These forums have been archived and are now read-only.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
Panther X
Destructive Influence
Northern Coalition.
#1701 - 2015-01-05 19:58:39 UTC
Eojek wrote:
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.



the ability to hire NPC ships to patrol the gates and systems


That would be kinda cool; although it might interfere with your own ability to rat in sov space. I wouldnt mind having Blood Raider rats coming to save our assets. And then we kill them.

My Titan smells of rich Corinthian Leather...

GeeBee
Backwater Redux
Tactical Narcotics Team
#1702 - 2015-01-07 16:47:09 UTC
A mobile jump fatigue inhibitor, its like the opposite of a bubble, you have one on each end they take an obscene amount of time to anchor and only lasts a short while if you jump from one to another no fatigue is gained. Really this started out as a joke on jump fatigue being terrible space herpes and potentially the worst implemented mechanic since drone assist or remote AoE DD's but in some form something like this could be viable so long as they couldn't just be constantly deployed.
Maccian
Republic Military School
Minmatar Republic
#1703 - 2015-01-08 07:01:42 UTC
More mobile structures!

I'd like to see mobile labs and assembly arrays, for the players out there that don't have access to a POS and are willing to take some extra risk.
Arla Sarain
#1704 - 2015-01-08 17:14:25 UTC
Mobile structure which reduces in space module onlining/offlining capacitor cost.
Hunter Anubis
50 Shades Of Blaster
#1705 - 2015-01-08 18:33:31 UTC  |  Edited by: Hunter Anubis
Deployable gun like POS gun with only few hour time as it would run out of power and shut down (possibly runs on racial fuels) less powerfull then pos gun tho

bring mines back and along with it minesweaper frig and cruiser that does not explode when in proximityo f mine but automaticly disables them in certain range with a special AOE module

mobile depot that works for whole fleet

Local chat jammer - either jammes whole systems or hides ppl in its AEO from local chat

Mobile WH distruptor - distrupts WH over time forcing it to close

Mobile WH destabilizer - deals damadge to ships that pass thru the WH. sig radius based
Zalmun
GoonWaffe
Goonswarm Federation
#1706 - 2015-01-09 08:55:17 UTC  |  Edited by: Zalmun
Mobile Anti-Bomb Point Defense Launcher

A deployable that can shoot down incoming bombs before they explode. Some ideas for balancing:


  • Deploy time between 30 sec and 1 min; It shouldn't be used in reaction to a run in progress, but as a ward against potential runs.
  • Limited range of effect: somewhere between 15-30 km. Good placement is important.
  • Limited rate of fire: Destroys one bomb every few seconds; between 5-10 secs, could even be randomized a little
  • Limited life time: Expires quickly; 5 min or so. This could be balanced with HP to unit itself, where a successful bomb run against it shoots down a couple bombs, but dies to like 6-8 bombs. Make it more tanky but expires faster if it's desirable to have the unit survive more than one run. This also could be handled via limited number of shots it can make, but that's probably more complicated. This would also make a fleet using them have to constantly pay attention/manage their use for them to be effective during ops.
  • Another way to tone down the effect would be to make it only useful against one type of bomb, with each race getting a unit they can make to counter one of the others.


I think a point defense weapon that can destroy a couple bombs coming in on a run would be an interesting tactical tool for use by less mobile fleet comps, perhaps even helping open the door on BS and BC doctrines becoming more viable. It would help deter bomber harassment, but would only have limited effect against a dedicated and well co-ordinated bomber fleet.

With all the changes to bombers lately, this might not be as useful as it would have been a year ago, but it's an idea I had that I thought was worth sharing. With the demise of ISBoxer as well, it might become a moot point too.

If you think this is interesting and worth trying, also consider putting different qualities in, say via faction BPCs or exploration sites, and make the higher quality ones pre-detonate bombs they shoot down. Twisted I know that would be way way too powerful, but would be pretty funny.
Panther X
Destructive Influence
Northern Coalition.
#1707 - 2015-01-09 16:03:30 UTC
Zalmun wrote:
Mobile Anti-Bomb Point Defense Launcher

A deployable that can shoot down incoming bombs before they explode. Some ideas for balancing:


  • Deploy time between 30 sec and 1 min; It shouldn't be used in reaction to a run in progress, but as a ward against potential runs.
  • Limited range of effect: somewhere between 15-30 km. Good placement is important.
  • Limited rate of fire: Destroys one bomb every few seconds; between 5-10 secs, could even be randomized a little
  • Limited life time: Expires quickly; 5 min or so. This could be balanced with HP to unit itself, where a successful bomb run against it shoots down a couple bombs, but dies to like 6-8 bombs. Make it more tanky but expires faster if it's desirable to have the unit survive more than one run. This also could be handled via limited number of shots it can make, but that's probably more complicated. This would also make a fleet using them have to constantly pay attention/manage their use for them to be effective during ops.
  • Another way to tone down the effect would be to make it only useful against one type of bomb, with each race getting a unit they can make to counter one of the others.


I think a point defense weapon that can destroy a couple bombs coming in on a run would be an interesting tactical tool for use by less mobile fleet comps, perhaps even helping open the door on BS and BC doctrines becoming more viable. It would help deter bomber harassment, but would only have limited effect against a dedicated and well co-ordinated bomber fleet.

With all the changes to bombers lately, this might not be as useful as it would have been a year ago, but it's an idea I had that I thought was worth sharing. With the demise of ISBoxer as well, it might become a moot point too.

If you think this is interesting and worth trying, also consider putting different qualities in, say via faction BPCs or exploration sites, and make the higher quality ones pre-detonate bombs they shoot down. Twisted I know that would be way way too powerful, but would be pretty funny.



Hell i don't have a problem with that one at all. It's a good idea.

My Titan smells of rich Corinthian Leather...

Aiyshimin
Shiva Furnace
#1708 - 2015-01-11 22:02:26 UTC  |  Edited by: Aiyshimin
Mobile Siege / Skirmish / Armor / Information Warfare Link Node

Provides system-wide boosts to your corp/fleet/? when deployed, replacing all Warfare Link modules. Comes in four varieties, each with the three boost types they current modules represent.

Fast anchor time, scannable without implants, requires Anchoring III. 50-ish K EHP, generates a warpable beacon when aggressed.

50m3
Mario Putzo
#1709 - 2015-01-12 05:25:18 UTC
Mobile Hangar Array.

2500m3
100,000m3 ship capacity

Deploying a MobileHangart takes 60 seconds. Once in space it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30 day timer. It can be scooped back to your ship's cargohold at any time provided it is empty.

Other players can scan down your Mobile Depot with combat probes and attack it but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted.
Nendail Smith
Lockheed Nighthawk
#1710 - 2015-01-14 06:58:31 UTC
Mario Putzo wrote:
Mobile Hangar Array.

2500m3
100,000m3 ship capacity

Deploying a MobileHangart takes 60 seconds. Once in space it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30 day timer. It can be scooped back to your ship's cargohold at any time provided it is empty.

Other players can scan down ... and attack it ... damaged to 25% of its shield ... a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted.


I like parts of this. I was going to suggest something a bit different, but along the same lines. My thought is a tool that roving wormholers could use to setup a quick base of operations that isn't tied to a moon. But I think your suggestion is overpowered quite a bit. I'm sure others will shred it all together, and hate what I change and/or add, but I'd suggest the following to your concept:


  1. Requires fuel. No free 30 day reset. Fuel can be tiny, if need be. Coolest setup ever, in my opinion, would put say one of these units, and three or so days of fuel into a blockade runner.
  2. Easy to scan down. Easy as in drop probes, 4 au, and it gets a lock.
  3. Keep the anchor anywhere idea like OP had, lets get some of this stuff off moons.
  4. No reinforced mode, or a very short one. Large amounts of hitpoints, like a customs office maybe. Or a really high regen rate on the shields to deter a single, or duo of players from taking them out. I think something that takes 4 or 5 players an hour to kill, but 20 players 5 minutes to kill would be great, which would mean a good blend of EHP and regen. Perhaps the reinforced mode could provide a 2-5 minute safety net for removal of goods (didn't like the safety net at first but I think a lack of one would make the unit pointless)
  5. partial, or no loot drop on destruction. (Eve needs more isk sinks right?)
  6. Mobile depo is anchorable close by or unit has a fitting service.
  7. Small bubble on it to protect refitting ships - when I say small, I mean like you can barely squeeze two or three cruiser sized ships in it. Battleships might not be targetable partially inside but would hang outside the bubble.
  8. rapid deploy time. Since they can be scanned down so easily, they should go up quick. Or perhaps unscanable or almost unscanable until anchored and onlined.
  9. letting it run out of fuel causes it to be destroyed, loot and all. Nothing drops.
  10. should be small enough to be deployable and lootable from/to all Deep Space Transports
  11. no targeting within 10k of bubble (hurts close range attackers maybe, but stops ships inside from jumping in and out as part of a defense tactic).


The usfulness of the unit is wormspace roamers. Something small, a quick light shelter to store stuff in, and a place to refit and park a ship or two. At the same time trying to avoid a permanent structure of sorts. I realize this will get used in nullsec as well but it should be a small enough bubble that it doesn't work for a "staging point", is quick to annihilate for any reasonable alliance or WH corp that catches one up in their space, yet would allow a place for someone to store a few things. The concept behind wormholes was harsh, traveling environments. It wasn't intended to be a home in the first place. There are many many wormholes out here that are uninhabited and FULL of sites that "need" to be pushed out. This unit would be perfect for the day (or week) tripper that wants to run sites in empty wormspace, or the miner that needs a place to drop some ore while they mine for a day (yes some will be crazy enough to do that). maybe allow the anchoring of a compression array inside the unit so a miner could compress minerals to haul them out.

*shrug... Shred it.

Anthar Thebess
#1711 - 2015-01-14 10:27:12 UTC
Rf for this hangar array defined by user +-1h.
Ships can be pulled out of it ONLY after reinforce timer.
So you need to defend it, or loose all stored stuff.
Debora Tsung
Perkone
Caldari State
#1712 - 2015-01-14 12:20:53 UTC  |  Edited by: Debora Tsung
GeeBee wrote:
A mobile jump fatigue inhibitor, its like the opposite of a bubble, you have one on each end...
Some people might just call that mobile jump bridge. Big smile

Waaaait, that sounds nice.

Place it (on both ends), fuel it (only your side), jump!

Destroys itself after a certain mass has been moved with the MJB, stays up for half an hour, doesn't need a PW or positive standings to use. Sound nice?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Aeril Malkyre
Knights of the Ouroboros
#1713 - 2015-01-14 18:17:29 UTC
I'm not sure if this is one, two, or several ideas, so I'll just describe it.

When there was spit-balling for the Marauder rebalance years back, the phrase 'operate on long deployment behind enemy lines' stuck in my brain. In a projectile weapon ship, being behind enemy lines, or at least far from stations or supplies, running out of ammo is a possibility. What a great thing then, if I could melt down some of the worthless meta items I pull off of wrecks, and crank out a few runs of Fusion L?

Maybe that's two portables? A refinery and an ammo manufacturer?

I'm assuming fairly awful refine rates and material manufacturing penalties. Nothing you would want to replace an actual Reprocessing or Ammunition Array in a starbase with. Just something to use out in the wild. Melt the modules, slap in a BP/C, crank some bullets out into the bay.
Peronec
The Scope
Gallente Federation
#1714 - 2015-01-15 02:23:50 UTC
Tripwire structure. place along gate to gate travel, if some one comes on grid with it. It will send a message to your communications mail.

Will not give any info other then some one had tripped it.
eug3nio Anninen
Deep Core Mining Inc.
Caldari State
#1715 - 2015-01-16 13:46:27 UTC
Mashie Saldana wrote:
Mobile Captains Quarter with a window please.




OH l, YES!!!!

e**ug3n[u]i**o[/u]

Mara Rinn
Cosmic Goo Convertor
#1716 - 2015-01-17 04:10:11 UTC
Gate Transit Authenticated User Transmission Obstruction

Deployable structure that allows the pilot to "hack" the gate. A successful hack will disable or delay registration in local of people entering the system through that gate. Also dispenses hot coffee.

Mara Rinn
Cosmic Goo Convertor
#1717 - 2015-01-17 04:13:15 UTC
Nendail Smith wrote:
Mario Putzo wrote:
Mobile Hangar Array.

2500m3
100,000m3 ship capacity

Deploying a MobileHangart takes 60 seconds. Once in space it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30 day timer. It can be scooped back to your ship's cargohold at any time provided it is empty.

Other players can scan down ... and attack it ... damaged to 25% of its shield ... a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted.


I like parts of this. I was going to suggest something a bit different, but along the same lines. My thought is a tool that roving wormholers could use to setup a quick base of operations that isn't tied to a moon. But I think your suggestion is overpowered quite a bit. I'm sure others will shred it all together, and hate what I change and/or add, but I'd suggest the following to your concept:


  1. Requires fuel. No free 30 day reset. Fuel can be tiny, if need be. Coolest setup ever, in my opinion, would put say one of these units, and three or so days of fuel into a blockade runner.
  2. Easy to scan down. Easy as in drop probes, 4 au, and it gets a lock.
  3. Keep the anchor anywhere idea like OP had, lets get some of this stuff off moons.
  4. No reinforced mode, or a very short one. Large amounts of hitpoints, like a customs office maybe. Or a really high regen rate on the shields to deter a single, or duo of players from taking them out. I think something that takes 4 or 5 players an hour to kill, but 20 players 5 minutes to kill would be great, which would mean a good blend of EHP and regen. Perhaps the reinforced mode could provide a 2-5 minute safety net for removal of goods (didn't like the safety net at first but I think a lack of one would make the unit pointless)
  5. partial, or no loot drop on destruction. (Eve needs more isk sinks right?)
  6. Mobile depo is anchorable close by or unit has a fitting service.
  7. Small bubble on it to protect refitting ships - when I say small, I mean like you can barely squeeze two or three cruiser sized ships in it. Battleships might not be targetable partially inside but would hang outside the bubble.
  8. rapid deploy time. Since they can be scanned down so easily, they should go up quick. Or perhaps unscanable or almost unscanable until anchored and onlined.
  9. letting it run out of fuel causes it to be destroyed, loot and all. Nothing drops.
  10. should be small enough to be deployable and lootable from/to all Deep Space Transports
  11. no targeting within 10k of bubble (hurts close range attackers maybe, but stops ships inside from jumping in and out as part of a defense tactic).


The usfulness of the unit is wormspace roamers. Something small, a quick light shelter to store stuff in, and a place to refit and park a ship or two. At the same time trying to avoid a permanent structure of sorts. I realize this will get used in nullsec as well but it should be a small enough bubble that it doesn't work for a "staging point", is quick to annihilate for any reasonable alliance or WH corp that catches one up in their space, yet would allow a place for someone to store a few things. The concept behind wormholes was harsh, traveling environments. It wasn't intended to be a home in the first place. There are many many wormholes out here that are uninhabited and FULL of sites that "need" to be pushed out. This unit would be perfect for the day (or week) tripper that wants to run sites in empty wormspace, or the miner that needs a place to drop some ore while they mine for a day (yes some will be crazy enough to do that). maybe allow the anchoring of a compression array inside the unit so a miner could compress minerals to haul them out.

*shrug... Shred it.



So you want a POS?
Mario Putzo
#1718 - 2015-01-17 04:44:36 UTC  |  Edited by: Mario Putzo
Mobile Clone Vat.
Stores one Jump Clone.
Allows for clone swaps in space (ie. Changing from a Slave Clone to a Crystal Clone)
300m3

Duration 30 days, resets upon interaction.
Can be scanned and destroyed.
No reinforcement timer.
Dama Arishe
Mr. Lee's Greater Hong Kong
#1719 - 2015-01-19 18:36:35 UTC
Mario Putzo wrote:
Mobile Clone Vat.
Stores one Jump Clone.
Allows for clone swaps in space (ie. Changing from a Slave Clone to a Crystal Clone)
300m3


Seconded. This would be absolutely fantastic for wspace and doesn't require any additional POS mods. Plus it has the advantage of being super dangerous--you'd have to either fly around with your clone + mobile clone vat in your cargo or leave your clone in space to potentially get blapped? Excellent.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1720 - 2015-01-21 18:56:24 UTC
Whilst the mobile hanger array is interesting, a much simpler proposal would be as follows.

A mobile "yurt" identical to the existing with the following addition:- the ability to store a single fitted ship up to cruiser size.

This would allow just a little flexibility of overnighting in a shattered wormhole, without stepping on the principles inherent in the design.

There is one EvE. Many people. Many lifestyles. WE are EvE