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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Moonaura
The Dead Rabbit Society
#221 - 2012-01-17 10:26:27 UTC  |  Edited by: Moonaura
CCP SoniClover wrote:
Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here.


    Conditional effects
    Dual-function modules
    Reactive modules
    Damage over time
    Chain effects
    Deployable terrain


Thanks again guys for all your great input.


While modules are far easier to add to the game than ships, I feel for some of these features - they really should be ship specific, in the same way there are specific e-war ships.

TL:DR ship types help FC's understand what the fight might entail and engage accordingly, so ship specific module bonuses are very important in EvE.

Ship types is a way to actually counter their usage effectively in engagements. For example, if I see a Scorpion on field, I know what to expect. If I see a Bhaalgorn on field, I know what to expect. I can tactically consider how to win the fight.

If suddenly I am fighting a fleet with 25 Abaddon's - Traditionally I expect them to do DPS - I understand their tactical role on the field of battle. But suddenly if 10 of them doing something completely different, it is incredibly hard to distinguish those 10 out from the other 10. This already exists in the game, for example, they can fit ECM in those mid slots - who would know until the fight starts?

But they do NOT get an ECM bonus, so this is less likely.

So... if you add chain effect modules, please make only certain ships get bonuses for those modules. They can fit on all ships - but only those key ships would get the bonus.

And in this way, EvE really could do with more ships and more skill point time sinks, other than motherships etc, so may I suggest that there are relevant ships for some of these sort of things .. deployable terrain for example - could be a dedicated ship, in the same way Heavy Interdictors are. Chain effects, sound great, but lets make them ship specific so I least have a way of countering them.

Another way though, would be to dramatically improve the tactical overlay, so FC's can make better decisions... and see what ships are doing what with what modules, making it more about the human leaderships and interpretation, than scanning the ship list to see what has been brought to the field.

Essentially, ship types really tell FC's whether to engage in a fight in the first place, and consider if they can win or not, or will simply be wiped from the field. For example, if you see 10 ECM ships... you might not feel so great with 6 logistics on your side. This is how fights are understood and fought in EvE. If modules are introduced that are less ship specific, it means we don't have tactical clarity.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Gilbaron
The Scope
Gallente Federation
#222 - 2012-01-17 10:29:42 UTC
CCP SoniClover wrote:



Conditional effects
Dual-function modules
Reactive modules
Damage over time
Chain effects
Deployable terrain




dont make it
tab - dot - tab - dot - tab - dot please

cant await a C-C-C-COMBOBREAKER btw
Yophant
Pan-Intergalatic Business Community
#223 - 2012-01-17 10:31:38 UTC  |  Edited by: Yophant
CCP SoniClover wrote:

Damage over time


A crazy idea: that may be something like Angry Nanobot Launcher, which throws some "Angry Nanobots", stored in "Pacification Shells" towards target ship. Once reached target ship, that shell explodes and Angry Nanobots begin to eat target ship's armor and hull (with possible random effects of damaging any module fitted on that ship).
There are two ways to remove these nanobots: first one is applying special "nanobot tractor" module from Logistic ship, and second one is docking to station with repair facility.
Klingon Admiral
Black Hole Cluster
#224 - 2012-01-17 11:01:51 UTC
CCP SoniClover wrote:


    Deployable terrain



Something like a bubble that, instead of prohibiting warp, turns of all MWDs inside it's range.
Maybe only doppable by Dictors to prevent super-gatecamps from occuring too often.

CCP SoniClover wrote:


    Damage over time


Maybe some aggressive nanobots, that damage active modules of a hostile ship until it turns them off.
Maybe some a bit weaker versions specifically for lows/meds/highs and a slightly stronger version that picks modules absolutely randomly.
And no, not another form of ECM, you could for instance keep that point active until the target is down. The damage has of course to be properly balanced.
Moonaura
The Dead Rabbit Society
#225 - 2012-01-17 11:07:45 UTC
paradigmblue wrote:
Focus: Heavy Interdictors

Lot of text



Like a lot of what you got down here, but would put field based effects that offer tactical benefits on a command ship rather than the heavy interdictor. Ships should retain their bonuses and roles, making them to broad will confuse the battlefield. Once you change the role of the heavy interdictor to a more tactical role, its purpose on the battlefield becomes completely unclear for FC's and makes clear tactical decisions incredibly hard to make.

Some great ideas amongst this lot, but perhaps also new ships need adding to facilitate the ideas being introduced here.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Gasgat Alur
The Scope
Gallente Federation
#226 - 2012-01-17 11:08:23 UTC
Name: Megnetic reflective sphere (or something don't really care Big smile)

Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War.

Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~.

Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :)

If you're reading this then that means my time travel worked

Moonaura
The Dead Rabbit Society
#227 - 2012-01-17 11:14:13 UTC
CCP SoniClover wrote:

Reactive modules


A new reactive module, could be one that counters cap drain, albeit dampening the effect. As it stands there is no real counter to strong cap drain other than cap boosters are limited, and can't completely counter cap draining, especially when the cap drain is being done by more than one ship.

The only other way to counter cap drain is to use dedicated cap logistics or a triage carrier. ECM on the other hand can be reduced by using ECCM modules and implants.

Cap drain is 100 effective, unlike ECM it kills your tank as well as DPS, and the effect is not temporary like ECM, but typically permanent.

So a reactive module, when fitted, in a low slot, would not add more cap, but instead, reduce the effect of cap drain on your ship, making it take longer for cap drain to be effective.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#228 - 2012-01-17 11:19:45 UTC
Gasgat Alur wrote:
Name: Megnetic reflective sphere (or something don't really care Big smile)

Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War.

Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~.

Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :)


The idea has merit as a brief resist to e-war, but you'd kill gate camping if you negate scrambling/disruption and severely impact on pvp gameplay, a legitimate part and risk of traveling through lowsec and 0.0. There is already a ship that can do this, but expanding it feels unfair.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

paradigmblue
Perkone
Caldari State
#229 - 2012-01-17 11:22:04 UTC
Moonaura wrote:
paradigmblue wrote:
Focus: Heavy Interdictors

Lot of text



Like a lot of what you got down here, but would put field based effects that offer tactical benefits on a command ship rather than the heavy interdictor. Ships should retain their bonuses and roles, making them to broad will confuse the battlefield. Once you change the role of the heavy interdictor to a more tactical role, its purpose on the battlefield becomes completely unclear for FC's and makes clear tactical decisions incredibly hard to make.

Some great ideas amongst this lot, but perhaps also new ships need adding to facilitate the ideas being introduced here.



Thanks for the feedback! I probably wasn't clear enough with my sections - the field-wide bonuses were intended for warfare link modules, which only are fittable on tier 3s with the right subsystems and command ships. Only the warp disrupt field/stasis web field modules and scripts were in the heavy dictor section.
Lorkin Desal
It is really us
Beyond the Breach
#230 - 2012-01-17 11:26:20 UTC
Gas compression core for the orca/rorqual - make it so theese ship can have gas in the ore hold. make the gas be "bottleable" so it dosent take up so much damn room.

orbital bombardment cannons for caps/bs

forcefield module - when activated the ship deploys a POS bubble - disrupts all targeting through the bubble, and ship is the only one that can be shot. it cant use any other modules when this is fitted and cant be remote repaired, but gets a bonus to local rep and a big HP boost - ie 1 blocke sacrifices himself to let his fleet escape.
Gasgat Alur
The Scope
Gallente Federation
#231 - 2012-01-17 11:31:33 UTC
Moonaura wrote:
Gasgat Alur wrote:
Name: Megnetic reflective sphere (or something don't really care Big smile)

Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War.

Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~.

Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :)


The idea has merit as a brief resist to e-war, but you'd kill gate camping if you negate scrambling/disruption and severely impact on pvp gameplay, a legitimate part and risk of traveling through lowsec and 0.0. There is already a ship that can do this, but expanding it feels unfair.


That's true but a module similar to this would be really nice! How about a 50% chance of gaining immunity to E-war at skill level 0 and an increase by 5% per skill level? That'd give you a total of 75% chance being immune to E-war. What this means to the gate campers is that 3/4 players that pass by their gate camp has a chance of escaping compared to the way it is now, 0% chance of escape and a 100% guarantee of death.

If you're reading this then that means my time travel worked

paradigmblue
Perkone
Caldari State
#232 - 2012-01-17 11:31:45 UTC
Moonaura wrote:
CCP SoniClover wrote:

Reactive modules


A new reactive module, could be one that counters cap drain, albeit dampening the effect. As it stands there is no real counter to strong cap drain other than cap boosters are limited, and can't completely counter cap draining, especially when the cap drain is being done by more than one ship.

The only other way to counter cap drain is to use dedicated cap logistics or a triage carrier. ECM on the other hand can be reduced by using ECCM modules and implants.

Cap drain is 100 effective, unlike ECM it kills your tank as well as DPS, and the effect is not temporary like ECM, but typically permanent.

So a reactive module, when fitted, in a low slot, would not add more cap, but instead, reduce the effect of cap drain on your ship, making it take longer for cap drain to be effective.


To play off your idea of an anti cap drain reactive module, here's one that is also dual use:

Capacitor Feedback Generator
High Slot
Module is passive and cannot be activated unless triggered.
Passive Bonus: Decreases Microwarp Drive capacitor use
Trigger: Ship is affected by Nos or Neut affect. When triggered, the module can be activated.
Active Bonus: Inflicts EM and Thermal damage to draining ship in proportion to capacitor drained or neuted.
Module does not require any powergrid to remain active.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#233 - 2012-01-17 11:38:51 UTC
Deployable terrain

A capital ship high slot mod that attracts all ships towards it. So small ships have to be use sling shot manuvers to get where they want in the battle field. Would require easier manual flying and indicators of direction of motion on your ship but might be cool.

Gas cloud generators. The longer you let it run the more gas is pushed over board and if some ene flys in to it it corrodes your shields or armor.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Lord Okinaba
Aliastra
#234 - 2012-01-17 12:04:02 UTC
Re-name 'Armour Repair Bots' to 'Remote Armour Repair Bots' and release Armour Repair Bots that allow you to rep yourself.
Lijhal
Innoruuks Wrath
#235 - 2012-01-17 12:17:02 UTC
keyword T3

t3 weapon systems
they need the proper t2 Specialization up to 5 and a new skill, 2 ranks higher then the t2 variant

for example, a t3 projectile modules needs Medium Autocannon Specialization up to 5, but Small Autocannon Specialization can be at 4 and so on...

+20% more fitting requirements as t2 modules
+20% more dps/alpha/range/etc as t2 modules
+10% heat absorbation

add another bonus on t3 cruisers: 4% reduction in cpu and pg requirements of t3 modules installed on the ship

now every ship, regarless of tech, can fit them but ships below tech3 would need to increase the cpu and pg with modules/imps in order to fit them properly on their ship

t3 subsystem
add the missing 5th subsystem for each category


keyword EAF

get rid of the frigate hulls

add another tech2 destroyer class with almost the same layout as interdictors have, call them EAF's

add another bubble mechanism where those bubbles reduce the resistance on shield/armor/hull on ships inside the bubble

example:

Amarr: EM reducement
Gallente: Thermal "
Minmatar: Explo "
Caldari: Kinetic "

Those bubbles are NOT cumulative and you cannot launch another bubble inside the diameter of a existing bubble


keyword rigs

remove the penality from rigs
tech1 rigs would gain 3% improvement of skill level
tech2 rigs would have 4% improvement of skill level

example ccc

ccc1 with jury rigging 4 = 12% cap recharge
ccc1 with jury rigging 5 = 15% cap recharge

ccc2 with jury rigging 4 = 16% cap recharge
ccc2 with jury rigging 5 = 20% cap recharge

and so on.....numbers can of course be tweaked or changed/reduced for different rigs like weapon or shield recharge rigs!


keyword synergy

the synergy between science skills and ship/weapon stats provides a deeper and further specialisation without adding new skills to eve

in order to reduce "overspecialisation" or "overpowered stats", you can shoose only one synergy each 2 months or so.... like a remap where the pilot selects the proper science field which he/she wants to be boosted

example:

Hydromagnetic Physics

increase the amount of shield capacity by 2% each level


Electronic Engineering

increase the amount of cpu output by 2% each level
increase drone dmg by 2% each level

numbers can be tweaked of course, this should only be seen as an example



and thats for now... coming back later

thx
li
Scatim Helicon
GoonWaffe
Goonswarm Federation
#236 - 2012-01-17 13:13:47 UTC
CCP SoniClover wrote:
One-use (consumable) modules


Now we're talking.

Not a new module as such, but a new use for them: allow active modules to be mounted in rig slots. Once activated, they get a single activation cycle and then burn out and are permanently destroyed. These discardable modules do not have fitting requirements or cap usage (though there should probably be some restriction preventing ships fitting oversized mods).

Every time you post a WiS thread, Hilmar strangles a kitten.

Ravcharas
Infinite Point
Test Alliance Please Ignore
#237 - 2012-01-17 13:16:44 UTC
Scatim Helicon wrote:
CCP SoniClover wrote:
One-use (consumable) modules


Now we're talking.

Not a new module as such, but a new use for them: allow active modules to be mounted in rig slots. Once activated, they get a single activation cycle and then burn out and are permanently destroyed. These discardable modules do not have fitting requirements or cap usage (though there should probably be some restriction preventing ships fitting oversized mods).

Someone wants an eleven gun alphaboat.
Scatim Helicon
GoonWaffe
Goonswarm Federation
#238 - 2012-01-17 13:21:52 UTC
Ravcharas wrote:
Someone wants an eleven gun alphaboat.


Wouldn't be terribly useful in an extended fight though - your Maelstroms get a single eleven-gun broadside, after which three of the guns burn out and they're down to the standard eight, and all rig slots are now empty, putting you at a significant disadvantage to your still-rigged opponent.

But admittedly, it has amusing possibilities in suicide ganking :)

Every time you post a WiS thread, Hilmar strangles a kitten.

Scatim Helicon
GoonWaffe
Goonswarm Federation
#239 - 2012-01-17 13:45:59 UTC  |  Edited by: Scatim Helicon
CCP SoniClover wrote:
Scripts


Again, not a new module as such, but a new application: advanced scripts. Compatible with existing modules, but with a much wider variety of applications than the existing script types. For example, Advanced scripts could be created for sensor boosters which gave them +/-25%, +/-50% , or+/-75% attributes rather than just the current +/-100%. Even more extreme, new types of Advanced sensor booster scripts could even convert them into a remote sensor booster mode, or an ECCM mode. Or even a mixture of one or more.

Advanced scripts could even be introduced for modules that don't currently have scripting options. Scripted guns, anyone? Scripted hardeners? Scripted propulsion modules?

Every time you post a WiS thread, Hilmar strangles a kitten.

Ravcharas
Infinite Point
Test Alliance Please Ignore
#240 - 2012-01-17 14:16:51 UTC
I agree with whoever wrote that scripts are a little bit cumbersome. If we are to get a lot more of them it might be worth it to overhaul the mechanics at the same time.