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Player Features and Ideas Discussion

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Ideas for new modules

First post
Asuka Solo
Tactical Narcotics Team
#281 - 2012-01-17 19:46:45 UTC  |  Edited by: Asuka Solo
I'm a firm believer in the notion that we have to give some attention to expanding capitals. If we expand them enough and separate the blurry lines between supers and sub-caps, give them enough variation as has been done over the last decade with sub caps, then we could start seeing more caps and supers committed to the field. If we fail to do this, "Sub-caps Online" will stagnate and all the big ships will be mothballed for life.

First and foremost, t2 cap modules:
1) Capital Hull Reppers IIs

2) Capital Armor repper IIs

3) Capital Remote Armor/hull reppers IIs

4) Capital shield booster IIs

5) Capital Shield transfer IIs

And some new offensive toys that should only be made effective against capitals and supers:
1) Capital neuts + cap neut IIs

2) Capital NOS + IIs

3) Capital Sensor Dampeners IIs

4) Capital Sensor Boosters + IIs

5) Capital Warp scramblers (Can tackle super carriers and Titans) - Should have massive range + make supers immune to sub cap bubbles. Would force hobo gangs to field caps with these babies to lock down supers.

6) Capital ECMs + IIs

7) Super Capital Solo Jump modules (Allows jumping without a cyno for SCs and Titans, requires a significant spin up (in minutes) and uses twice the fuel as the current jump mechanic. Only allows to jump to celestials like planets, suns, asteroid belts, gates or stations, not a POS)

8) Capital Gravity Well generators (ideally for new t2 dreads) - creates a Bubble that prevents cyno activation (range in AU based on skill level) and a AU / LY sized invisible bubble, that serves as a plain bubble / drag bubble for jump drives. Caps & Supers cannot jump out of this bubble while the module is active and get pulled into the bubble radius if they jump over or through the system the module is activated in. Interdictors and Heavy Interdictors should be nerfed to effect sub caps and caps only. Supers should not be effected by the "small stuff"

9) Anti-Sub Capital AoE flak weapons (ala Homeworld flak frigates) - that can only be fitted on Caps and not supers. Allows Dreads to engage gangs or blobs at close to medium range, with a damage modifier that works on ship size. Smaller ships taking more damage. Should be effectively useless against battle-cruisers/battleships and up if you are the only one shooting. If 3 or more dreads focus fire on the small ship gangs, these things should be able to eat through BCs/BSs.

10) Capital Capacitor Recharger IIs

11) Capital Rigs

12) Capital MWDS

13) Capital Afterburners

14) Doomsday IIs (Scripted module, give us the old doomsdays, with a reduced range)

New fighter drone variants for carriers:
1) Scrambler fighter drone - to tackle sub caps

2) Webbifier fighter drone - slow down stupid transversals on small ships that should know better

3) EAF fighter drones - ewar fighters baby. Falcons, only smaller.

4) Covert Ops recon Fighters - (For new t2 carriers). Perma cloaked fighter, with no DPS or ewar. Scout/Eyes only. Cov ops cloak unless within 2km range of something, allows carrier pilot to "look at" drone anywhere on any grid in system and see what the drone sees. Can assign these fighters to celestials (belts, planets, suns, stations, gates) for local intel. (fearing the dreaded local nerf)

5) Superiority fighter drones - interceptors, only fighters. These chew through standard fighters + frigates and destroyers, faster, more bite, non existent sig radius (nigh impossible to target fast enough in small engagements) & less tank. Useless against cruisers or bigger ships.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Jack bubu
Caldari Provisions
Caldari State
#282 - 2012-01-17 19:52:55 UTC
I'd like some more moduls to act as counters to supers!

How about EW that only works against supers, uses multiple highslots and can only be used by a specific ship?

obviously the EW platform has to be voulnerable to the other sides support fleet, so why not take the new squishy tier 3 BCs ?

something like this:

Naga :
Fighter control link jammer
4 highslots
can be used to completly jam the control link to all fighter and fighterbombers of one Supercarrier (making them into a inactive state till the jammer is shut down)

Capital Webifier
4 Highslots
Webifies a supercapital

Capital Sensor dampener
4 Highslots
Dampenes a supercapital (usefull to shut down RR from other supercarriers)

Capital Tracking disruptor
4 Highslots
*kinda obvious what it does*

Given the low tank on those ships, it absolutly discourages dropping supers everywhere without support and could bring some interesting situations.
Nova Fox
Novafox Shipyards
#283 - 2012-01-17 21:36:05 UTC  |  Edited by: Nova Fox
'Bleed off repair modules'

Nanomist Funnel.

High Slot.
Chain Effect.

Any armor overrepairs recieve by this ship by self or remotes are then transfered else where.

Ossolation Dissultioner

High Slot.
Chain Effect.

Any overcharge shields recieved by this ship by self or remotes are then transfered else where.

Venting Capacitor.
High Slot.
Chain Effect.

Any overcharge to the capacitor recieved by this ship by self or remotes are then transfered else where.

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

Nova Fox
Novafox Shipyards
#284 - 2012-01-17 21:41:05 UTC  |  Edited by: Nova Fox
'Revenge' modules.

(Instert Electronic Warfare Name here) Reflector / Avenger / Vengance / Pay back module.
High Slot
Reactive Module
Counter Electronic Warfare

These specific modules will amplify the received electronic warfare back at the assailant at a stronger rate than being received.

Modules are specific and are not fit all situation or scripted.

Module Host ship is still effected by the electronic warfare being transmitted back.

Does not require lock to work.

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Nestara Aldent
#285 - 2012-01-17 22:51:27 UTC
Drone boats aren't really viable for sniping, consider either:

1. Better deadspace/officer omnidirectional tracking links, though that's PVE-only solution.
2. New sentry type with higher optimal and maybe adjusted DPS to offset for it
3. Allow omnidirectional tracking links to be scriptable for tracking or optimal
or 4. Increasing optimal on Wardens II and Bouncers II.

So that optimal of more than 150km can be achieved.
Nyssa Litari
#286 - 2012-01-17 23:02:48 UTC  |  Edited by: Nyssa Litari
DoTs and HoTs? As in WoW dancing (raids)? Do not want!

Now deployable terrain on the other hand... If Sansha can apply maluses, why can't we?

Mobile Fleet Disruption Fields
Causes a disruption of fleet booster effects, and worse (or better), diminishes overall shield HPs and increases armor vulnerability for all ships inside the radius of the disruptor. Could knock fleets apart or disrupt fleet orders (fleet warp). Deployed by Interdictors.

Drone Scrambler
Activating this module gives you a chance of disconnecting drones from their controller (must scoop or recall to reacquire), and a smaller chance of acquiring the drones for your own control (must have appropriate drone skills to acquire). New drone skill would determine your chances of neutralizing or acquiring drones. (OMG they stole my drones! Steal them back.)

Neural Disruption Field (Tardo Bomb)
Disrupts pilot skills within a certain radius. Would cause modules to off-line or be unavailable for activation as the pilot has temporarily lost the skill to use the item (or reduced the effectiveness of the skills). The field type would determine the affected skills excepting navigation skills (you have to be able to fly out). This could come in both ship module (single-target) and deployable field generator form.

Edit: We could call it the Remote Transcognitive Analytic Retrogressive Disruptor
Mars Theran
Foreign Interloper
#287 - 2012-01-17 23:04:22 UTC  |  Edited by: Mars Theran
Daneel Trevize wrote:
Are you all forgetting a major difference between SC and EVE? That one's an RTS and the other has a very slow SkillPoints mechanic + some isk investment.
Entire races have spent years being subpar, but to have the unbalanced 'best' setups moving about is going to result in a lot of newer players chasing FOTM training or give up trying.
At least up until now you knew you were going for a good/'sub-par' set of ships & fits when you headed down the T2 training routes. It sounds like you'll be randomly nerfing and unbalancing stuff for the sake of it.

Adding new modules has no relation to how fluid your balancing is either, other than you need ever more resources to retest against all the existing combos.

Adding new modules increases options for player involvement and investment in markets and production. It allows for new players to reach up and claim something not done before. It also helps the in-game economy by adding greater variety to the market, and expanding on the production base.

Newer players only chase FOTM training if someone tells them to, for the most part. Any new player is most likely to focus on an aspect of the game that he/she is attracted to, and go from there; something as simple as which ship looks better, or whether they are interested in PvP or PvE.

Also, all training is good training; provided it has at least some focus. I used to play an Uber JoaT, that had a little bit of everything; and managed C6 Sleeper sites, POSs, Mining, Manufacturing, and Research with him, as well as trading. Didn't stop me from doing anything; until somebody voiced their opinion of how my skills were unspecialized and useless.

Maybe I couldn't do 650 DPS with HMs on a Tengu, or ..actually, that was about the only failing of that character. I could fly a Tengu, tank any shield fit-active or passive-and use EWAR; in addition to flying a Hulk, Refining, Cloaking CovOps, and the rest. And only ~30 Million SP. People decide the capability of a toon in this game; not the actual skill and capabilities of the toon itself.

There is no nerfing here.
Nova Fox
Novafox Shipyards
#288 - 2012-01-18 00:08:03 UTC  |  Edited by: Nova Fox
Havok Surge Projector

High Slot
DoT module

This module hits the target with a surge that destabilizes the target's capactior for a perioud of time until onboard diagnostic systems recover a minute or so later, stacking is penalized.

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Nova Fox
Novafox Shipyards
#289 - 2012-01-18 00:26:47 UTC  |  Edited by: Nova Fox
Code Breaker

Data Harvest Module
High Slot

This module analyzes wrecks for software vunerbilites the ship previously had.
Destroys wreck in the process. Leaves loot container if there is stuff in the wreck's cargo bay.
Used in construction of scritps and advanced scripts and other possible future or current software where it makes much less sense to have software created out of tritanium than to have it made out of previous degraded OS systems.

Tech 2 Scripts

These advanced scripts begin to barrow form the ship or triats that are nomrally nulled traits beyond tech 1 limits to boost intended effect. For example RoF penalty is incurred for additional tracking.

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Nova Fox
Novafox Shipyards
#290 - 2012-01-18 00:38:59 UTC
Impaler Missiles

"Ewar" Ammunition
Missile Charge
DoT Ammo

These long range missiles drive themselves into the ship hull then starts to counter reacting the mass of the ship slowing it down partially until thier batteries run out. The effect stacks up to a limit. Effect of each individual stack is independent and does not refresh if a new stack is applied.

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Sky Fighters
Rote Kapelle
#291 - 2012-01-18 00:45:48 UTC
Since you asked,

Decoy Drones - drones that look like ships when viewed on dscan and to probes. On grid they are seen as the decoys that they are. Example: Hulk decoy, Drake decoy.

Q-modules that make a ship appear like a similar sized ship until targeted. Example a broadsword or munnin would appear to be a rupture.

Change dscan to show or not show based on distance and and signature radius. Large/noisy objects are seen from far away, small ones arent seen until comparitvely short distance (still great distances, a pod or frigate perhaps could only be seen within 5 au while a control tower or capital ship from much further out. Add a module to quiet a ships signature radius with respect to dscan/probing.

Warfare link jammer - prevents offgrid warfare link bonuses from being applied. On grid are applied normally.

Warp Core Destabilizer - when activated, drops the equipped ship out of warp, brining it to a skidding halt.

Area of Effect Shells and missles - encourages fleets to spread out and not clump out.

A new kind of hacker for unanchoring abandoned/untended objects such as offline towers and associated modules, bubbles, cans. Will not work on anything associated with an online tower.

Somone else suggested spinal mount guns. This idea sounds very impressive visually, I like it. Perhaps make it so they can only be fired if the ship is stationary.

Comm Scrambler - Pilot is not shown in local and names in local are not shown until they speak (that pilot is treated like he is in wormhole local)
Nova Fox
Novafox Shipyards
#292 - 2012-01-18 00:48:48 UTC  |  Edited by: Nova Fox
Sentry Cannons.

Fighter Drone
Sentry Type

These large self unpacking platforms are deployed by carrier platforms to provide long range sniping support.

Once deployed they exit thier packaged state and unfurl into anchored guns designed for long range attacks and bombardment take a small bit of hull damage from the explosive bolts going off.

They cannot be returned to the drone bay by normal commands and have to be picked up, reclaimed, repackaged and reserviced before being allowed to be deployed again. Thus a quick pick up to deny the target and rapid redeployment will not be effiecently possible.

Aside the inability to return they behave as normal sentry drones do and can be repaired, gain bonuses, and destroyed.

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Breaking Ambitions
#293 - 2012-01-18 00:57:22 UTC  |  Edited by: Wolodymyr
I'd like to see more capitol scale modules

For example the only way to tank a carrier is with hardeners because 1600 plates don't add nearly as much EHP as another harder

also everyone fits cap recharger because they help your cap more than a cap battery which is nearly unnoticeable on a capitol ship.

Also capitol scale neuts and nos would be awesome.

I honestly think PoCo based sov is a good idea

Nova Fox
Novafox Shipyards
#294 - 2012-01-18 00:59:32 UTC
Isogen Reactor Boiler

Heat Related
Low Slot

Isogen Reactor Boilers are powered by ship heat and provide an extremly large amount of capacitor for as long as the ship has heat on any rack level. However becuase its a low slot the high rack heat contributes the least amount of energy while middile and low racks are the best contributors.

This boiler helps consumes heat as well but the module is more likely to be victim of heat damage than any other module in its rack.

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Nova Fox
Novafox Shipyards
#295 - 2012-01-18 01:06:59 UTC  |  Edited by: Nova Fox
Target Scrambler

Electronic Warfare
Mid Slot
ECM Replacment

Reduces the max number of targets on the victim.
Sensor strength of the victim increases for every target removed.
Oldest target on the victims list (first locked) is removed once the max number is reduced beyond the number of currently locked targets.

Countered by Autotargeters and Targeting arrays which increase the max number of targets.

Does not replace ECM burst or Projected EMC burst.

Back up Sensors.

Counter-Electronic Warfare
Mid SLot
ECCM Replacment
Reactive Module

Strengthens Sensors to prevent jamming and target loss. If target loss is suffered the amount the sensors go up is increased significantly over normal behavior.

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Nova Fox
Novafox Shipyards
#296 - 2012-01-18 01:14:26 UTC  |  Edited by: Nova Fox

Capitol Remote Support and Ewar Capitol Ship.

Weak offense limited attack options.
Stronger defense
Provides minature fleet bonus.

Is a regular capitol ship.

Fits and is bonused for many of the mentioned in this thread capitol ewar/remote modules.

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Nova Fox
Novafox Shipyards
#297 - 2012-01-18 01:35:22 UTC  |  Edited by: Nova Fox
Prism Beam

Multi Module
Must be mounted in 8 Highs of any type.
Seige Module
Battleship Module.
Spinal Mount.

Prism Beam Weapon system allows multiple allies to fire with laser weapons into the prisim to output a powerful seige beam. Ship in question must deploy first once the prism beam begisn firing using the ships own capacitor other nearby ships can join in increasing the prism beams performance to beyond the ships invovled.

There is a limit to how many can contribute the ship loses all mobility and massive amount of agility.
If the module is offlined or the cycle ends the damage the ship should be taking will then resume as normal so careful attention must be paided or allies may be ganking an allied ship.

Once cycle is complete the prism must cooldown for just as long as it was firing for before its ready for use again.

Magnetic Vortex
Hybrid version of the Prism Beam.

Projectile version of the Prism Beam. Animation will be an altered version of the guns firing on the metalstorms targetas its seems less sensible than hybrid or prism beam.

Trail Blazer
Missile Version, similar to projectiles animation, the missile animation will be firing on Trail Blazer's target in a modified manner.

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Vaerah Vahrokha
Vahrokh Consulting
#298 - 2012-01-18 01:41:55 UTC
A possible idea: random rigs for modules.

I could be given a BPO that would create a module rig with random +stats and -stats but that also uses random +CPU / PG.

The possible number of variations you can get by fitting multiple rigged modules is huge and therefore we could have our own "personal" ship.

Or we could have each module accept 1 rig (frigate) to 3 rigs (BS) to 5 (capitals)... with bonuses and maluses like the regular rigs.
Nova Fox
Novafox Shipyards
#299 - 2012-01-18 01:44:52 UTC  |  Edited by: Nova Fox
Junker Modules.

Heavily Modified version of various modules for additional perofrmance over similar cousins. Has much less HP than regular modules and are not suited for overheating or being heated from other sources.

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Mars Theran
Foreign Interloper
#300 - 2012-01-18 01:57:17 UTC  |  Edited by: Mars Theran
Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.

Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake.