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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#121 - 2012-01-16 20:48:47 UTC  |  Edited by: Nova Fox
Remote Module Repair.

Module Repair
Remote Logistics
Highslot
Ammo supply - Nanite Paste Canister

Consumes nanite paste canister to efficently repair target's modules.

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Iris Bravemount
Golden Grinding Gears
#122 - 2012-01-16 20:49:20 UTC
This is a follow up to my earlier suggestion of multi-highslot jumpdrives in small, medium and larger versions with inbuilt fuel bays.

There could be a split up of cynos too.

Small cynos can only be logged on by frigates, but have smaller duration, fuel consumption, skill requirements and maybe even visibility (apprear on overview only in a limited radius).
The larger the cynos, the larger the ships that can lock on to them, the longer the duration, the higher the fuel consumption, etc...

All cynos have the same fitting requirements, so that you could still use your frigate to light a cyno for capitals if you want to.

No need to remove covert ops cynos for this btw.

Titan jumpbridges could only lock on to capital cynos.

As for the slot usage :

small jumpdrives could use 1 slot, with one additional for each shipsize, so that you have to sacrifice offensive power to obtain the jump drive. All ships which currently have an inbuilt jumpdrive would keep it, since they were designed for it. (the medium ships with only 1 highslot should be awarded a second one)

The jump range and fuel consumption could also vary by ship size. The fuel type should vary by race, in order to keep isotope prices somewhat equal.

T3 ships could get a new populsion subsystem for this, or use the highslots for it.

Highsec :

Only commercial cynos (industrials, transport ship, mining barges, exhumers and jump freighters could lock on to them) would be allowed, and in 0.5 systems only.

This would create another incentive for players to venture out of highsec.

"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

doombreed52
TunDraGon
Goonswarm Federation
#123 - 2012-01-16 20:49:28 UTC
Zarnak Wulf wrote:
Low slot stereo system. Forces everyone on grid with you to listen to your music. Only available to Minmatar.

Low slot hydraulic system. Makes your ship bounce, baby, bounce! Only available to Minmatar.

liked just cause it made me giggle.
Nova Fox
Novafox Shipyards
#124 - 2012-01-16 20:50:38 UTC  |  Edited by: Nova Fox
Remote Resistance Amplifier

Remote Logistics
High Slot
Emo Module

This module consumes one ship's own resistances to give to aonther.
The effect does not stack with other remotes.
This effect is penalized against like effects on the target.

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Nova Fox
Novafox Shipyards
#125 - 2012-01-16 20:51:55 UTC  |  Edited by: Nova Fox
External Seige Battery.

External Series
Consumable Module
Self Destructive Module
Midslot
Battleship only
Weapon upgrade

This prefueled seige battery turns a battleship into a seige platform for five minutes, grants ewar immunity improved defenses and offensive capabilities at the cost of mobility tracking, and remote support.

When the module is exhuasted its then ejected and destroyed and must fit a replacment module must be fitted in order ot use again.

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Nonnori Ikkala
Love for You
#126 - 2012-01-16 20:56:59 UTC  |  Edited by: Nonnori Ikkala
High slot module: takes two highs, makes a single low.
Mid slot module: takes two mids, makes a single high.
Mid slot module: takes two mids, makes a single low.
Low slot module: takes two lows, makes a single mid.

No other fitting requirements. Makes fitting very interesting, allowing more room for creativity. (Hopefully not overpowered.) It has to be symmetric higher <--> lower to be fair to both armor and shield tankers, even if both directions don't make perfect flavor sense.
Ila Gant
Hedion University
Amarr Empire
#127 - 2012-01-16 21:02:34 UTC  |  Edited by: Ila Gant
Shield Projector: High-slot module projects a shield around a target, with normal shield effects (including diminishing strength with damage), switches off after half a cycle and can be enabled again after cycle completes. Alternatively, may use charges. Cycle time 30 seconds (15 seconds of shielding, 15 seconds of cool down, overheating increases shielding time and reduces cooldown).

Remote Thermal Modulator: Dramatically reduces the effects of overheating on a single target, while increasing the effectiveness of module overheating on targeted ship beyond the ordinary benefits allowed by skill level. High slot module.

Both of these modules would be aimed at Logistics cruisers but usable on ordinary ships. Small, medium and large modules provide corresponding benefits.

The Shield Projector potentially provides a strategy to counter blob warfare. The RTM could develop spider-ganking fleets. Would be interesting.
Planetary Genocide
Blackwater USA Inc.
Pandemic Horde
#128 - 2012-01-16 21:02:48 UTC
I'm thinking CCP should re-implement Salvage Drones and Mines.

Yashir Wong
Perkone
Caldari State
#129 - 2012-01-16 21:07:26 UTC
What if webs could drag a target?

Essentially webs would apply an additional velocity vector to a ship. A combination of the web's strength and the target ships mass would come into play. It would also probably necessitate different classes of webs based on hull size.

Really, I'm just tired of people feeling perfectly safe sitting off a station with the only viable method of engaging them being overwhelming alpha or a bump stabber that might not even be able to get an angle on them.

Someone earlier in the thread mentioned tractor beams that can be applied to ships. I like that idea too. They felt it should only apply to certain vessels, but I say all tractor beams should be viable. Battle noctii would have a purpose. It would be awesome watching a noctis tug a carrier off a station. It would make station games so much more interesting than they are now and require people engaging in them to be a hair more cautious.



Neuting resist modules. A module that would buffer a ship against neuts reducing the amount of cap drained from one. Could work, could be made moot by cap boosters.

A fast loader. Passive module, maybe....high slot...that cuts reload times in half.

An ECM module that cuts max locked targets by half. No or low chance to miss. Enemy will always retain at least 1 locked target.

a "spearhead" module. High slot module that would convert a bump to damage. Damage amount based on (ship mass) x (velocity) x (spearhead dmg multiplier). Damage type kinetic of course.
Yashir Wong
Perkone
Caldari State
#130 - 2012-01-16 21:09:21 UTC
Planetary Genocide wrote:
I'm thinking CCP should re-implement Salvage Drones and Mines.



I like mines. Put a ton around a wormhole, giggle as a cov-ops comes in and is immediately obliterated.
Kim Telkin
Love for You
#131 - 2012-01-16 21:11:24 UTC
Consumable propulsion module.

Gives you 10X speed factor for 30 seconds. Then burns out entirely.


Uses:
* Armor tanking blaster boats trying to get in web range
* Last ditch effort to escape from scram/disrupt range
* Burn through a warp bubble
* Catch that annoying nano fit saying *just* out of your range

I think it would add some fun "oh crap" moments when your enemy performs the Picard maneuver :)
Kristoffon Ellecon
The Scope
Gallente Federation
#132 - 2012-01-16 21:13:54 UTC
Faction / T2 scripts

For instance a T2 or "hacker faction" scan resolution that has a higher bonus over regular script.
Iris Bravemount
Golden Grinding Gears
#133 - 2012-01-16 21:16:23 UTC
MeBiatch wrote:
how about a script for hic mods that instead of scamming aoe its a webber aoe?

or a tech II cyno that lasts 5 min and 2.5 min on a recon?

or how about a fig sized logi ship that uses medium sized remote reps?

or how about making drone control units work on sub cap ships... that way if you wanted to you could have 10 heavy drones on a domi?


I like all of the above.

MeBiatch wrote:
aoe blasters... basically can only be used in 0.0 or else you will get a criminal flag... works like a directed smart bomb but has an arche of 30%.... think of it like bird shot in comparison to slugs...


I don't like this. Blasters already have the best tracking there is. This would be a nerf of small ships, which we don't need.

MeBiatch wrote:
tachion detection pulse from a tech II destroyer... it distrputs the cloak of any non tech II cloaking mod... which temporary makes the ship show up on overview/scan probes but does not decloak it...


Range of the mod ? If I got it right, the overview would only allow to detect the presence and distance of the ship, not targeting it bcs it is still cloaked. Sounds reasonable. Would the cloaked pilot get any notification of this, or is he unaware of him apprearing on overview ?

Running out of quote tags:

accelerated launching bay (acts like a tc/te but for missles) increases either explosion velocity or base velocity of missles...

Captial nuet/nos

capital cap injector

capital sized rigs


I like those.

low slot drone damage mods...

I would have put this into highslots, but I like the idea too.

sensor ghost mods (makes a double of your ship on the overview thus confusing enemies)

Brilliant ! But should also create visual doubles, or else you could just ignore the overview and ctrl-click the ship/bracket itself.

low slot that gives my drones a warp drive so i dont have to recall them...

Nope. This is what carriers and fighters specialize in.

enhanced tactical overview for comands from the FC...

like the FC can highlight alpha and beta targets on my overview...


Those are called broadcasts.

faceit people are going to meta game why not make a ship that does it for you?
make a consumable mod that allows you to temp hack into enemies fleet chat and stuff...


Pointless, since people use third party voice comms.

As for the rest of your post, while boarding scenarios sound appealing, they would just break the game. The only way to remove a pod from a ship by force should remain the good old destruction of said ship. Ewar modules take care of any control hindering, so boarding systems for this would be redundant.

"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
#134 - 2012-01-16 21:16:35 UTC  |  Edited by: Nova Fox
External Seige Battery.

External Series
Consumable Module
Self Destructive Module
Midslot
Battleship only
Weapon upgrade

This prefueled seige battery turns a battleship into a seige platform for five minutes, grants ewar immunity improved defenses and offensive capabilities at the cost of mobility tracking, and remote support.

When the module is exhuasted its then ejected and destroyed and must fit a replacment module must be fitted in order ot use again.

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

Strata Maslav
Heretic Army
Divine Damnation
#135 - 2012-01-16 21:23:16 UTC
A high slot weapon that limits Nova Fox from posting a replies to a thread to one every 20 minutes.
Nova Fox
Novafox Shipyards
#136 - 2012-01-16 21:24:28 UTC  |  Edited by: Nova Fox
Bomb Emitters

Electronic Warfare
Temporary Deployable

These probes are launched probes that fly foward then stop to emit whatever electronic warfare effect. they only last for a minute and have limited range and can be destroyed have much longer endurance than other temporary deployables.

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

Dead Azrael
Psi-Corp
#137 - 2012-01-16 21:25:50 UTC
Booster Rockets:

Med-Slot Module

Variation A:

Can only activated when MWD is active and NOT overloaded.
Reactivation Timer: 30min or more
Duration: 5sec

Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)

Can only fitted on a Battleship

Variation B:

Can only activated when MWD is active and NOT overloaded.
Reactivation Timer: 60min or more
Duration: 10sec

Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)

Can only fitted on a Battleship


Negative effects during activation (something like that)
reduce Agility of BS
Sigradius +100%
Gripen
#138 - 2012-01-16 21:34:20 UTC
Stealth or Compact fighter bomber drones - high damage, compact, battleship-to-battleship weapon which is hard to use while frigates on the field

Goals:
- Increase need of frigates in fleets
- Add special flavour to battleship class as Tier 2 and 3 battlecruisers and Tech 3 cruisers are almost driven regular battleships out of 0.0 combat except of static structure defense scenarios

Parameters:
- Very low hitpoints (like light drones)
- 5 m^3 volume (easy to kill so should be more or less disposable in terms of dronebay space)
- High DPS (higher than heavy drones) but can apply full damage against battlships only (fire missiles similar to fighter bombers used on capitals)
- 25 Mbit bandwidth (intended for use mainly from battleships)
- Good attack range so they can't be smartbombed
- !New mechanics! Lockable by frigates and destroyers only (giving them small signature so lock would take significant time is not enough imho)

Would work well with mild boost to battleship active and\or passive defenses and dronebays
Camios
Sebiestor Tribe
Minmatar Republic
#139 - 2012-01-16 21:39:33 UTC  |  Edited by: Camios
A module that enables a fitting/reshipping service, so that you can use the ship as a carrier or like a mobile ship maintenance array. Gang will be able to reconfigure their gear without carrier support in hostile environment.


Siege modules for sub capitals (battleships). Boost damage, but reduces tank (either resistance or buffer); lasts 5 min; so that it's easier to harass but if you face resistance you're dead. This is just to punish all those who hide and don't fight, reinforcing unarmed towers, hubs and the like has never been faster (if your opponent does not show up).

It would be nice to have another version that increases active tank (as someone said before), and possibly reduces damage.

Blink script for MWD ("microjumpdrive"): moves your ships forward by a certain distance instantly (probably hard to balance properly). Long cooldown or possibly spoolup? (So that your enemy knows in advance you're going going to microjump, to have a possibility of reacting accordingly). Maybe a homeworld 2-like effect (possibly nicer, up to EVE standards).

A general consideration

A more general mechanic: It would be nice to have more modules that must be activated in advance (like armor repairers). This would suit the microjumpdrive, for example.
Expanding on this:
I think that there could be 2 script for the same module: one that gives you a reduced effect on activation, and one that gives you a stronger (or more efficient), delayed effect. This is to give choices to the player: do you need it right now or you wait for a stronger, more efficient effect? This 2 mode-operation would suit repairers in general, all ewar modules, possibly even weapons. Scripts = chices = freedom = good.
Nova Fox
Novafox Shipyards
#140 - 2012-01-16 21:41:50 UTC  |  Edited by: Nova Fox
Ewar Missiles.

Electronic Warfare
Missile Type
AOE

These loaded missiles provide a temporary effect of an electronic warfare over a large area.
Due to thier size reloading these missiles happens more frequently and rate of fire is not as high.

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