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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#21 - 2012-01-16 18:17:50 UTC  |  Edited by: Nova Fox
Improved FoFs

Ammo
Missile Type
Replacment for older FoF system

These laser guided FoFs will pirotize any painted target within the painters optimal range regardless of the target painters source.

This missile can target the launching ship by accident if launching ship is being painted by either friendly or hostile.

If there are no painted targets or the target is outside the painter's optrimal range then FoFs revert back to FoF behavior.

If all targeting is lost and a nearby target is being painted, FoF will still prioritize the nearest painted target.

If all targeting is lost and there are no nearby painted targets, the FoFs will revert to current FoF behavior.

Ships with painter optimal range can benifit the most as they can stay away from other sources of target painting against thier allies or themselves.

This missile also benifits greatly against non target painting fleets.

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Max Von Sydow
24th Imperial Crusade
Amarr Empire
#22 - 2012-01-16 18:18:04 UTC
Disguise module.
Allows you to disguise your ship as another ship of the same race and similar size.
Similar drawbacks as cloak.

Uses scripts to select disguise.
Nova Fox
Novafox Shipyards
#23 - 2012-01-16 18:19:13 UTC  |  Edited by: Nova Fox
Stealth Plating

Midslot
Counter Ewar
Passive

This module reduces signature size by a small percentage and is penalized against similar effects.
CPU dependent.
Countered by target painters and other 'tag' modules which removes all benifits of this module.

Stealth Generator

Highslot
Counter Ewar
Active

This module when activated surrournds the ship in a electronic foot print reducing field.
CPU dependent
Cap Hungry
Countered by target painters and other 'tag' modules which removes all benifits of this module.

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Iris Bravemount
Golden Grinding Gears
#24 - 2012-01-16 18:19:53 UTC  |  Edited by: Iris Bravemount
A highslot module which would act like a damage mod (MFS, Gyro, etc), but for the drones. (probably not allowed or with reduced effect for carriers).

A highslot module which adds bandwidh.

A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)

Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.

Salvager and/or Tractor Drones

A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).

t2 defender missiles which protect your fleet members as well.

t2 FoF missiles

Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs

Remove/reduce stacking penalty for Ewar Drones and make t2 versions.

Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.

Find something for high or midslots to fit in when you have 0 PWG and/or CPU left, just like nanofibers in the low slots. People in this thread will probably come up with something useful and reasonable. I think of removing the fitting requirements of ECCM and/or Drone Link Augmentors for instance.

Buff the t1 interceptor hulls to the overall level of t1 Assault Ship hulls, bcs at the moment they are just subpar versions of them. Keep them faster and a bit less offensive, but give them midslots and cpu to make up for it.

More to come...

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nikk Narrel
Moonlit Bonsai
#25 - 2012-01-16 18:21:57 UTC
Nova Fox wrote:
Suicide Drones aka mines.

These are one shot high damage drones with low hp.

They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.

New ships may be needed to have large drone bays to deploy as a main weapon.


COOL!

Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform.

Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier.

Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact.
Nova Fox
Novafox Shipyards
#26 - 2012-01-16 18:22:23 UTC  |  Edited by: Nova Fox
Exteneral Magazines

'External' Module Series
Consumable Module
Local Support Module
High Slot Any
Reactive Module
Non-controllable
PG dependent

Installed in any type of high slot type.
Has a visual model and ejection animation.

This external magazine doubles the charge rate which effecitvely doubles the ammo consumption and damage dealt.
This also doubles any firing requirments such as capacitor or heat if guns are overloaded.

This module only reacts to onlining when matching ammo is fired from any 1 gun.

These modules are ammo specific and are prebuilt as such. Includes faction ammo.
Module assumes 7 gun fit regardless of how many acutal guns or launchers are installed for construction requirements.
Lasers use capacitor batteries instead for thier construction equivalent.

Only good for appox one loads worth of shooting time for that size's average across all families
This is time based however once the module activates it cannot be de-activated to conserve it.
Lasers are given a near equatable amount of benifit.

After the module's time is up it is then ejected destroying the module entirely and removing it from ship fitting.
The module has to be refitted in order to use it again.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#27 - 2012-01-16 18:23:53 UTC  |  Edited by: Nova Fox
Emergency Repairs

Emergency Series (takes something to make something)
Low Slot
Local Logistics

This module consumes hull point to bring forward both armor and shields for temporary marginal additional resistances.

Hull points consumed is faster than two or more hull repairer ability a size up.

Can be overloaded to improve cycle times.

If left on too long it will self destruct the ship as though destroyed by normal means.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Iris Bravemount
Golden Grinding Gears
#28 - 2012-01-16 18:24:20 UTC
Nova Fox wrote:
Exteneral Magazines

High slot module to be installed in any type of high slot type.

This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.

Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.


This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nova Fox
Novafox Shipyards
#29 - 2012-01-16 18:24:53 UTC  |  Edited by: Nova Fox
Drone Bay Expanders.

Drones
Low Slot
Hull Modification Module

Consumes a moderate amount of cargo for drone bay space. (about 5m3 cargo for 1m3 drones)

Does not increase bandwidth.

Do not offer a bandwidth increasing module if this where to be offered.

If ship has no bandwidth cannot be installed.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nestara Aldent
Citimatics
#30 - 2012-01-16 18:25:23 UTC  |  Edited by: Nestara Aldent
Iris Bravemount wrote:

A highslot module which adds bandwidh.

A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)

Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.


That got to be dumbest idea ever... it will make Myrmidon as good as Ishtar, for only fraction of the price. Like BCs aren't as good as HACs anyway for fraction of the price (except Ishtar, but Cerberus, who uses it instead of Drake)? It will make only HAC that's somehow not useless, Ishtar, completely useless.
Nova Fox
Novafox Shipyards
#31 - 2012-01-16 18:29:16 UTC  |  Edited by: Nova Fox
Improved Defender System.
Improved Defender Launcher

Reactive Module
Ammo Fed - Canisters
Single Slot
High Slot option
Mid Slot option

This is a midslot system that intercepts inbound materials and counters some forms of warfare for a short time.

Proper ammo has to be used.

Allow 'smart loading' of ammo where the module automatically picks ammo it needs based on the current threats.

Limited magazine space means it has to reload often thus allowing breaks in the defenses.

All shots are AOE to hopefully damage more than one inbound system.

Chaff - Counters Target Painter nullifying thier effect for a short time.
Flare - Counter Missile, provides total immunity to all missiles in flight at that very moment. Any new missiles launched will not be effected unless another flare is launched.
Flurry - Counter Target Jammer, restores targing ability for a short time can be overlapped with a new launch.
Flack - Counter Drone, attempt to damage nearby drones via FoF like behavior that targets drones only. Will shoot down friendly drones even if there are no hostile drone activity.
Fog - Counter Dampener, prevents sensor dampening effects
Ghost - Counter Turret Destabilizer, prevents turret disruption methoods.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Max Von Sydow
24th Imperial Crusade
Amarr Empire
#32 - 2012-01-16 18:29:34 UTC
Maybe some range, explosive velocity and explosive radius modules for missiles, coupled with a change to the tracking disruptors so that they can affect missiles.
Gripen
#33 - 2012-01-16 18:30:57 UTC
To CCP SoniClover:
New modules for the sake of new modules is a really depressing approach to game design. Shouldn't you guys focus on the weak spots in gameplay and improve it instead of just spawning stuff?

Concept of new disruptor/scrambler mechanics from old F&I forum.
Nova Fox
Novafox Shipyards
#34 - 2012-01-16 18:31:52 UTC
Iris Bravemount wrote:
Nova Fox wrote:
Exteneral Magazines

High slot module to be installed in any type of high slot type.

This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.

Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.


This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here.


Lasers will get a predetermined amount of 'heat sinking' for the types of guns.

Also forgot to mention that the guns must all be group for it to work and it only works on one group at a time. So if you have guns and missiles on the same boat is going to pick the first group you activated.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Droxlyn
School of Applied Knowledge
Caldari State
#35 - 2012-01-16 18:32:43 UTC
Rigs to add turrets and launcher hard points.
Bienator II
madmen of the skies
#36 - 2012-01-16 18:33:21 UTC
AoE microwarp-sonic surround sound system. You ever wanted to play "can't stop the rokh" or "ride of the valkyries" while engaging a helpless hauler?

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

Nova Fox
Novafox Shipyards
#37 - 2012-01-16 18:33:57 UTC  |  Edited by: Nova Fox
Spinal Mount Weapons
Photon ArrayLaser
Accelerator Hybrid
Pile DriverProjectile
CatapultMissile

Multimodule
2 Highslots required
1 Midslot required
Special Module

These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed.
Uses ammo from a size up.
Very Long Range
Damage competitve from a size up for the number of slots used.
Receives hull bonuses for the sized weapon system
Long refire rates.
Horrible tracking which is reliant on ship agility.
Not useful on close range targets.
Best for bombarding stationary or much larger targets.

Not available for cap ships.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#38 - 2012-01-16 18:35:36 UTC  |  Edited by: Nova Fox
Command Bi-processor.

Ganglink
High Slot
Support

Boost another command links performance of similar name by additional percent(s).
Counts against the command link limit and as similar fitting requirmenets.
Gives more options to comand link fitting.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Bienator II
madmen of the skies
#39 - 2012-01-16 18:35:38 UTC
heavy interdiction drones. Cool

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

Nova Fox
Novafox Shipyards
#40 - 2012-01-16 18:37:01 UTC  |  Edited by: Nova Fox
Digital Fortress.

Consumable Module
Midlsot
One shot use
Activated by pilot
Self Destructing
Counter Electronic Warfare

When activated all current effects of electronic warfare are removed and temporary immunity to all forms of remote support and electronic warfare is granted.

Effects are temporary.
Removes all targeting information the activating ship had.
Does not disrupt targeting agianst ship.
Module is destroyed upon activation and is removed from fitting, requires to fit a replacment module before usable again.
Does not work against interdiction AOE methoods or AOE Ewar effects.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.