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Solar wind high slot and T3 modules + New enemy ship

Author
Queotzcatl
RENEGADES YIY HEKATEK
#1 - 2014-10-08 15:53:04 UTC  |  Edited by: Queotzcatl
Solar wind high slot and T3 modules + New enemy ship

My idea is a new family of modules -
belonging to an old terrestrial technology and long forgotten untill a recent discovery of an antique vessel.
it consisted in a solar wind collector, that would generate high quantity of energy.
this energy was used as primary life support energy source for the ancients.
New interbreed technology applied to this module give birth to three new kind of modules:

Visually its a nano-paint coat. and the module itself could look like some sleepers like cables floating freely....
a little solar wind collector was the alternative idea for the 3D's module itself.

1 solar wind collector large
2 solar wind collector medium
3 solar wind collector small

Active, do NOT CONSUME cap, for a reason: its an ENERGY COLLECTOR.
CPU and PG should be similar to the NOS

the scripts.

Shield regen boost script > All Cap collected diverted to shields
Armor regen boost script > All Cap collected diverted to armor
Cap regen rate boost script > All Cap collected injected

Do not work with Bastion modules active ( but can be fitted and used if bastion present and inactive ), and only one module per time can be active. because basically it's a less powerful and very similar bastion module, even if ship continue to move while active. The cap regen feature to a high slot however would implies some very powerful combos, thus shouldn't be too high..

Cooling system script.... this script itself should be VERY RARE... and it will do what the name says...
boost the cooling heat rate... something like the tengu bonus... but here it comes another idea.... leave the cooling script separated from the solar collector, and make a modular module that can give some special bonuses only found ( ie. tengu overheat bonus ) in T3's. This would be low and mid-slot T3 Module only allowed on certain ships ( T2 Frigs Roll could be the firsts... so instead than make T3 race specific modular frigs, this special modules would transform them in T3's).... sort of....
Just a cooling module T3 specific for T2 frigs
and maybe an interdiction nullifier T3 module
but would these be race specific fit possible or not... probably they should...




We want a new enemy! The Sepia sleeper that spits toxic clouds and living fluids!!!!
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#2 - 2014-10-08 15:56:39 UTC  |  Edited by: Dark Drifter
no....
to elaberate.

its a capless booster. . . you put in nothing and get expenential returns. . .
more notabley:
if any tech was terran hybrid it would be somewhere in the region of T5 .

terran tech is noturiously dificault to adapt for the current scientific capabilitys of the empires.
T3 was really streaching out the limits of top empire sciantists and there where many catastrophic distaters that led to the deaths of millions of ships crew and test capsuleers. Eon MAG did some coll short storys on this around the aprocripha release
Queotzcatl
RENEGADES YIY HEKATEK
#3 - 2014-10-08 16:10:28 UTC
Dark Drifter wrote:
no....
to elaberate.

its a capless booster. . . you put in nothing and get expenential returns. . .
more notabley:
if any tech was terran hybrid it would be somewhere in the region of T5 .

terran tech is noturiously dificault to adapt for the current scientific capabilitys of the empires.
T3 was really streaching out the limits of top empire sciantists and there where many catastrophic distaters that led to the deaths of millions of ships crew and test capsuleers. Eon MAG did some coll short storys on this around the aprocripha release


Well... Bastion module IS a capless booster
and R.I.P. those capsuleehars . Its retro-engensteering here, we have to drif it right!
Celthric Kanerian
Viziam
Amarr Empire
#4 - 2014-10-08 17:44:29 UTC
Queotzcatl wrote:

belonging to an old terrestrial technology and long forgotten untill a recent discovery of an antique vessel.


Old Terran ships are more advanced than that we have today, and old technology from the dark ages is low tech
Arla Sarain
#5 - 2014-10-08 18:03:30 UTC
What issue/problem does the introduction of this alleviate?

Apart from removing any supposed lack of capacitor.
To which - those pools are meant to be managed, thats part of the game.
BogWopit
Star Frontiers
Brotherhood of Spacers
#6 - 2014-10-08 19:02:43 UTC
+1 for an active collection of something.

It would have to have a drawback though, for instance if you said magnetic scoop for collecting particles, that would impart some drag (yes, drag in space) and slow the ship down. So you get increased cap /shield / armour rep at the expense of speed and maneuverability.

Armchair physicists go!

B.
Queotzcatl
RENEGADES YIY HEKATEK
#7 - 2014-10-09 19:28:18 UTC  |  Edited by: Queotzcatl
Arla Sarain wrote:
What issue/problem does the introduction of this alleviate?

Apart from removing any supposed lack of capacitor.
To which - those pools are meant to be managed, thats part of the game.


its not just cap. its scripted module.

Is an energy - particles - collector - that should provide cap at the expense of speed\ sig radius.
It would be bery useful as you could fit more dmg - tank mods in mid -lows
eg Armageddon - Nestor would benefit a lot, but also command ships, logis, it would make them less spider
dependable - but not more powerful or it would be unbalanced.
It would be less powerful than Bastion module but yet you could still navigate.
Many ships has two main weapon systems also, were the second weapon system sometime is useless ( Raven? )

So, one issue is.... ships like the Raven, ( but there are many ot. ) Do have high slots that you either fit a useless module,
or they are left empty. Cooling system scripts for the SWC -solarwindetc- ? More overheat mahyem.
Its innovation I guess, but as other has stated, vessel from the dark ages are low -tech... so... it could kraken like sinth string in your spaghetti core - sys..... ( something like drug weariness for ships stats ) .

BogWopit wrote:
+1 for an active collection of something.

It would have to have a drawback though, for instance if you said magnetic scoop for collecting particles, that would impart some drag (yes, drag in space) and slow the ship down. So you get increased cap /shield / armour rep at the expense of speed and maneuverability.

Armchair physicists go!

B.


I was having the same thong in mind... its mass in space, so it should slow ship down... not sure for sig, as it would not increase resistance but boost. its mass could increase exponentially though. yay.
Alundil
Rolled Out
#8 - 2014-10-09 19:50:21 UTC
Queotzcatl wrote:
More overheat mahyem.
Its innovation I guess, but as other has stated, vessel from the dark ages are low -tech... so... it could kraken like sinth string in your spaghetti core - sys..... ( something like drug weariness for ships stats )

So confused right now.

I'm right behind you

Alvatore DiMarco
Capricious Endeavours Ltd
#9 - 2014-10-09 20:25:51 UTC
What OP doesn't realize are that ships from the times of the "Ancients" are not low-tech but instead are impossibly high-tech and infinitely more powerful than anything we have right now in EVE. A weapon that during ancient times was considered "civilian class" was used by Jamyl Sarum to obliterate an entire capital fleet with a single shot. I'm not even making that up.

On another note, the Bastion module is not a "capless booster". Maybe it's because english is not the primary kraken that sinth strings in your spaghetti core, but "booster" does not mean "bonus to the ship". "Booster" means "thing that recharges capacitor (or shields)". Bastion is a siege module, like what dreads have.
Queotzcatl
RENEGADES YIY HEKATEK
#10 - 2014-10-10 15:59:25 UTC
Alvatore DiMarco wrote:
What OP doesn't realize are that ships from the times of the "Ancients" are not low-tech but instead are impossibly high-tech and infinitely more powerful than anything we have right now in EVE. A weapon that during ancient times was considered "civilian class" was used by Jamyl Sarum to obliterate an entire capital fleet with a single shot. I'm not even making that up.

On another note, the Bastion module is not a "capless booster". Maybe it's because english is not the primary kraken that sinth strings in your spaghetti core, but "booster" does not mean "bonus to the ship". "Booster" means "thing that recharges capacitor (or shields)". Bastion is a siege module, like what dreads have.





wrong assumption that your english is better than your hefty attitude to read within core spaghetti lines for good strings-

period- it's unconclusive what yarr arrrgh sayein!

booster in a sentence is not parent to a physical object only, but has more trascendant meanings.
Thus it can be attributed to many other things - and not things - such as all kind of stats ships related -
such stats changed and "boosted" like opt range - resistances - etc - proper of a bastion module.


The fact that an energy collector can be used to boost "something" its not a way to jeopardize its provenience and possible drawbacks.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2014-10-11 21:15:22 UTC
How does it compare with the mid/lowslot cap recharger type mods we already have?

Also, if you want a solar sail ship, get a zephyr.
Jack Carrigan
Order of the Shadow
#12 - 2014-10-11 22:28:45 UTC
Not only no, but **** no.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Queotzcatl
RENEGADES YIY HEKATEK
#13 - 2014-10-12 14:50:34 UTC  |  Edited by: Queotzcatl
Danika Princip wrote:
How does it compare with the mid/lowslot cap recharger type mods we already have?

Also, if you want a solar sail ship, get a zephyr.


First - If a ship with the SWC is attacket by NOS, it will boost the NOS captured by 100%. BIG drawback. ( But must be active )
Second It doesnt replace them. they affect cap regen and cap capacity. It would Inject cap every 10 sec ( skill reduceaable ) like a cap injector do.
Third. Instead of cap injected, that energy collected could be diverted through scripts to boost shield or armor regen, at the expense of sig\speed - still, a NOs would ruin their day.
It's a simple way to nerf immediately a very powerful module like this.
In PVE it would be a lot useful.
In PVP overpowered and unbalanced if it couldnt be shut down by the NOS wiping out the ship cap very fast ( still a PVP ship would have the normal cap injector, but it would open new pvp scenarios.

the cooling script script probably need another thread on its own