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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#161 - 2012-01-16 23:17:50 UTC
Bumping module

Highslot module
Uses a lot of PG
Uses a lot of cap when activated
looong cycle time

Will push the target away from the ship that used the module.
Sig radius and mass will determine how far the targets get bumped so smaller ships wont get bumped too far due to small sig unless MWDing.
Should mainly be used to bump people of stations.
Denuo Secus
#162 - 2012-01-16 23:29:06 UTC  |  Edited by: Denuo Secus
Arrow Armor repairers and shield boosters with an inbuilt resist bonus. This would make active tanking not overpowered but much more viable. Atm active tanking needs just too many slots to make it work even in a small gang scenario. Also: please lower the cap consumption of active repping. It needs too much as it is now: fitting (BS level), cap and slots.

Arrow make the Damage Control a passive module please. It doesn't consume notable cap anyhow. IMHO it wouldn't hurt to make it passive. And while you're at it, please change the icon into something more sci-fi please Big smile

Arrow a shield variation of slave implants.

Arrow shield extender rigs should work on capitals.

Arrow passive shield omni hardeners + active armor omni hardeners.

Arrow an armor membrane which actually regenerates armor slowly without using cap.

Arrow a (highslot?) module which allows to redirect already fired missiles to another target. This would fix the missile traveling issue and would make them viable in much more scenarios such as fleet sniping.

Arrow a BS variation of the Assault Missile Launcher - big enough so it can be fit on BS only but fires HMs at higher rate.

Arrow a medium tractor beam.

Arrow salvaging drones.

Arrow light and medium webbing drones.

Arrow warp scrambler drones Big smile
Svennig
Caldari Provisions
Caldari State
#163 - 2012-01-16 23:31:45 UTC  |  Edited by: Svennig
Small/Medium/Large/Capital Remote module repair systems. Able to bring 100% damaged modules back online.
Drone Maintenance Bays (repair drone damage).

A POS mod for ship repairs.

Also:
A T2 Warp disrupt probe launcher that can use T2 warp disruption probes which act like scrams, so they disable MWD.
Cryten Jones
Advantage Inc
#164 - 2012-01-16 23:35:48 UTC
I also like the idea of converting slots. I was thinking of 1 High for 2 Mids and 1 Mid for 2 lows. Upto max 8 as normal with no extra power or CPU.


Freighter <> Car transporter - Module for freighters that will convert the cargo bay to ship hanger bay that is sealed to space. eg rigged ship transport. Wound need a way of making that the only thing that can fit on a freighter but I am sure the Devs are up to it :-)


Market Module for POS - One half is anchored on the outside of the shield the other on the inside. you set-up buy and sell orders as normal. Allows Wormies to set-up a " last gas station in the desert" style shop.


Dockable hangerbay - For those that like WIS but never dock up :-)


Anti-Missiles that actually work.... seriously, like they never have since release :-)


Deep-Space probes get changed to but only a large scan res but can tell you what's there but not where. e.g. scanning....there are 3 towers, 10 ships and a SBU in this system....loading Combat scanners.



That's me for now :-)

-CJ
Nova Fox
Novafox Shipyards
#165 - 2012-01-16 23:48:38 UTC  |  Edited by: Nova Fox
Fighter Intercept

Fighter Drone
Carrier Specific Only

These are anti frgiate and anti drone fighters able to dog fight other fighters. They have lesser HP than standard fighters and are reliant on high speed for self protection. Easy targets of escort ships.

Deployable by carriers only.

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Nova Fox
Novafox Shipyards
#166 - 2012-01-16 23:50:29 UTC  |  Edited by: Nova Fox
Shield Drones.

Consumable Drone
Support
Logistics

These sacrifical drones surround host ship or guarded targets with themselves intercepting and preventing damage to the target until they die. Persistence will destroy the drones but provides escort protection of a valuable targets.

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Nova Fox
Novafox Shipyards
#167 - 2012-01-16 23:53:16 UTC  |  Edited by: Nova Fox
Booby Trap Can

Canister
AOE Trap

This can attacks anyone that accesses it after its anchored. Cannot be anchored in high sec.

Cryo Cans

Canister
Cargo

Used to preserve expirable goods.

Armored Can

Canister
Cargo

These cans are more likley to survie ship explosion.

Life Support Cans

Canister
Cargo
Allows storage of biologicals.

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Nova Fox
Novafox Shipyards
#168 - 2012-01-16 23:53:53 UTC  |  Edited by: Nova Fox
XL Rigs

For capitol ships only get them out of the battleship supply market, this will help normalize certain battleship rig prices to an extent.

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Nova Fox
Novafox Shipyards
#169 - 2012-01-17 00:03:42 UTC  |  Edited by: Nova Fox
Cargo Bay Parition Rig

Calibration Free
Rig

Allows a division in the cargo bay

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Ren Coursa
The Scope
Gallente Federation
#170 - 2012-01-17 00:10:47 UTC  |  Edited by: Ren Coursa
Just some dumb ideas i have about stuff i would love to see in the game, half of it would probably break it completely and the other half probably doesnt even work. Anyway; here it goes.

Distress Beacon:
This one would be used when under attack to send out a system/constelation/region wide distress call. The module would require some way of setting it up with some parameters as to who would get the call. The filter options could be things like sec status, skill points, maximum amount of ISK pay-out for a successful rescue etc.
The distress call would then go out to all the players who match this description AND have a reciever fitted to the ship, another new module for the would be private police officers out there. Their module would also come with the same settings so you can weed out the cheap and fokus your diligent sense for justice on the once who pay well.
Another fun thing this would allow is more dynamic NPC encounters. Have random NPC haulers or other pilots roaming about and let them get into trouble and call for help.

Warp trail scanner:
Every ship is given a unique warp trail signature. If you are on grid with someone this module lets you tag that ship. This tag then allows your D-scan to pick up the warp signature of that ship from gates (or also regular warp if that is possible).
Based on skill, meta lvl of module, ship/rig bonuses etc the trail of the pilots would be longer lasting (in number of jumps).
These tags could also be like bookmarks so you can put them in your cargo or trade the tag number of some infamous pirate etc.
Might be some trouble in having this scan down ships, so it might be something about that jovian pod and warp that you can scan down.

Limited gang links:
I think that a good way of dealing with the blobs and introduce more skill (unobtainable skill probably) into FCing would be to remake the ganglinks so that they are AoE and have a maximum amount of pilots they can help AND if the AoE of two different gang links overlap there is a reduction in effect sort of like PI.
This forces the fleet to divide more physically into wings and keep a distance from each other which might lead to more non-bloby fights.
The effects of the link have to be pretty good to warrant the extra hassle it brings.

Custom job:
I dont really like that all the ships of the same type are identical in stats, especially minmatar ships. I would like the addition of a more hardcore type of rig. These rigs have a primary effect and a hidden, randomized secondary effect that doesnt show up even after its been applied. This secondary effect could be good or bad maybe based on your rigging skills.
Maybe this rigging is permanent and the ship is now unsellable on the market (cant be repackaged) due to the weird changes you have done to it or it costs money to "revert it back to factory settings" to be able to repackage and sell it.
The randomized effects could be anything from minor stat changes to the ship just plain not being able to fit a MWD.

Flexibility rigs:
There are some variations that could be done with this, either the rig just plain adds a slot. High, Mid, Low or a rig that lets you fit a Mid slot or Low slot item in a high slot. Would probably break the game in two but i want more flexibility, dont like that all the ships have set roles. Want to mix it up a bit.

Crew:
Personally i hate, HATE, the pod pilot concept. I want the classic bridge and all that. The pod is a cool concept for super high level pilots in super high tech ships like T3 or something. However, even with the Pod i dont see a problem with the ship having crew. If i recall correctly i think there used to be crew numbers on ships?
Add a new "sub-slot" in the fitting menu, maybe one per rack. High would be gunnery, mid might be engineering and low mechanics or something. Maybe add even more, things like sensors, drones or whatever.
In these slots you add crew that comes with skillsets that translates into ship bonuses. The crews are mortal and are destroyed after some time. They die if the ship is destroyed and all that.
Leadership skills modify the crews effects and longevity etc.
Scrapyard Bob
EVE University
Ivy League
#171 - 2012-01-17 00:14:12 UTC
Cap-sized rigs would be useful, then lower the build cost of S/M/L rigs slightly.

Additional gang link flavors.

Fix T2 armor plates to be better then Meta4 plates.
Savannah Zateki
Whispering Fang Syndicate
#172 - 2012-01-17 00:14:42 UTC  |  Edited by: Savannah Zateki
Nova Fox wrote:
Multiple Slot Modules;

These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.

IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.


This one is good, as is the Suicide Drone idea (up to a certain extent). The rest of your ideas are rubbish though. For example:

Nova Fox wrote:
Improved FoFs

These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.


Hell ******* no. All that would do is make fleets with one heavily buffed Golem w/ a target painter or two and ECCM mods, and a whole bunch of missile ships with these FoF launchers equipped. Since they're FoF and directed by a target painter, they wouldn't even have to target anything and still hit the right ship.

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.


That would make suicide ganking ******* easy. Double the damage from one ship? WTF

Nova Fox wrote:
Digital Fortress.

This one shot midslot when activated provides electronic warfare immunity at the cost of jamming host ship and offlining all other modules.

Does not work against interdiction aoe methoods.


This would make all EWAR mods and EWAR ships irrelevant, especially ECM jammer ships, since every fleet would bring one ship with this to every fleet battle.

Nova Fox wrote:
Resistance Batteries.
Resistance Pumps.

Flavored Batteries (or pumps) for shields/armor

Once activated adds an additional reistances with stacking penalties.

Outperforms normal resistance modules.

Once depleted the module is destroyed.


Basically would make supertanked bait ships.
Savannah Zateki
Whispering Fang Syndicate
#173 - 2012-01-17 00:16:43 UTC  |  Edited by: Savannah Zateki
[continued]



Nova Fox wrote:
Shield Imulsion Generator

A hybrid shield reistance amp and booster.

Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.

Armor seathing coater.

A hybrid amror repair and resistance plate

Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.


Would make both shield resistance amps and boosters useless, since this mod would do both. Same thing with armor.

Nova Fox wrote:
Extrenal Jump Drives.

Fits in a highslot or multiple high slots.

Is destroyed upon jump.


AHAHAHAHAHAHAHA!! Seriously? This would make gatecamping useless.

Nova Fox wrote:
External Armor Plating.

Provides much more additional armor by percents.

If armor dips below contributing top percent the module is then destroyed.

External Shield Generators

Provides much more additional shielding by percents.

IF shields drop below contributing top percents the module is then destroyed.


Once again, this would just help make even bigger bait ships, along with prolonging battles.

Nova Fox wrote:
Presto Smartbomb

This is a massively ranged AOE smartbomb that barely does any damage.

Best used against cloaks.

Not best used in high sec.


This would make CovOp and Force Recon ships useless, since they'd be uncloaked easily once someone knows you're nearby. I imagine it would also be used in every single non-highsec gatecamp to uncloak people who jump through gates.

Nova Fox wrote:
Charge Bank.

This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.


This would also make suicide ganking way too powerful.
Savannah Zateki
Whispering Fang Syndicate
#174 - 2012-01-17 00:17:12 UTC  |  Edited by: Savannah Zateki
[continued]

Nova Fox wrote:
Emergency Warp System.

This module destroys itself and then consumes the HP of every module to 0 (but repairable) to initate an emergency warp, does not work inside interdiction spheres.


This would make Warp Scramblers/Jammers useless overnight.

Nova Fox wrote:
Armor Polarizer

Multi Module
Low Slot
Mid Slot

This module consumes armor to provide more shields.
When inactive provides a regular armor point loss and shield point gain.
Whem activated this module consumes armor to provide more shields at better rates than shield boosters.
If left on for too long it will consume all of the armor.



Since shield ships don't have use for armor and vice versa for armor ships, everyone would use these for every single ship. Increasing the EHP of all ships is just gonna prolong the inevitable.

Nova Fox, shut up already. Your ideas are ridiculous.
NearNihil
Jump Drive Appreciation Society
#175 - 2012-01-17 00:31:57 UTC
Frigate logistics. Make a t2 version of the currently only-t1 frigates (Tormentor, Bantam, Navitas and Burst) and give them some sort of logistical capability, similar to the current Logistics. Like the Assault Ship - Heavy Assault Ship relationship, this means it's really not as powerful but would help frig gangs a lot - probably by letting them have a 30ish km range with 2 or 3 medium remote reps.
Bienator II
madmen of the skies
#176 - 2012-01-17 00:57:09 UTC  |  Edited by: Bienator II
mobile force field generator

creates a force field around a ship like we know it from a pos. Very high energy consumption, long cooldown, stops when capacitor is empty.
range is skillbased... must be balanced properly

can:
- trap enemy ships next to your ship
- separate fleets
- be activated mid fight to give your fleet time to repair/wait for reinforcements

counter measure:
- energy neutralizer with sufficient range applied on the emitting ship
- high dps (shield has HP)
- other generators fired up next to the active shield (increases energy consumption per intersecting field by 100%)
- patience

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

belalol
North Holers
#177 - 2012-01-17 01:24:41 UTC

Arrow Pulse probe (insert better name here)

- Works with probe launcher . Decloaks any ship in range
- Another idea for the same concept , Sends out pulses in attempt to decloak ships in system . Works similar to normal *scan probes* and uses said same system to attempt to decloak. Combine use with directional to see if successful


Arrow Special t3 rigs !! no idea if this would work or how , but nice idea !

- Works as followed : Adds %based bonus to ship per level of said ship or skills in rigs.
- example : like any ship now has bonuses . More could be added : Armor HP per level , Armor resistance per level
Shield Hp per level etc

Arrow New type of ship with bonus to smartbomb damage / range *could be useful in fleetfights*
Arrow Rigs to add damage / range to smartbombs
Arrow Rigs that add / remove slots to create more of another type


Nova Fox
Novafox Shipyards
#178 - 2012-01-17 02:01:02 UTC  |  Edited by: Nova Fox
Re: Savannah Zateki

I am not here to argue balance, Ill leave ccp to that they're asking for inspiration and bascially I just blizted a metric tonn of ideas real quick and Ill let them feed off that and come to thier own conculsions. If I where to sit down I can come up with various balance measures.

Improved FoFs have a fatal flaw I forgot to mention. If launching ship is painted guess where the missile is going? Or if launching ship's logistics partner was also painted and its much closer to the intended target of the launching ship.

External Magazines are one use only though interrupt the firing by any means and bye bye module and it eats up a high slot and probably enough cpu and pg to prevent a triple WUM upgrades. This is more designed for smash and bash fleets.

Digital Fortress only works on the host ship, it only clears out current effects applied to the and provides a temporary protection. Turning on a Fortress on while being alphaed is a bad idea becuase this thing turns off all of your remote support and self buffer tanks. Also the effect is temproary and only once. Its meant more of an disengamgent means i fyou think you can risk the temporary vunerability it brings to your ship and escape go ahead and press it. This is more of a skirmish and industrial module than a fleet module. Also the fact it eats up a mid slot for one use only where more useful modules can find itself there.

Pumps and Batteries, Yes it would its your fault for not seeing the external pumps and batteries at least on said bait ship (all exteneral modules should have models as well) They're also one use shot. if you see him activate it run away and then come back after it depeletes. These modules cannot be turned off and self destroyed. It also eats up a high slot as well.

It seems you dont fly covert ops all that often too many times have I slipped by some very busy gate camps before. I just want something that would get somone away from the keyboard, just like afk miners afk cloakers need to die just as easily. This wouldnt work on an active scout or somone at controls at all. But you're right could be a bad thing who knows.

And people accused me of being a care bear...

Ewarp systems are self destroying one shot systems only as well if you catch the guy again thats it for him and best of all he cant shoot back either, I want to evovle gate camps into system camps.

What part of self destructing modules you dont you understand?

Could remove the passive portion and make it consume this level of tanking only. Also this is a multislot module it eats two slots at once.

I consider none of you guys stupid, but I do forget you dont read minds either so if I am too vague tell me.

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

Sassums
Dark Venture Corporation
Kitchen Sinkhole
#179 - 2012-01-17 02:09:05 UTC
I have asked this numerous times, and have gotten 0 responses.

When are you going to reintroduce faction tower BPC drops?

When are you going to fix POS mechanics?

CEO's do not have enough control over the POS.

There are only 3 levels of security - all access, Fuel Tech, and Config Starbase equip.

I can assign someone to High Slot 1, but they have access to High Slot 1 in every CHA that has the level role they do.

I should be able to assign one person, to one tab, to one hanger.
Solinuas
Viziam
Amarr Empire
#180 - 2012-01-17 02:13:04 UTC  |  Edited by: Solinuas
Strategic modules, customizable, but only slightly better than t2 at 3-5 times the cost, the advantage comes from the customizability

Also if there is slot adding stuff it should be rigs, or slot conversion can work directly from high to low