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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#141 - 2012-01-16 21:45:04 UTC  |  Edited by: Nova Fox
Drone Decoy

Consumable Drone
Counter Measure
Drone

This drone attracts the attention of drones sent against host ship, Lasts until destroyed or recalled. Can be sent to attack targets within range to further hostile drones away from host ship.
Does no damage
Consumes a flights worth of bandwidth.

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

Gevlin
Pator Tech School
Minmatar Republic
#142 - 2012-01-16 21:53:53 UTC
DRONES
-->Salvage Drones
Type 1
Able to retrieve loot from Wreck
Type 2
Able to use a Savage on the Wreck and Bring that to the Ship
Type 3
Able to Drag the wreck to me Slowly like a tractor beam, tech 2 drones able to deliver items to other fleet members via guard command after item is selected.(ammo delivery service)

>>Hull Repair Drones
>>Energy Transfer Drones
>>Heavy Industrial Mining Drones

Fighter sized drones for carriers that mine like a retriever for ores the highsec quality with each race of drone specializing in an ore type:
Veld-> Minmitar
Scord-> Gellentie
Plag -> Amarr
Pryo--> Caldari
Omber -> Faction (Ore)
Kernite -> Faction (sansha)
This is to mine Bulk mineral for ship production in Lowsec and Null sec. Allowing Sustainability away from Empire.



MODULES
Ore Hold (capital size)
Per slot gets a ship a 10k ore hold ideal for Carriers that like to mine.

Cargo Destruction Module (mid)
When active, if the ship gets below 25% Structure everything in the hold is destroyed. Does required cap so it can be disabled if the ships is completely nueted.

Connection Modules to Super Capital
Allows a Frigate or Cruiser t1 to join with the hull of a Titan or Super Carrier.
The Titan or Super Carrier will required a Low Slot Module to allow the connection. Based on Skill it will allow 1 Cruiser or 4 Frigates to join with the Hull.
The Cruiser or Frigate will required to dedicate 1 Low slot as well. And the Ships would need to be in fleet with the titan.
When active the ship melds partial with the hull of the Super capital (front half Sticking out)– limit race to the titan- The Ships are still target-able but have 50% reduction in signature and 50% reduction to damage, but will be affected by all Ewar, and have a penalty of 25% to tracking.
Frigate and Cruiser Pilots would be able to fire freely but they are stuck tot he titan. If destroyed the Pod is stuck floating next to the titan. I though would be possible if fast enough to board another ship from the titan and re attach to the titan if the timers allowed it to happen before the pod was destroyed.
This would allow new characters to participate with a super capital. And make the super capital more awsome, death star, but makes the Super cap require a sub cap fleet to protect it.. it is just some of the Sub cap fleet are in the belly of the titan.
If the titan or super carrier Jumps, the combined ships are left behind as they would conflict with the Titans navigation system and be impossible to code.
This would also give the small ships in the fleet something to shoot at binging me back to the days of wing commander.


Ramming Spear (High Slot)
Allows whips when charging with active module resulting in bumping another ship above 50% speed to do damage against another ship. A initial damage spike for tacklers.

AOE One Shots
Warp Disruption
5 Second 1 Shot Mid slot items that will AOE a large area with a Strength one Warp Disruption field. Able to only fit one on a ship and it burns out after 1use
(used for that small tackle ship to delay a fleet enough for the rest of the allied fleet to arrive)
Web Disruption (also work as a bomb)
15 Second 1 Shod Mid slot item tha will AOD a large web area with a 50% speed reduction web.
Able to only fit one on a ship and it burns out after 1use

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Max Von Sydow
24th Imperial Crusade
Amarr Empire
#143 - 2012-01-16 21:54:10 UTC  |  Edited by: Max Von Sydow
Automatic "anti-air" weapons

High slot module. Similar fitting reqs as medium guns.
While active, targets and fires upon hostile and/or neutral fighters and fighter-bombers, not drones, frigates or missiles, just fighters.


"Air"-superiority fighters

Works similar to the aforementioned AA guns but in fighter form.


Structural destabilizer bomb

Bomb that reduce the resist of targets for a short amount of time


Suicide bomber module.

Only works in 0.0
Destroys ship fitted on, creating a huge AoE damage blast.
Need a new type of explosive item in the cargo hold to work.
Damage and AoE depends on amount of explosives in the cargo.
Damage type depends on what explosives in the cargo.
Kenpachi Viktor
Perkone
Caldari State
#144 - 2012-01-16 21:57:22 UTC
Capital mining lasers.

A war that would’ve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV

Gevlin
Pator Tech School
Minmatar Republic
#145 - 2012-01-16 22:01:17 UTC
MODUALS
Subcap Industrial Configuration Modals
STORAGE
Allows a Sub Cap to activate this module:
-->Module has a 5 min cycle
-->transforms into a storage array,
----->(Graphic NPC Silo with the front end of the industrial sticking out the side)
--> accessible to fleet members,
--->Multiples Storage of the ship to 500 times or 50,000% it normal Cargo size.
----->(Ie A max rigged Itterion V would have close to the storage capacity of a Large ships Assembly array)
-->Have the HP of the Storage Silo be that of the ship
--> Not other module can be active while this modal is active (No cloaky Storage Ships)
--> Module can not turn off if items are in the ship. So jettison all of it!!
-->This will provide a work around POS mechanics that don't allow 1 slot mass storage, which is needed for large alliance based mining ops. Also adds an additional role in mining ops.
Other POS Industrial Configuration Modules:
-->Allow other Pos Components to be come a Sub Cap module so it can be set up on the fly.
-->Limiting volume size based on cargo space and Structure Hit points based on the Industrial's Hit points
-->Can be anchored any where not only in a POS shield where it could be safe (limitation for high sec may require standings)
-->When the POS Industrial Configuration Module is in effect no other Active or passive modules can be in use.
-->Special Skills for each module will be required
-->This would be an effective use for those players who have several accounts used for mining to use them for something else. Keeping a need to pay for several accounts.
-->Ideas include:
----->Many of the Weapon Batteries (so you want gate guns)(Never though my industrial alt would ever fire a missile batter let alone be one)
----->Some quick Assembly Arrays (For ammo or drones on the Go, )
----->Reprocessing Array (You mine, I Refine, he builds)
----->Assembly Arrays (need to change?)(I hold your ship for you)(this is how you can hide Dreadknott inside a Itteron V)
----->Store Front (Fleet members can buy their goods as if it was a concession stand)(guess who is now primary)

Local Transmitting Inhibitor
A cloak type device that instead of hiding the ships removes the player from the Local. No other modals can be in effect while active. Tech 11 may allow stationary Cloaking.

Sig Spoofer
Allows a ship to change its signature found on ship scanner so Eye have to be put on the ship to make sure it is what is it.

Spacial Gravimetric vortex generator: (High Slot)
While active some of the damage which would be applied to ships near by is applied to you. Allowing ships with Heavier tanks absorb the damage inflicted on Near by Players (10kml) Allied or enemy.
(Don't expect to live after a bombing attack)

Automated Evasive manuvers Module (Propulsion Module High Slot)
While active this over flow (the damage that is not counted because you sig is too small or your speed it to fast) damage incoming will be directed from you to the target of the module. This represents that you are actively using this target as a shield. This module may also have the effect slowing the ships a bit (20%). This will Discourage Big Ships using Large guns against small target next to you ally. (some small ally ships may use this to hide with in ally fleets.
“Do not use the big guns you may hit charlie” ( should increase the used of small ships in Large Battles)

Battle Field Camera high Slot
Battle Field Viewer High Slot

Allows one ships to transmit what it is seeing on the over view to other ships equipped with the Battle Field Viewer.
The Field Viewer would be windows like the Browser.
Each Field View module will allow the reception of another transmission from a Camera Battle Field Camera.

Passenger Accommodations: (LOW)
Game Effect: Reduces size of items that can not be in containers by 1/2 mainly Life Stock, or People
This is mainly a role Playing tool.

Clone Vat Bay for Sub Captials ( Possible Tech ii clone bay)
This would allow me to install a few fiends and take them up to deep space to drop them off. Flying in a cloaked Ship – 1 high for used to allow clone jumping to be activated. And 1 Low required to hold 1 Pilot. This item would be illegal to prevent ease of use in High sec,



SCRIPTS
Shield Transporter
I always though due to the name description that Shield transporters should take some of my shield and place it on another.
With a script: it would allow a person to use their shield to build a depleting buffer beyond the shields of the targeting ship at a cost of 2 points from me transporting 1 pt to them skill reducing the effect.
And the second layer of shield I am sending would deplete after 10 seconds. This way I know Bob is going to be Primaried so I can give him some of my shield to prevent him going down instantly and allow his own shield reps, or the Logi's Normal shield Transporter bring his shield back to full, In a way allowing me to “Shield” Some one from Attack with my own Shields.
(I am able to shield the tackle with my BS's Shield using my Shield Transporters. (should not be allowed on Ships with extended shield Rep Range ie logi ships.)
A similar script could be done to Armour representing a Battle ship trying to cover another ship from incoming damage.

Warp Scrambler
Scrip to turn off the Propulsion module dang those 100mn equipped After Burner T3 Cruisers.







DRUGS
Drugs that increase Range or Yield or reduce cycle time with other side effects.

Customisable Drugs.
Take your current drugs but allow us to lace it with other times that will,
-Decrease some negative effects but ad others,
-Change the Set negative to a random strength.
-Ad UI effects for player vs Negative effect for pilot

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Ravcharas
Infinite Point
Pandemic Horde
#146 - 2012-01-16 22:14:19 UTC
rate of fire ewar
resist ewar
resist logi
scripts for ships
set bonus mods, like implants
Vincent Athena
Photosynth
#147 - 2012-01-16 22:14:59 UTC
At present there are no modules that allow you to protect a ship you are escorting through high sec. You cannot protect it by blowing up the bad guys first, as then you go away to concord (and then you are not an escort anymore). Remote reps do nothing vs alpha strike. So how about:

Remote shield extenders. Boosts the shield strength of the target ship
Remote shield or armor resistance amplifiers.
Remote warp core stabs (may be too much...)

Other ideas:

A rig that turns part of your cargo bay into a corporate hangar.

AoE weapons that fire a ball of plasma that causes damage, small in size at your ship doing alot of damage, expanding as it goes doing less damage as it travels.

"Controls are jammed" Something that stops the target from accepting any controls form the pilot for a short time.

Resistance modules that not only reduce damage (not as well as the current ones) but add some of the energy of the incoming fire to my capacitor

Time travel: A one use module that moves my ship forward in time a minute or few.
Teleporter: A one use module that moves my ship a few dozen km, no BM needed

Telescope: Lets me see stuff that is off grid and normally invisible

Interstellar warp drive: Lets me warp from one star to another in a few hours, I do not need be on-line.

De-cloaker: AoE device that de-cloaks any ship in range

System De-cloaker: one shot module that de-cloaks anything in system

Passenger quarters: Allows for the transport of a Pod pilot.

AoE web about my ship: slows anything that gets too close, possibly including missiles that now may run out of fuel before hitting me.

Navigation shield enlarger: Increases the size of my ship's collision bubble (for bumping ships away from undock points).

Smart bombs are neither smart nor bombs. How about making a version that is at least smart: It only damages items I got targeted.

The anti-loot rig: If my ship explodes it insures all cargo and modules are destroyed.

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Frozen fanfiction

Gevlin
Pator Tech School
Minmatar Republic
#148 - 2012-01-16 22:21:41 UTC
MISSiLES

Defender Tech II
Tech II Defender Missiles that will destroy Near by Missile volleys protecting your fleet. (may be restricted to shooting down all Nearby Missiles, will be handy for selected fleet types

Logistic Missiles.
When they hit the target they repair via their damage category vs Damage but also have to take into account the Damage reduction.
This is meant to be used in between battles when hardeners are turned off.
They will repair first shields, then armor then Structure

Nuetralizing Missiles.
Missiles that drain cap vs imply damage – reduced effect based off of EMP Hardeners

ECM Missiles
Missiles that can will temporarily (5 seconds)(non stackable) lower the Sensor Strength of a ship – reduced effect base off of Kinetic hardeners

Thermal Missiles
Missiles that increase the damage modules take while being over heated – reduced effect based off of Thermal Hardeners.
Resist Nullifying damage: These missiles will reduce the effective tank resists across the board temporarily (non Stackable) – reduced effect based off of Explosive hardeners.

SOVERNTY STRUCTURE MODULES
Prospreciting Arrays
T2 Prospecting arrays – allow different Ore compositions belts, that are less valuable than the Current allowing miners to find Mostly Veldspar or Omber Belts allowing easier production of Ships in Null sec.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Circumstantial Evidence
#149 - 2012-01-16 22:24:20 UTC
Scripts:
I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.
Tsubutai
Perkone
Caldari State
#150 - 2012-01-16 22:30:13 UTC  |  Edited by: Tsubutai
An analogue of nanite repair paste that could be used to (slowly) repair hull and armor damage without needing to dock in station, get someone to remote repair you, or have an armor/hull repairer fitted.
Xorv
Questionable Acquisitions
#151 - 2012-01-16 22:30:50 UTC
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.


This seems a backwards way of doing thing. Rather than just wanting to add more mods, shouldn't you be just generally looking at the game and seeing what problems there are, what's missing, and what could be improved. Only looking to add new mods if you determine they're the fix for the aforementioned problems and needed improvements?


Matching issues with the current game with your list:

EW/Scripts and Cynos:


A short range device that jams a ship from lighting a Cyno.
Reason: Hot drops too common, which discourages smaller fights and encourages more blobbing. Short range so that the jamming ship is putting itself at risk and can be destroyed to break the Jam.
Recommend: Adding the function to existing Warp Scramblers and Disruptors via Script that doubles the devices cap consumption to add the additional function.

Drones:

Damage Mods and Rigs to match with other weapon systems.
Reason: Every other Weapon system has them.

EW , Fitting, ECCM, and Gang Links

Not a new Mod, but a change. Make ECCM (and perhaps cloaks) and Gang Links mutually exclusive.
Reason: T3s are being used as 'buffbots' which is bad for gameplay,. By taking away their ability to be nearly impossible to scan down and find their T3s using Gang Links become somewhat vulnerable. That change would have little effect on Command Ships or T3s actively piloted and participating in a gang.


This last one is a bit more of radical change in gameplay that may need several adjustments...

EW, Warp Bubbles, and Interdiction Nulifier:

New small and medium T2 Rig that gives the same properties as Interdiction Nulifier (Exclude BCs and T3s by making both use Large Rigs or a new BC sized Rig)
Reason: To encourage the use of smaller ships to roam Null Sec, weaken gate camps, and empower small gangs and soloers. Give players more reasons not to use BCs and T3 for everything.








Ravcharas
Infinite Point
Pandemic Horde
#152 - 2012-01-16 22:31:51 UTC
Circumstantial Evidence wrote:
Scripts:
I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.

I think scripts would be more fun if they were consumables and also researchable somehow. (Script X good for Y cycles with Z modifier.) So more like bpc's I guess.
Rytell Tybat
Doomheim
#153 - 2012-01-16 22:36:14 UTC
Smuggler's Cargo Hold

Improves your odds of carrying contraband through HiSec undetected.

Relevant skill would need to be introduced. Would be even better if smuggling mechanics and gameplay were added and improved as well. (and not that cop-out BS where players become responsible for doing Custom's jobs)

Apologies if this has already been suggested.
Tsubutai
Perkone
Caldari State
#154 - 2012-01-16 22:40:32 UTC
I also like the idea of a mobile cynojammer, which could be implemented as a new script for a Heavy Interdictor's warp disruption field generator, an anchorable module like a bubble, a newfittable type of module, or even a new class of ship.
Infinion
Awesome Corp
#155 - 2012-01-16 22:41:10 UTC  |  Edited by: Infinion
Bring back deployable mines from 2004. The only reason they were removed was due to lag and im sure that by now the issue shouldn't be as daunting as it was 8 years ago


Other ideas:

ArrowEWAR: add a POS ewar battery that scrambles the state of all structures so attackers don't know if a module is incapped / anchored / onlining / online visually

ArrowScript: add a script for lasers (or a seperate weapon group) so they act as the turret equivalent of defender missiles
ArrowScript: add a script for Tracking Disruptors that significantly increases the cap needs of enemy turrets

ArrowDrones: Either implement functionality for all, or add a module that allows your own drones to target you
ArrowDrones: SENTRY VERSION OF FIGHTERS
ArrowDrones: Propulsion drones that increase the velocity or agility of the target ship


ArrowHeat: Allow Capacitor Batteries to supply a flat recharge rate to a ship in order to recover from deep cap drain (when regular cap recharge is no longer effective). This feature only works when the cap battery is in the overloaded state

ArrowScanners: allow cargo scanners and ship scanners to be used while cloaked (using either covert ops cloaking devices or improved cloaking devices). Scanner duration could be a function of cloak recalibration delay

Arrow Energy Vampires: implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)
Xorv
Questionable Acquisitions
#156 - 2012-01-16 22:55:52 UTC
Infinion wrote:

Arrow Energy Vampires: implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)


Thanks I knew I forgot something. NOS went from being used on everything to being used only on some frigates to counter Nuets which are used on nearly everything that used to use NOS.

Infinion's idea shows promise, but I wouldn't just mind if they just reversed the NOS nerf for ships with a bonus for it, ie Blood Raider and Amarr Ewar ships.

This is also another example of the need to re-look at existing mods and their functionality rather than just adding new mods with brand new functionality. Fix what you already have first!
Ingen Kerr
Deep Core Mining Inc.
Caldari State
#157 - 2012-01-16 23:00:58 UTC
A supercapital module that can tackle other capital ships. Infinite strength point but cannot be used on subcaps and cannot project a bubble.
Commander Ted
Caldari Provisions
Caldari State
#158 - 2012-01-16 23:09:22 UTC
Capacitor booster/ microwarpdrive hybrid. Short range unguided warp pretty much. Frigates will go 18000 m/s and battleships would go 4500 m/s roughly. Great for bumping ships out of big stations or quickly going into range. The downside is that using this module reduces your agility by 50%, needs to be reloaded, makes your signature radius bigger than a normal mwd, and will break your lock on any targets. Could be used for quickly getting short ranged vessels on top of their targets, or catching ships that are sitting at long distances like 140km off gate. It would be disabled by a warp scrambler but not a disruptor

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Commander Ted
Caldari Provisions
Caldari State
#159 - 2012-01-16 23:13:32 UTC
Kim Telkin wrote:
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 :)

Didn't notice this guy posted the same idea... However mine is more fleshed out.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Daneel Trevize
Give my 11percent back
#160 - 2012-01-16 23:14:04 UTC
Jarnis McPieksu wrote:
Before adding new modules, you should go and fix all broken/useless modules. EVE has a far too long list of of modules that are effectively useless for anything other than reprocessing into minerals.
This.

Most of these ideas in here are terrible, I can't believe this is a serious Dev thread.

If you're looking for reasons to add new modules you're doing it wrong. First find a need, then balance existing stuff/add new modules if required.

First should be balancing ships & modules that you've already spent the art assets on.