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Player Features and Ideas Discussion

 
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[Beyond Rubicon] What Mobile Structures would you like to see?

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Author
Saint Celeste
Doomheim
#1681 - 2014-12-12 00:39:00 UTC
Mobile Mining Depot: similar in function to mobile depot, only does mining jobs such as remote processing of ore.
it has 1500 cargo bay, and a 20,000 ore bay, it also has an reprocessing array which owning capsuleer/corp/alliance sets tax rate similar to POCO's which uses a modified fitting "service" for said remote processing of ore.
15,000 hp. 15,000 shield. no resists. no reinforcement timer. automatic adjustable bounty on object [capsuleer/pilot] which destroys the mining depot. to represent a counter to attacking them and also to further employ bounty hunters.

i see mining bases for NPC's and wouldn't mind one for myself.

Mobile Corporate Clubhouse: make this a test for WiS and in station combat, a new way to play the game, new PVE/PVP elements, can be destroyed, causing occupants to auto warp back to their default station. can buy and sell contraband or illegal items there [which might not be allowed, example certain drugs/boosters] in empire space less than 0.6, and also a way for all our toons to interact in a Character [non ship] to character way.

can buy/sell contraband in empire space.
can interact with other capsuleers.
test for WiS gameplay mechanics.
new PVE/PVP arena.
new way to play EVE.

100k ehp 100k shield, no resists, has a buy sell of certain items [only items that Empire space deems illicit].

max 1 per player owned and/or named corporation.

i see the mini strip clubs, npc habitation, and the like and wonder what it'd be like to WiS. this could test that out.


Mobile Drone Assembly: functions to produce drones on the fly while mining, so you don't have to warp back to your hangar. only produces light and medium T1 scout [combat] drones. decays if abandoned for 1 day. has similar features as Mobile Depot, only fitting or storage for drones, and/or materials needed to manufacture them.

Mobile Asteroid Base: same function as Mobile Depot, though it anchors to a asteroid [large non destructible object]. allows WiS type of deal, though only has one or two rooms and one has room with a window, the other Aurum bought decorations.


i don't know i am running out of idea's and am sure i am just repeating what others have said. Roll
Dau Katari
Stormsong Scrapyards
#1682 - 2014-12-15 19:00:22 UTC
Mobile storefront: A mini-market with limited capacity and no docking capability. Only the owner can place buy and sell orders, which show up on normal market searches within that region or wormhole.

These can come in different sizes and specialized flavors, with compartments for selling ore, PI goods, moon goo, etc. Can't be anchored near a station, can be anchored inside a POS bubble.
Kynric
Sky Fighters
Rote Kapelle
#1683 - 2014-12-17 16:14:29 UTC
I really like the smokescreen / mobile dscan inhibitor concept, but, the current implementation doesnt seem to provide enough benefit for the cost. Please consider changing it to be permanent/reusable like tractors or bubbles. I would use them frequently if that change were made.
Liet Ormand
Sons of Bacchus
#1684 - 2014-12-18 17:46:12 UTC  |  Edited by: Liet Ormand
Edit: Ok, so technically this is stretching "mobile" quite a bit, but....

POS Stargate pairs in limited locations (fixed?) that automatically collect use tolls from ships using them but allow quick travel between specific/useful systems.

eg. a pre-defined location in each empire with a companion point in/near Jita where the gates could be built/maintained (at enormous cost in ISK and resources).

Allow the gates to be destructible but tough, so an undefended gate would take days for a single ship to destroy but a large fleet could do it with a coordinated effort during a battle.

This would provide a couple possibilities. One, there would be a continual source of income for corps that build/maintain these, while also providing a convenience for the player population in general. These gates would likely also be targets for rival corps since the toll fees would be lucrative, and the gates being impossible to hide must be defended. Depending on placement the gates might also provide a strategic advantage in a war. The ability to allow/deny specific parties use of a gate or charge different fees depending on ship type/allegiance would add more variety.

Needless to say, there would also be a lot of prestige associated with a corp owning a gate players can use.

A corp or alliance willing/able to create a pair of gates would have steady income but would also need to actively defend the gates 24/7 or lose the sites to a rival.

Allowing players to choose where to put gates also allows them to shape in a limited way the map of known space, bringing with it economic changes, strategic changes, and lots of interesting opportunities to make spreadsheets.
Alexis Nightwish
#1685 - 2014-12-18 23:20:11 UTC
I haven't read the thread cause it's crazy long so this may have been suggested, but here's my dumb little idea:


Deployable DD cannons:

  • Slow online time (hours).
  • Require racial isotopes to fire, and have a limited fuel bay so they could only fire a few times before needing refueling (maybe 1 to 3 times?)
  • Like titans, once they have fired they cannot again for 10 minutes, and cannot be refueled while on this cooldown.
  • Do not fire on their own; must have a pilot take control and use them.
  • Requires Anchoring V to anchor.
  • Requires DD Operation I and Starbase Defense Management I to use and these skills would determine the damage (+10%/level), and scan resolution (+40%/level) respectively. The pilot must be and stay within 10km to take control of the DDD.
  • Cannot be anchored w/in 250km of a POS, stargate, other celestial. Cannot be closer than Xkm to another Deployable DD? No idea what would be fair as I'd like to see multiples able to overlap an area, but not so many that it rains death on all the things.
  • Not anchorable in Empire.
  • Pretty weak in that while the HP and resistances would be decently high (perhaps half of a vanilla small control tower's EHP?), but they'd have no reinforcement timer.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Erasmus Grant
Order of the Eclipse
Triumvirate.
#1686 - 2014-12-21 20:54:28 UTC
Given that this is the future I would figure that the Empires, pirates,and all the other powerhouses in New Eden would have some kind of sensor array structure for monitoring ship movements and other activities in their territory and out of their territory. They can serve as an early warning system or clandestine monitoring of ship movements some light years out. Maybe even a structure would have the ability to neutralize enemy boost in system? (Maybe a ship too! Especially helpful if you're fighting High Sec. war dec'rs that use OOC boost.)

My idea of some kind of sensor array comes from watching a lot of Star Trek lately.
Bienator II
madmen of the skies
#1687 - 2014-12-22 02:03:44 UTC
pos fuel siphon

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Lucius Saturninus
Pator Tech School
Minmatar Republic
#1688 - 2014-12-23 14:56:07 UTC
Any chance in the future for the people that have the 'Roles" to be able to launch them for Corporation or maybe even Fleet use and not just for self?
Bob Maths
Federal Navy Academy
Gallente Federation
#1689 - 2014-12-23 15:56:34 UTC  |  Edited by: Bob Maths
Mobile Mining Unit

50m3 when not deployed

25km range, mines nearest asteroid in belt, 30km3 ore hold, t1 version has 1k per minute yield per cycle and 3 minutes base cycle (reduced by deployer's skillz and implants, also benefits from fleet boosts), t2 version has 1.5k per minute yield per cycle and autoejects cargo if full at maximum cannister capacity. Extensive skilling needed. Probably already suggested.
Krops Vont
#1690 - 2014-12-26 23:31:02 UTC
Don't suppose we can get the old mines back? Roll

--==Services==--

Propaganda/Art/Media

Wormhole Finding & Selling

o/ Play for fun

per
Terpene Conglomerate
#1691 - 2014-12-27 00:22:08 UTC
t2 version of siphon which cannot be seen on d-scan (recent changes of hacs makes this technology possible ;))
Bienator II
madmen of the skies
#1692 - 2014-12-27 00:23:02 UTC
per wrote:
t2 version of siphon which cannot be seen on d-scan (recent changes of hacs makes this technology possible ;))

u just won eve

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Maria Dragoon
Brutor Tribe
Minmatar Republic
#1693 - 2014-12-28 03:50:41 UTC
A vending machine would be AMAZING, but can we also have an ability to defend it then? Mobile defense platforms that has similar effects as other mobile structures, only make it so that you can't just flood an area with them. If more then... Lets say 4 mobile defense platforms are located within 1km of each other all other mobile defense platforms added after that four will turn off. Due to targeting feed back errors. Just a small idea.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

exiik Shardani
Imperial Spacedrill and Logistics
#1694 - 2014-12-29 00:36:28 UTC
Large siphons <3

We really need something to siphoning complex reaction POS or alchemy!



Mobile compression unit

Not everyone can use rorq or poses...




sry for my English :-(

Scorpionstrike
Federal Defense Union
Gallente Federation
#1695 - 2014-12-29 01:39:53 UTC
Pirate Mobile bases / depot

Key feature:

Pirate mobile base deployed in low sec, improves low sec to provide increased chance for Navy npc's to kill (with loot)/ dog tags to collect etc. serves as a similar theme to null sec sov but different, a reward for being able to live and control a place in low sec system.

You may upgrade the mobile pirate depot to improve system effect but if you move it you lose the upgrade.

Restriction:

A player may only deploy if character is red skull / -10 etc.

:-)
letmepost Parmala
Doomheim
#1696 - 2014-12-30 23:57:06 UTC
is this thread totaly abandonned by CCP ? 86 pages of ideas, some are very nice.

Mobile structures could help small gang / alliances create content in 0.0 (most don't care getting SOV they want content/action):

01: Deploy a mobile structure that launch a countdown, threat is broadcasted in all constelation channel and locals that everyone on that constelation know something is happening ( like incursions ).

02: After a 30 minutes countdown, the mobile structure launch and disrupt the whole constelation for a certain amount of time, let's say 6 hours where all sov upgrades of that constellation are reduced by 50%, anomalies don't repop for 6 hours, neither signatures, moon mining are cripled, etc... Yes it disrupt constellation wise (multiple sustems), system wise is would be no point, region wise would be over powered, constelation wise is fine imo.

03: It gives people living in this constellation time to react and form a fleet to counter the thread. They can still do nothing and ignore the thread, but the systems they live in would be annoyed for a couple hours.

You've got the idea... make different kind of deployable structures that annoy system wise, constellation wise, and maybe region wise...Make it scale in price and scale accordingly.

- it's pretty easy to set up.
- it's not touching the SOV owners.
- it makes people be aware of their constellation.
- It allow small gang annoy SOV owners instead of just being totaly ignored ( "stay docked" ).

There is plenty of good idea, of small/medium structures that should be deployed to create content.

- ISS is a good idea, but should be tweak a bit.
- Moons syphon should be fixed, should be really more profitable.

/discussed
/do-it
Ottorous
Wehnimer's Irregulars
#1697 - 2015-01-04 16:13:45 UTC
System Scanning Unit

Deployable.
Shows up on D-scan.
Easily probed via combat probes.
Removes tedium of scanning systems and encourages player "interaction".
Skill potentially dictates how many you can have out at once.
Upon deployment begins scanning cosmic signatures in system. Takes roughly 3 minutes per signature. Does not need to be attended. Anyone can link with it within 3km while not cloaked. While linked, SSI will upload signature bookmarks into your personal bookmarks folder, 1 signature uploaded per 10 seconds. SSI can be scooped to cargo bay once it has uploaded all signatures. SSI is unable to scan particularly difficult signatures such as sleeper cache sites.

Eojek
Starlight Moly
#1698 - 2015-01-05 18:01:08 UTC
Planetary Interaction:

Upgradable PI structures and POS to the point where they become planetary rings.

Sov:

Deployable station guns and the ability to hire NPC ships to patrol the gates and systems, thus raising the security status of the system if that Alliance so choses to follow Concord regulations.
Mario Putzo
#1699 - 2015-01-05 19:48:24 UTC
Local Chat inhibitor.

Any pilots within [whatever] radius of the deployable are blocked in local chat list.

- Shows up on DSCAN
- Can be probed down with combat probes
- Persists up to 2 days



Panther X
Destructive Influence
Northern Coalition.
#1700 - 2015-01-05 19:56:45 UTC
Sov Space gate guns.

Deployed by sov holder, NBSI. PEW PEW!

My Titan smells of rich Corinthian Leather...