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Player Features and Ideas Discussion

 
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Module and skill ideas

Author
Daugar Draaken
EBSTF Holdings
#1 - 2016-01-14 18:14:58 UTC  |  Edited by: Daugar Draaken
Some random ideas -

ArrowPowerloader (midslot)
Module that increases the quantity of ammunition for all weapons that require ammunition, as well as increases the rate of fire for available weapons.

ArrowChaff
Module that emits foil or otherwise distractive matter has a small chance of specifically deflecting lasers or missiles. Variants of Chaff may function as non-electronic ECM. Variants of chaff may be flares, which are more visible to other ships. Must be loaded with relevant charges.

ArrowReactive armor
Module - A form of armor that explodes thereby offfering some sort of chance to deflect specifically missiles or projectile based attacks. Must be recharged in port. Most modern tanks IRL use this type of armor IRL - the Israeli in particular benefit a lot in defending from RPG attacks, and such.

ArrowDrone Feeding array
Module that allows for the (very slow) loading of drones in to the drone bay from the cargo hold.

ArrowOre specialization
Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.

ArrowJump Precission
Somewhat reduce minimum warp distance down from 150 km

IdeaAnonimizer
A module (might also be a type of ship) that can be fitted to any ship type which temporarily disallows identification of the pilot. This can be overcome by various forms of analysis. A good anonimizer will take a part of a minute to overcome - a good device will take up to several minutes. Be careful of friendly fire if you use any of these.

I may update this post with additional ideas.
unidenify
Deaf Armada
#2 - 2016-01-14 18:38:43 UTC
those idea has make me silent and wonder if you have any understanding how to balance game?
Riot Girl
You'll Cowards Don't Even Smoke Crack
#3 - 2016-01-14 19:10:13 UTC  |  Edited by: Riot Girl
Quote:
ArrowPowerloader (midslot)
Module that increases the quantity of ammunition for all weapons that require ammunition, as well as increases the rate of fire for available weapons.
Drop the rate of fire increase, I think it's a feasible idea for a module.

Quote:

ArrowDrone Feeding array
Module that allows for the (very slow) loading of drones in to the drone bay from the cargo hold.
I don't like this one. If it's too slow, no one will use it. If it's not slow enough, it will be overpowered. Doubt anything good could come from it.

Quote:

ArrowOre specialization
Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.
Sacrificificing tank or cargo space for yield is already part of the mining meta, though I think this idea is already covered by available modules.
unidenify
Deaf Armada
#4 - 2016-01-14 19:23:51 UTC
Riot Girl wrote:

Quote:

ArrowOre specialization
Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.
Sacrificificing tank or cargo space for yield is already part of the mining meta, though I think this idea is already covered by available modules.


it exist, you need specific ore refining skill to use T1/T2 crystal on strip miner.
Iain Cariaba
#5 - 2016-01-14 20:05:16 UTC  |  Edited by: Iain Cariaba
Daugar Draaken wrote:
Some random ideas -

ArrowPowerloader (midslot)
Module that increases the quantity of ammunition for all weapons that require ammunition, as well as increases the rate of fire for available weapons.

ArrowChaff
Module that emits foil or otherwise distractive matter has a small chance of specifically deflecting lasers or missiles. Variants of Chaff may function as non-electronic ECM. Variants of chaff may be flares, which are more visible to other ships. Must be loaded with relevant charges.

ArrowReactive armor
Module - A form of armor that explodes thereby deflecting specifically missiles or projectile based attacks. Must be recharged.

ArrowDrone Feeding array
Module that allows for the (very slow) loading of drones in to the drone bay from the cargo hold.

ArrowOre specialization
Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.

I may update this post with additional ideas.


1. As said in post #2, drop the ROF bonus and this'd be okay. Edit: Oh, and keep it from effecting rapid launchers. Thier low magazine capacity is part of the balance for them.
2. Use the already existing ewar modules.
3. Reactive armor already exists, and adjusts its resists based on incoming damage.
4. Mobile depots are your friend.
5. This is what mining crystals in modulated miners already does.
Gadget Helmsdottir
Gadget's Workshop
#6 - 2016-01-14 20:27:27 UTC  |  Edited by: Gadget Helmsdottir
Daugar Draaken wrote:
Some random ideas -

ArrowPowerloader (midslot)
Module that increases the quantity of ammunition for all weapons that require ammunition, as well as increases the rate of fire for available weapons.

ArrowChaff
Module that emits foil or otherwise distractive matter has a small chance of specifically deflecting lasers or missiles. Variants of Chaff may function as non-electronic ECM. Variants of chaff may be flares, which are more visible to other ships. Must be loaded with relevant charges.

ArrowReactive armor
Module - A form of armor that explodes thereby deflecting specifically missiles or projectile based attacks. Must be recharged.

ArrowDrone Feeding array
Module that allows for the (very slow) loading of drones in to the drone bay from the cargo hold.

ArrowOre specialization
Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.

I may update this post with additional ideas.



1. Like others have said, drop the ROF. I also think it should not be something to be activated. Either always on or always off.

2. A bit complicated, that. It does too much. However maybe something could be done with the defender missile in this vein, but a bit less omnipotent.

3. Reactive armor is already taken... it reacts to what's shooting at you by changing resists. More Borg-like than exploding outward. I don't like the idea of just insta-negating a solid hit with a button press. How would that even be timed? This screams Pally-bubble from other games.

4. NOPE! That makes a Cargo bay also a Drone bay! The mobiles are already a workaround for this. Don't really need another.

5. Yeah... already covered. Both in game and in this thread.

#6. That seems... Hmmm. Lemme think on that one. Initially, it seems like a neat idea.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Isaac Armer
The Soup Kitchen
#7 - 2016-01-14 20:39:38 UTC
Daugar Draaken wrote:
ArrowChaff
Module that emits foil or otherwise distractive matter has a small chance of specifically deflecting lasers or missiles. Variants of Chaff may function as non-electronic ECM. Variants of chaff may be flares, which are more visible to other ships. Must be loaded with relevant charges.


If it's chaff from anyone's ship can affect any shot fired, it wouldn't be feasible from a resource point of view. If the servers had to have every missile/laser/bullet/etc had to check for objects at every point at its flight path for chaff, the hamsters would pass out from working so hard.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#8 - 2016-01-14 23:06:41 UTC
ArrowPowerloader (midslot)
No ROF increase and restrict use to non rapidfire modules and this could work

ArrowChaff
This kind of overlaps with tracking disruptors if it works on normal turrets, against missiles however it could work. It's a tough balance though as it only would affect missiles so it would have to be strong, but too strong and no one will fit missiles.

ArrowReactive armor
This is literally just armor resists so this wont work.

ArrowDrone Feeding array
This is actually very interesting. I don't 100% know the consequences of a module like this but it is an interesting idea.

ArrowOre specialization
Literally just ore crystals for strip miners so it's already in the game.

ArrowJump Precission
I would love precision warp modules. The MJD was a good start and i don't think I'd hate seeing more like it.

IdeaAnonimizer
This almost just seems gimmicky. If you want to be anonymous go in a wormhole or wait and see what new structures will affect local and such in the future before implementing something like this.


Rawketsled
Generic Corp Name
#9 - 2016-01-14 23:18:23 UTC
Chaff sounds like it could be a charge/ammo consuming Target Spectrum Breaker.

Replacing the number-of-locked-targets of the TSB with charges would be an interesting module - it can't be used offensively.