These forums have been archived and are now read-only.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
TheFairyClinkerBell
Zero Gravity Geology
#1581 - 2014-09-02 12:02:22 UTC  |  Edited by: TheFairyClinkerBell
I did have a look in the thread for something like this but I gave up after 20 pages and only as I was writing this did I see the post from Elisiist Aldent which was slightly like what I'm about to suggest.

Envisage a module that can be only be deployed within 50km of a jump gate in either low or null sec and, after activation, generates a field with a radius from the centre of the jump gate and has one of the following abilities (selected by the pilot when deploying) and these apply when the vessel enters the effect radius (regardless of whether it is cloaked/just jumped in):

  1. the field causes any vessel within a 500/750/1000km radius of the gate to have no list of pilots and to act as though in delayed mode.
  2. the field causes any vessel within a 2000km radius of the jump gate to not have any Local chat window functionality for a period of two and a half minutes.

Local would function normally for anyone out of the radius of the module and people entering/leaving would appear/disappear as they currently do.

The first effect would be useful for people just on or off grid who are laying in wait in a cloaked ship whilst the second effect could be very useful for hiding a fleet either in warp to the gate (who'll be landing in a minute or two) or hiding just off-grid but aligned and ready to warp.

Due to the nature of the module it would affect all vessels within any field radius and d-scan would only show results outside of the effect radius. e.g. Any objects within radius do not appear on d-scan results, but outside of this they would appear as normal.

Notes:

The module would have the following properties:

  • Be single use only with a fixed life of 2 hours
  • Small enough (~50m3) for any a ship of frigate size or larger to carry and deploy
  • Deployment/anchoring time of 60 seconds
  • Only one module could be deployed within gate range at one time
  • Reinforcement timer of 30 or 45 minutes once shield reaches 25%
  • HP: 250,000 Shield, 100,000 Armour and 40,000 Structure with 50/50/50/50 resists

HP statistics are just an idea, I've used a multiplier of 2.5 as the basis for these but of course they may be too much or too little.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#1582 - 2014-09-03 01:15:06 UTC
Mining disruptor: Instead of siphoning moon material, reduces the amount mined by a larger percentage and doesnt take anything.

Remote Cyno Unit: Able to remotely light cyno within certain light year range.

Sheild Siphon unit: Slowly depletes pos shield over an extended period (a few days, time varies on HP and resists?), causing it to reinforce. When deployed POS owner recieves mail notification (something like "anomaly detected in shield subsystem" or "anomalous shield fluctuation detected"), usable only in low and null. Essentially assists in taking down unattended pos's.

Stationary smartbomb: Anchorable smartbomb structure (small med large = single smartbomb module from equivalent ship size) Short time duration (<30 mins?) damages istelf with the smartbomb, and thus has limited lifespan/number of pulses. Limitation of units deployed on grid (or by corp/allaince) at any given time?

Billboard: Advertise whose space this is, or tell them to get out! (sov null, only withing certain distance of gate)
Lonewolf174
Deep Core Mining Inc.
Caldari State
#1583 - 2014-09-03 01:27:14 UTC
Cynosural Disruption Unit: Viewable on overview, Area of effect in AUs, any ship jumping to or from an area in its effective area is displaced from landing spot by greater distance than 5km (maybe up to 50 or 100km radius, possibly more?) Anchor time: 1hr usable only in owned systems with cynosural jamming upgrade. Intended effect: discourage direct hotdrop capital use in certain area of system.
Escort DarkAven
Sebiestor Tribe
Minmatar Republic
#1584 - 2014-09-03 11:30:51 UTC  |  Edited by: Escort DarkAven
To many pages to read.. so possibly allready posted.

Deployable Covert Ops Cyno.

50m3
Deploy time, 10min
Activation time, 1hr - then goes inactive
Activation cost 25 LO
Cargo Capacity 100 units of LO
Only deployable in -0,4 and below security sectors

(Construction cost 50-100mill )

The idea is a deployable beacon that allows a group of Black Ops, to jump back without needing a cyno alt in the return system.
There is a steep deploy time, to try and keep ppl from bringing it on every single noobship they own.

After 1hr the cyno goes down, and the beacon has to be reactivated.
Momiji Sakora
Omni Galactic
Central Omni Galactic Group
#1585 - 2014-09-04 20:59:47 UTC
Can we have mines back? :D
Tau Cabalander
Retirement Retreat
Working Stiffs
#1586 - 2014-09-06 00:32:42 UTC
Mobile Compression Array
Tolkaz Khamsi
Empire Reclamation Services
#1587 - 2014-09-07 18:42:43 UTC  |  Edited by: Tolkaz Khamsi
Tau Cabalander wrote:
Mobile Compression Array


Please, please, please do this. This would make my logistics chain *so* much more efficient. My miners can just compress right in the belt, the hauler picks up. The Compression Unit could have the same penalties/attack profile as the MTU to preserve the risk profile, and it wouldn't compete with POS compression as the Mobile Compression Unit would be only for a given pilot, not for a whole corp.

With the Mobile Depot and Mobile Compression Unit, I can run small mining ops anywhere in Eve space and not have to mess around with POS nonsense. (PVP pilots also get a brand-new way to grief miners. Win win!)

Edit: alternatively, add Compression to Exhumers so you can compress ore right in the bay (mini Rorqual!). That would give, e.g., the Mackinaw a large advantage over the Retriever that it now lacks. I guess it would gimp the Rorq, but honestly, the Rorq is already gimped to the point of near-uselessness.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1588 - 2014-09-07 18:51:36 UTC
Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tolkaz Khamsi
Empire Reclamation Services
#1589 - 2014-09-07 20:02:54 UTC  |  Edited by: Tolkaz Khamsi
Steve Ronuken wrote:
Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered?


I don't think that's true. If you're in a big mining op with Orcas and Hulks, you've already got a logi chain back to your POS where you're doing all your stuff anyway. On-the-spot compression isn't that big a deal because you're not holding onto the ore for long nor moving it very far in any case. But it is a very big deal indeed for solo or small-gang miners, and it would go a long way to fixing the horrible high/low ore imbalance right now. (Ark is barely better than straight veld right now. Why is that? Because nullsec miners are desperately trying to wring every bit of trit out of their high-ends. Give them a lower-cost way of moving compressed low-ends to null, and the prices of high-ends will go back up.)

The problem isn't that miners are mining too much low-end more; the problem is that hisec miners aren't mining *enough* low-end more (or at least not at a price nullsec finds reasonable). Hence the over-mining of high-ends in nullsec.

A Mobile Compression Unit would go a long way towards making it attractive for hisec miners to go after Veld and Scord, which is what the Eve supply chain desperately needs right now. The POS compression array and POS anchoring changes were welcome, but the MCU would address the problem right at the root.

EDIT: Also, the Mobile Depot was a bigger hit to POS usage than the compression array, and the game survived that change just fine. POS's are on the chopping block anyway (and good riddance), so I'm not too worried about how the mobile modules affect them. My hope is that at some point the mobile structures will replace POS's entirely (in fact, that seems to be CCP's ultimate goal).
DrysonBennington
Eagle's Talon's
#1590 - 2014-09-07 23:43:39 UTC  |  Edited by: DrysonBennington
Siphoned Material Reclamation Depot - This Mobile Depot would attempt to reclaim any siphoned material siphoned by the Mobile Siphon Unit.


* MTU upgrade - Make it possible to select or deselect Wrecks or Jet Cans that way when multiple MTU's are deployed in a belt one can be set to tractor and loot wrecks while another only tractors and loots Jet Cans.

POS are not on the chopping blocks - taking POS out of the environment will ruin EvE Online.
Akashi Suenobu
University of Caille
Gallente Federation
#1591 - 2014-09-09 14:34:58 UTC
What about a mobile web unit. Anything within, say, 5km of it gets webbed.

- affects all ships, so you could potentially snag yourself or your allies if deployed improperly
- small radius so as to not be too overpowered
- interesting tactical choices in 1v1 and small gang, less useful individually for large fleets but potentially still useful.
- make it relatively low HP, so it really could only momentarily slow down an enemy, but could give you a crucial buffer distance.
- could be balanced by making it fairly large, so you couldn't drop too many of them, or playing with the activation time after dropping.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#1592 - 2014-09-10 04:16:30 UTC  |  Edited by: Valleria Darkmoon
Mobile Repair Station

- Can repair any damaged modules exactly as if repair paste were being used on it, ship must stay within range (2500m) for the duration of the repair.
- Can be used to repair modules that have gone offline due to heat, but the modules will have to be put back online after the repair is complete using the normal rules for putting modules online in space.
- Can be used to repair drones in bay over time, ship must stay within range again.
- Can not be used to repair ship armor or structure HP.

Reality has an almost infinite capacity to resist oversimplification.

w3ak3stl1nk
Hedion University
#1593 - 2014-09-12 13:30:25 UTC
Mobile neutralizer. Drain capacitor for a small amount but stackable? High cycle times? Larger size is larger radius not bigger drain? Friend or foe if you in radius you get drained?

Is that my two cents or yours?

Grendell
Technologies Unlimited
#1594 - 2014-09-12 15:27:20 UTC
For those that live in WH's it would be nice to have a module that can be anchored at the pos that has a mini market.

Basically I anchor the mod, online it, and load up a bunch of mods/ships and set prices for each item. My corp members can then right click view contents and it shows him a list of items available and prices. They can simply right click and buy what they want. It' then gets delivered to either their ships cargohold or deliveries hangar of the module.

Regarding WH life again. A module that can be anchored at a pos. Basic personal hangars that have a small amount of storage but can only be accessed by the character that anchored them. Even if the pos goes offline or get un anchored the module like guns will stay anchored until destroyed. But while in the shield they are nice and safe.


◄[♥]►3rd Party Service◄[♥]►

♥ Securing Peace of mind ♥

kidkoma
Hedion University
Amarr Empire
#1595 - 2014-09-13 00:03:52 UTC
Mobile webbing bubbles aka AOE stasis webifiers.

Ancorable buffs (like links) affect everyone on grid.

Ancorable mobile guns.

Ancorable "mini markets"

I would like an Ancorable 'local scrambler' that hides local (like in wormholes)

fleet wide Mobile depo.

Mobile salvage unit, great tag team w/ mobile tractor unit.

Mobile logi unit, reps you, less effective then a dedicated logi pilot. Low hp.
Vixen Verdi
Dead Cow Theory
#1596 - 2014-09-13 07:51:45 UTC
Deployable Lavalamp.
DrysonBennington
Eagle's Talon's
#1597 - 2014-09-13 23:26:46 UTC
Warp Interdiction Mobile Depots - The WIMD would effectively replace the Heavy Interdictor so that its hull could be put to better use somewhere else maybe a Stealth Bomber Cruiser class.

The WIMD would come in three flavors small, medium and large. The depot would be able to be deployed for 7 hours at a time before off lining for an hour and then after 24 hours the depot would disintegrate. While operational the WIMD would need to have Interdiction Sphere Charges placed in its cargo hold in order to continue to operate. If the charges allowed to run out then the depot would offline for ten minutes before being able to be activated again. Each size of depot would have a certain number of emitters that could be turned on or off. Each emitter that is active takes one Interdiction Sphere Charge.


Small - one charge 30 minutes of interdiction
cargo hold can hold 10 charges
Two emitters: direction - Dorsal, Ventral, Port or Starboard
Bubble Distance - 20km, cannot be placed within 20km of a gate or within 100 km from a station.

Medium - one charge 20 minutes of interdiction
cargo hold can hold 8 charges
Two emitters - direction Dorsal, Ventral, Port or Starboard
Bubble Distance - 35km, cannot be placed within 20km of a gate or within150 km from a station.

Large - one charge 15 minutes of interdiction
cargo hold can hold 8 charges
Four emitters - direction Dorsal, Ventral, Port and Starboard
Bubble Distance - 20km, cannot be placed within 30 km of a gate or within 200km from a station.
Idril Celebrindar
Deep Exploration Projects and Programs
#1598 - 2014-09-14 19:36:51 UTC
[bMobile Decloak Unit][/b]
Everything around in a 50km distance gets decloaked and cant cloak again until its out of range
JackEuchre
Aliastra
Gallente Federation
#1599 - 2014-09-15 12:58:17 UTC
80 pages is CCP even reading this anymore?

I also didnt read much of the previous 79 so likely duplicated.

1. Mobile SBU killer. If deployed on an SBU, it will slowly destroy it. Purpose is to combat afk sov holding and force owners to actively maintain their systems. Also nobody likes shooting these things. Be nice to place one of these and even if it takes a week, secretly kills an SBU in an unused system.

Mobile cloak inhibitor. Oh, yes I went there. Small radius, short life, takes 60 seconds to deploy and expensive, but it will decloak anyone in its very limited range.
Des Jardin
Aperture Harmonics
#1600 - 2014-09-15 16:10:26 UTC
Valleria Darkmoon wrote:
Mobile Repair Station

- Can repair any damaged modules exactly as if repair paste were being used on it, ship must stay within range (2500m) for the duration of the repair.
- Can be used to repair modules that have gone offline due to heat, but the modules will have to be put back online after the repair is complete using the normal rules for putting modules online in space.
- Can be used to repair drones in bay over time, ship must stay within range again.
- Can not be used to repair ship armor or structure HP.


If this idea is considered over powered, maybe allow repairs that consume 1/4 or 1/3 of the nanite paste that would otherwise be used.

Repairing armor and structure should be allowed at the MRS but maybe the amount of nanite paste should be scaled. For example, modules will require using 1/4 of the normal amount of paste, armor repairs 1/3, and structure repairs 1/2.

Have a long deployment timer to limit ability to repair a ship during battle.

"Good against remotes is one thing.  Good against the living ... that's something else."