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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
Alexander Lion
Suicidal Actions
#1501 - 2014-06-18 11:08:01 UTC
Mobile Gas Compression Module

With the new expedition ships it would be great to ninja salvage drug relatet gas sites in 0.0. Unfortunatly each unit of gas has a volume of 10m³.

The module can be deployed and you store your harvested gas in it like the new compression array for posses.
It compresses 10 units of gas into 1 unit of compressed gas. so you can decrease the volume from 10 units of gas (100m³) to 1 unit of compressed gas (1m³). and due to physics the preassure increases to 100bar per compressed unit of gas^^.

anchoring and online times like the ones from mobile depot with a volume of 30m³ when in cargo.
Jason Amelana
Amarr Empire
#1502 - 2014-06-18 21:48:40 UTC
Totally Abstract
#1503 - 2014-06-19 01:07:14 UTC
What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?

For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km
Jasmin Fox
Keeper of the Black Star
#1504 - 2014-06-19 06:42:21 UTC
I like to see this one: Mobile Interference Bubble
(sorry for opening a topic for that)
Edwin McAlister
Empire Hooligans
#1505 - 2014-06-19 07:58:29 UTC
Mobile Sensor interferance bubble

Radius 250km
Effect: reduce sensor strength of ALL ships within the radius by 75%
Dig Mangeiri
#1506 - 2014-06-19 08:23:06 UTC
A drone hive. Cause drones are awesome.

A decoy system of some kind, I am not sure what. Make people think you are there when you are not. (Please don't get into the AFK cloaking debate). Maybe a transponder matching your ship frequency.

Something like the probes SG1 sent through gates. Get remote analysis of systems, and what materials are in it. Easily destroyable.
Goti fase
Faulcon de Lazy
#1507 - 2014-06-19 11:41:42 UTC
Mobile Mining Array

Does what it says on the tin.

Very flimsy so easy to gank.
High material requirements to make it expensive perhaps.
Small version has mining capability of a t2 miner
Larger version has mining capability of a t1 strip miner
Hulk-esque ore bay size
Only 1 can be deployed per pilot, automatically shuts down when pilot is not on grid.

Alternatively this could be made as some kind of mining sentry drone?
LoTax POCO Company of HiSEC
#1508 - 2014-06-22 21:18:38 UTC
Mobile Salvage Unit

One salvager and only works in conjunction with a MTU.

Expires after 2 days.

You Miners think you have it so damn tough.  When I first started playing we didnt even have mining lasers.  You had to fly close to an asteroid.....pop a hatch and gnaw at it with your teeth.   - Bitter Vet

#1509 - 2014-06-23 15:25:53 UTC
Mobile Med bay for clones.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Lucius Regni
#1510 - 2014-06-25 02:38:56 UTC
I suspect this has been said before, because it's such a pleasant idea.

I want a vending machine.

Limited variety and quantity of items for sale in it,
has a reinforce timer,
you don't get isk from the sales until you pick it up.

can haz?
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#1511 - 2014-06-25 14:46:45 UTC
If it hasn't been brought up already:

Portable Repair Facility

Portable Docking Station (restricted to certain ship sizes only) - Could be used with the storage mobile in game for a cheap fast and temporary PoS in any location for whatever reason.

Temporary Mobile Defense Turrets to perhaps work with the PDS above.

Mobile Asteroid Belt Booster (works only in one belt each, and only affects that player or their fleet)

Mobile Intel Unit (preinput set parameters to detect at any location and have it feed it back to you via in game mail) -set range

Portable Drone Hub, store your drones in it, will auto attack any hostile that engages it or any enemies of your corp, alliance, or faction. Drones effectiveness and range modified by skills already learned and trained of course.

Eagle's Talon's
#1512 - 2014-06-29 20:25:12 UTC
scorchlikeshiswhiskey wrote:
What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?

For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km

That would be interesting to deploy in high sector belts.

You would first have to collect such stuff from a WH using a special ship and then built the data core in a PI facility where the Depot would then release the stuff.

Limited time of stuff release would be twenty minutes to an hour and depot itself would be a worthless hulk after two hours.

Cost of the depot - 50 million isk.
Eagle's Talon's
#1513 - 2014-06-29 20:28:41 UTC
Probably already posted.

Mobile Ship Scanning Depot - would scan a ship every minute and then send the results to you in an email. The depot could be turned on or off would have a lifetime of ten days and would have base attributes the same as the Mobile Depot.
Native Freshfood
Minmatar Republic
#1514 - 2014-06-29 23:21:34 UTC
Mobile asteroid attractor - A unit which is launched at an existing asteroid belt. After downtime, all existing asteroid in that belt will be closer together making it easier to mine without having to move around as much.
Alternative Splicing
Captain Content and The Contenteers
#1515 - 2014-06-30 23:46:25 UTC
POS empires are too easily maintained and defended, with perfect intelligence being relayed at all times - a sneak attack on one is never possible. No matter how remote a POS is, once notification of its timer is sent, its defence is virtually secured.

A 'clandestine signal distortion array' would be good deployable to add to the game. It would last one week in space and would not be attacked by POS modules. After two full days of being in space, as to allow time for the POS owner to find and destroy it, it would prevent the POS from sending any notifications to its owner.
Sad Najwyzszy
#1516 - 2014-07-01 15:18:11 UTC
mobile compression and refining modules. Useable also for modules and just minerals.

Tauren Transit
#1517 - 2014-07-01 23:06:37 UTC
Mobile Fleet Booster Unit. Projecting fleet boosts within its AOE sphere.
Alador Afuran
#1518 - 2014-07-01 23:25:02 UTC  |  Edited by: Alador Afuran
No more conts on jump gates. Mobile Billboard. Only for corps with 10 members or more. Player have pay for the place weekly (no idea about price). Anchoring = V (IV). Distance = 50 km. from the gate and each other.
Chao3's Rogue Operatives Corp
Chao3 Alliance
#1519 - 2014-07-02 02:03:27 UTC
Mobile cyno hacking device

Deploy after a cyno is lit in system, and will hack its signal immediately (no delay one launched).
Ships using this cyno once deployed will land to the mobile cyno hacking device, instead of the actual cyno they intended.
One use only.
Create its own beacon in system, to generate good fights :)
Can not be lit from any frigate size ship, and lasts as long as the hacked cyno.
The ship dropping it would have to remain within a short to medium range to keep it active (plus possible sustained cap expenditure)

Let's have space faring wreckers...

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Eagle's Talon's
#1520 - 2014-07-02 14:03:22 UTC
What is needed in High Sector is a Depot that will allow for Kill Mails of -5.00 to -10.00 to be used to get items of value.

Basically the Kill Mail is placed into the Depot and depending on a very stringent set of guidelines would issue an item of value to the Kill Mail Holder.

Kill Mails based on War Dec's and Faction Warfare would be prohibited.

The value of the Kill Mail would be reduced by half if the Kill Mail is sold to another pilot and by twenty five percent if sold to a corporation or alliance member. The value would remain the same if the Kill Mail is made available to everyone.