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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#81 - 2012-01-16 19:39:52 UTC  |  Edited by: Nova Fox
Fireworks Launcher

Missile Launcher
Highslot
No Launcher slot required
Decorative
Holiday

Shoots a harmless firework display at or near targets or no targets in particular.
Pertty please for summer holidays?

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Nova Fox
Novafox Shipyards
#82 - 2012-01-16 19:41:00 UTC  |  Edited by: Nova Fox
Electronic Warfare Smartbombs

Smartbomb
AOE
No Damage
Ewar

Basically AOE versions of all your favorite Electronic warfares (aside from preexisting jamming)

Tracking distruptors, turret ranges ect ect.

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Nova Fox
Novafox Shipyards
#83 - 2012-01-16 19:43:12 UTC  |  Edited by: Nova Fox
Lypmh/Lamphry/Leech/Tick Drones.

Consumable Drone
Drone
Ewar

These suicidal drones attach to a target to reveal the ships location to the entire solar system for the next minute until its batteries run out regardless where the ship runs off too including other systems. Thus jumping gates with one attached is ill advised.
Can be removed by various systems including smartbombs.

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Unforgiven Storm
Eternity INC.
Goonswarm Federation
#84 - 2012-01-16 19:43:25 UTC  |  Edited by: Unforgiven Storm
CCP SoniClover wrote:
Hello capsuleers!
One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover

Start by fixing the broken ones that nobody uses by removing the problem that they have that leads to this usability problem:

I have 2 modules than come to mind, both t2 modules, armor plates T2 and MWD T2 never use them, the M4 ones give the same bonus for less cap and CPU... There are more...

Start here...

then there is a number of modules that do not have a faction version and are used a lot in the game:

Tractor Beams
ECCM modules
Capacitor Flux coils
Cargo Expanders
Remote repair systems
Damage controls
Shield Extenders
Shield Transponters

And there are others that have few faction modules, need more:

ECM modules
Target Painters
Tracking disrupters
Energy Transfers
Auxilary Power Controls

By this time you should go and give T2 versions to the remaining t1 modules that do not have them.

And only then go and create new stuff...

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Vizvayu Koga
#85 - 2012-01-16 19:45:06 UTC
Some suggestions:

1) I'd like to see more modules using scripts. Like, in example, a new afterburner where we can decide to get more speed at more capacitor cost, or less speed and more cap stability. Same with a MWD. A new active shield hardener may work too, were we can choose damage resistances using scripts without the need to dock and replace the module. This would add so much more flexibility and options to ship fitting.

2) An active damage amplifier would be great. Right now we have gyros/magstabs/heatsinks/bcus which work as damage amplifiers but they all fit only in low slots, and armor ships are somehow limited in that aspect. We already have tracking computers, which are the active equal to tracking enhancers, so an active damage amp which fits in a med power slot would be awesome.

3) I'd like to see new rigs that are more "extreme", I mean that have a much bigger bonus and a much bigger drawback. In example, a "Projectile Burst Aerator XT I " which drastically increases the turrets ROF but at the cost of a lot more PG. This would make for even more specialized fits, which should be good IMO.
Nova Fox
Novafox Shipyards
#86 - 2012-01-16 19:45:29 UTC  |  Edited by: Nova Fox
Counter Harmonic Emmitters

Ewar
High Slot
Double Edge Sword Module

These high slot electronic warfare work by reducing the resistances of the parent and target ship at the same time to all layers of tanking.
These will be non scripted and are modulated to one type of resistance at a time.
Does not come in multispecturm flavor either.

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Nova Fox
Novafox Shipyards
#87 - 2012-01-16 19:47:22 UTC  |  Edited by: Nova Fox
Frictionless Weapon Upgrade
Recoiless Weapon Upgrade
Extended Weapon Upgrad
Predetonator Ballistic Control
Hypernavigation Ballistic Control


Weapon Upgrade
Low Slot
Alternative Weapon Upgrade Selections
Support

These are alternative weapon upgrades that exchange normal rate of fire for other traits. They have similar fitting requirements and all traits boosted are stacking penalized as usual.

Frictionless increase tracking,
Recoiless extends range,
Extended increases local magazine size.
Predetonator allows for faster explosions and smaller ones
Hypernavigation allows for extended flight time.

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Samantha Vosh
Sebiestor Tribe
Minmatar Republic
#88 - 2012-01-16 19:49:30 UTC
Missile disruptor. Same as tracking disruptor, but then for missiles.
Nova Fox
Novafox Shipyards
#89 - 2012-01-16 19:50:55 UTC  |  Edited by: Nova Fox
External Warfare Pod.

External Series
Ejects for Use
Self-Destructive
Consumable
Highslot
EWar

These pods lie dormant on the hull until ejected by the pilot. They then deploy and target all of the host ships targets and assailt them for as long as thier batteries last for a minute or two.

Pods are highly destroyable and fragile and die once thier batteries expire.

Pods cannot be scooped up.

If host ship dies or leaves the field these pods will continue to assail thier last targets or a fellow pods targets but the pod group will not aquire new targets afterwards.

Pods are stupid enough to not know if target is out of range and will continue to attempt to hit target despite failing range check.

This external module will be unfitted on activation thus requiring a replacment module to be installed before it can be used again.

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Nova Fox
Novafox Shipyards
#90 - 2012-01-16 19:53:02 UTC  |  Edited by: Nova Fox
Frictional Amplifier

Scripted Module
Electronic Warfare
New Ewar.

Decreases the cycle times of a rack of modules on target ship making modules reactivate much slower.
Script determines which rack is accelrated.
Regardless of what script is used the stacking penalty applies.
Depending on the siutation this can be offensive or defensive measure

IE activating this on a midrack with mwd on is desirable.
IE activating this on a highrack with weapons is not as desirable.

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Nova Fox
Novafox Shipyards
#91 - 2012-01-16 19:55:19 UTC  |  Edited by: Nova Fox
Newtonian Nullifier

Scripted module
Highslot
New Ewar.

This module increases the cycle times of rack of modules on target ships.
Individual scripts are for various rack levels and have varying speeds.
Can be used offensively to cap out the opponent causing them to use thier modules more than they need to.
Can be used defensively to improve defenses or friendly offensive abilities if thier capacitor or ammo reserves can handel it.

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Nova Fox
Novafox Shipyards
#92 - 2012-01-16 19:57:08 UTC  |  Edited by: Nova Fox
Belt Feeder

Multislot
Mid Required
Low Required
Weapon Upgrade
Support

Missiles and Ammoed Guns only.

Weapon Modules directly feed from the cargo bay thus may only requre a reload when swapping out ammos.
Works will all ammo consuming modules.
Additional Bonus for second slot eaten to be determined, RoF only sounds likely.

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Iris Bravemount
Golden Grinding Gears
#93 - 2012-01-16 19:58:57 UTC
Just a thought about those heat projecting modules which have been suggested in here...

They would do terrible things when used in gatecamps en masse. Such as burning out a target's warp stabs. Thus, I vote against them, unless warp stabs are made immune to heat.

Warp stabs already have a niche role, with very crippling drawbacks. They must be reliable.

BTW, why not introduce multi-slot inderdiction nullifiers (in small, medium and large sizes) ?

"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

Aphoxema G
Khushakor Clan
#94 - 2012-01-16 19:59:08 UTC
Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.

This would offer an incredible new strategy to be abused in piratey delight.
Nova Fox
Novafox Shipyards
#95 - 2012-01-16 19:59:16 UTC  |  Edited by: Nova Fox
Emergency Warp System.

Emergency Series
Navigation
Counter Electronic Warfare
Consumable Module
Self Destructing
Damaging Module
Heat

This module consumes all capacitor, sets ship heat racks to full and unrepairs all modules to 0 hp and disables them and initiates an emergency warp regardless of points on the ship.

All capacitor and heat full is instantly applied.
Unreparing of modules only happen mid warp

Does not work against infinite point or AOE interdiction methoods.

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Nova Fox
Novafox Shipyards
#96 - 2012-01-16 20:01:48 UTC  |  Edited by: Nova Fox
Warp Field Amplifier.

Low Slot
Navigation
Passive

Increases AU/s on warp drives similar modules has stacking penalty.

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doombreed52
TunDraGon
Goonswarm Federation
#97 - 2012-01-16 20:02:05 UTC
i know this has been said alot but who cares im just giving a rough idea for it

Escort carriers

99% reduction to warfare links
50%(?) reduction in powergrid cost of capital reps
20%(?) reduction in cpu cost of capital reps
50%(?) reduction in capacitor usesage of capital reps
Bouns to range or racial capital reps (same as raical carrier possbly more)
(raical bouns, (armour resis etc))
Can fit Tactical Logistics Reconfiguration modules

can NOT use drone control units
fighters used in highsec will NOT warp after target if it warps (can warp back to escort carrier if they go out of range of (150K)

escort carrier can only carry 5 fighters (maybe 1 or two more at the most can deploy only 5)
Uses stargates (maybe acceleration gates?)

100% to fighter control range

no jump drive

let me know if you think anything needs to be added etc.
Nova Fox
Novafox Shipyards
#98 - 2012-01-16 20:03:26 UTC  |  Edited by: Nova Fox
AOE Tractor Pulse (Large Tractor Beam)

AOE
Tractor Beam
Support
Highslot
Scripted Module

This module designed for battleships pulls multiple wrecks at once. Only applies to owned and free for all wrecks.

Longnet Script - Greatly increases distance for slower pull
Reeling Script - Short distance high speed pulling.
Vulture's Script - Pulls in abandoned drones and corpses with no bonus to speed or distance.

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Nova Fox
Novafox Shipyards
#99 - 2012-01-16 20:04:54 UTC  |  Edited by: Nova Fox
Canister Launcher

Logistics
Meta-gaming harassment potential
Highslot
Launcher Slot
Support
Does not count as electronic warfare or remote support.

This high slot module allows loading of special canisters to be shot at a target which is then automatically looted into thier cargo bay if they have room allowing for combat resupplies of criticaly needed munitions and support fuel.

Can be used to deliver unwanted trash to opponents or presents to unsuspecting persons.
Shooting canister does no damage.
Does not allow for harmful cargo in the future as the canister will not survive the trip.
Can be shot down by defense systems and smartbombs.

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Nova Fox
Novafox Shipyards
#100 - 2012-01-16 20:07:40 UTC  |  Edited by: Nova Fox
Corvettes

Fighter Drone
Carrier Platforms only.
Pod Ship
Nonfittable
Prefitted
'ghost module fitted'


This is a large pod piloted controlled fighter. Which gives bonuses to fighters/fighter bombers that are normally lost when fighters are assigned. Will gain bonuses from all fighters assigned to it to role match and applies to all and future fighter types as well.

Receives bonuses from those fighters for itself to be slighlty tougher and role matching. Without fighter assignment they are weak as some tech 1 frigates.

Requires Frigate to V and Fighters to I.

Cannot be custom fitted comes with all modules built in.

Cannot use Gates,
Cannot use Jump Portals.

Fits well in a carrier or super carrier and is easily repackagble.

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