must be placed close to a structure to function properly (tower, station)
  • Mobile Cyno Generator - Fire & forget cyno generator for your fleet (or anyone?) to prevent all those poor rookie ships from being destroyed pointlessly. Cannot be retrieved, but is cheap to buy/build.
  • Mobile Tractor Unit T2 - Same as the T1 version, but allows everyone to access it (even pesky thieves!). Will take much longer to anchor, but will stay in space for 1 month.
  • Dual-link portal - Comes in pairs and if set up and linked properly it will form a jump portal in both directions. It will not require any fuel itself, but the ship that wants to jump needs to have fuel accordingly. No access restrictions, because we totally want the red guys appear right next to you totally unexpected.
  • Mobile auto pilot - To activate you first need to set a route, then activate the module. If you do, you will be ejected from your ship and the auto-pilot will take your place. The ship will then auto-pilot to the destination and stay there. The ship cannot be boarded, at least not until the auto-pilot is deactivated again. Which will hopefully be inside a station.
  • Mobile Sensor Array - If placed somewhere, it will activate and stay there until retrieved. Via a new menu you can access your currently placed beacons and they will give you some statistical information (slightly delayed/cached) about their immediate surroundings: number of pilots close by, the ability to query market data of the station (if any close by), number of cosmic anomalies in that system. Low HP, no Concord intervention, but will give aggression flag (we don't want Jita to be flooded with these).
Saisin
Chao3's Rogue Operatives Corp
Chao3 Alliance
#1475 - 2014-05-24 22:40:23 UTC
Did not read the 74 pages, so if it has been suggested before it gets a +1 from me.
Not my idea either, but found it Here.

Have a mobile structure that breaks off-grid boosting links.

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Casualitis
Deep Core Mining Inc.
Caldari State
#1476 - 2014-05-25 14:10:59 UTC
Portable "battering ram" for taking down abandoned offline poses
Deacon Abox
Black Eagle5
Villore Accords
#1477 - 2014-05-25 14:28:00 UTC
Probably been said before, but

How about a mobile Off Button for features that mess up the "immersive" experience of Eve, like P

tool tips, nauseating and annoying gate jump and autoscan visuals, some soon to come UI or graphical change that the player base was not requesting but which some group of devs and their boss thought wasn't a waste of resources to develop and force feed to the playerbase.

Thanx in advance.Smile

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Santo Trafficante
Kira Inc.
#1478 - 2014-05-26 11:00:12 UTC
Mobile tracking agent. i was expecting this for quiet sum time.It will be a good addition for the full Attentiontime bounty hunters
w3ak3stl1nk
Hedion University
#1479 - 2014-05-26 14:24:20 UTC  |  Edited by: w3ak3stl1nk
Mobile signature radius booster. Increase signature of ships in area... This would increase targeting speed for all and missile damage for all in range. Mobile target painter... But paint everyone including the person who launched it

Is that my two cents or yours?

w3ak3stl1nk
Hedion University
#1480 - 2014-05-26 14:33:19 UTC
Mobile local disruptor. If in radius can't see anyone in local.

Is that my two cents or yours?