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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Mars Theran
Foreign Interloper
#401 - 2012-01-21 00:39:02 UTC
Nova Fox wrote:
Electronic Intercept

High Slot
Counter Ewar
Remote Logistics
Chain Effect.

This module takes a single effect on target ship and move it to itself denying the effects on targeted ship.
This is a short ranged system between host and target ship, does not effect the inflictor of original ewar on target ship's range.
Can be used offensively to deny repairs.
Can be used defensively to remove harmful effects on friendlies.
If intercept is deactivated with the source effect still on, will be returned to the original target.
Source Effect pilots who are attentive can quickly disable and renable system on thier target to cancel the theft effect.
Altneratively if a undesried effect was stolen the host pilot can deactivate and then reactivate to steal another one at random.
This makes ia bit wonky to work with.


It just occured to me that you must play magic the gathering a lot; given a lot of your ideas are basically counters and buffs like you'd pull from your deck in one of those games.
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Mars Theran
Foreign Interloper
#402 - 2012-01-21 00:43:56 UTC
Gizznitt Malikite wrote:

WH destablizer bomb:

A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...



A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders.
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Gizznitt Malikite
Agony Unleashed
Agony Empire
#403 - 2012-01-21 01:10:41 UTC
Mars Theran wrote:
Gizznitt Malikite wrote:

WH destablizer bomb:

A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...



A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders.


I'm not a fan of a bomb that reduces mass in a predictable manner. I think to reliably close a WH, you need to risk sending big ships through it. If you can do it with a bomb, people will no longer risk capital ships to close a WH.

The only solution I can think of that works, is a bomb that can increase or decrease its mass and duration randomly, preferable towards the extremes.
Mars Theran
Foreign Interloper
#404 - 2012-01-21 01:53:46 UTC  |  Edited by: Mars Theran
Gizznitt Malikite wrote:
Mars Theran wrote:
Gizznitt Malikite wrote:

WH destablizer bomb:

A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...



A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders.


I'm not a fan of a bomb that reduces mass in a predictable manner. I think to reliably close a WH, you need to risk sending big ships through it. If you can do it with a bomb, people will no longer risk capital ships to close a WH.

The only solution I can think of that works, is a bomb that can increase or decrease its mass and duration randomly, preferable towards the extremes.


That's a weapon, more than anything else, and it would be used specifically to grief Wormholers. I see no reason to agree with something like that, and don't feel that anything should be released into the game in that fashion.

It also stands to reason that anyone with sense would develop a device they could use to reliably close a wormhole, (even if it takes a few tries), rather than continuously risking 1-3 billion ISK ships to do the same thing. If they can't develop it themselves, then it stands to reason someone will develop it for them. It's not to much to ask, to have that capability.

I'm offering an alternative, that gives both sides a tool and a weapon they can use in this kind of fight, and it is a fight; I've lived in Wormholes more than long enough to understand every aspect of this system of PvP. It's risky, but oddly enough, those that live in wormholes usually understand the mechanics and have that much more Intel on what is going on, that they usually come out on top in these situations. Perhaps if you can't handle losing to these guys, you should try to learn a bit more about how to effectively deal with the mechanics.

edit: I might add, that it's almost guaranteed that the people who live there, will use this tool much more effectively than those who wish to play games with them.
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Gizznitt Malikite
Agony Unleashed
Agony Empire
#405 - 2012-01-21 03:05:58 UTC
Mars Theran wrote:


edit: I might add, that it's almost guaranteed that the people who live there, will use this tool much more effectively than those who wish to play games with them.


Thats the POINT!!!! This is designed as a weapon... Absolutely.... and that's what exactly how I want it to be used...

WH'ers are much more understanding of WH mechanics, and are much more likely to know how to use this as a weapon effectively. I don't want to give WH dwellers a tool to safely close WH's (<- That's just lame and boring) ... I want to give EVERYONE a tool to **** with any WH so those that use the WH can be caught off-guard.

Ideally, this weapon would be used so a WH would collapse with people split up or trapped on the "wrong" side. The problem is, if we only have a weapon that straight up "removes mass or time", it will be used extensively to safely close WH's and make W-Space residents safer. This must be avoided, and so the bomb must alter the WH's attributes randomly up or down.


Amaroq Dricaldari
Ministry of War
Amarr Empire
#406 - 2012-01-21 03:23:34 UTC
Cosmetic 'Modules'

They wouldn't take up actual Module Slots, they would just be cosmetic modifications for your ship.

I first got the idea when I saw what the Armor Repairer did to my ship's appearance, and I love it.

This is my signature. There are many like it, but this one is mine.

Evenus Battuta
#407 - 2012-01-21 05:36:19 UTC  |  Edited by: Evenus Battuta
----Automatic Salvage Drones, as been proposed many times.

----Cooling Module, can be fitted into any slots, does not do anything itself but can significantly reduce the overload damage to other modules in the same slot group.

----Make hull repairer also repair modules
Xuai
Tacitus Sicarius
#408 - 2012-01-21 05:36:41 UTC
I want a module that lets me blast music from my pc into the eve universe...
LeHarfang
Federal Navy Academy
Gallente Federation
#409 - 2012-01-21 05:59:44 UTC
Having modules take damage and the velocity reduced when the structure is damaged would be nice as well. More realism is always welcome.
jehovas
Native Freshfood
Minmatar Republic
#410 - 2012-01-21 09:29:37 UTC
Wormhole mechanics devices/modules:

--A wormhole creation device
-would create a wormhole to a seemingly random class of wormhole but requiring isotopes as an input.

-different isotope composition would produce a more probable WH class outcome

- the spread of isotopes required to generate a most probable outcome, could be governed, and changed by the amount
of different WH in the current system.


--A wormhole stabilization tool
--Could hold a WH from mass or time collapse

--Drawbacks would include an increasingly more probable random chance that when a person jumps through, the exit
System could be in a different location.

--Would require a large isk investment. increasing exponentially as time passes, and efficiency decreases
Xearal
Dead's Prostitutes
The Initiative.
#411 - 2012-01-21 10:20:23 UTC
Here's some more silly ones for brainstorming:

Remote Targetting System
High Slot
Ewar
Support

Marks a target for long range attacks. To be used in conjunction with other toys.

Long Range Target Tracker
High Slot
Ewar

Allows locking of targets outside of grid.

Stellar Cruise Missile launcher.
High Slot
Missile Launcher

This missile launcher fires citadel cruise missiles, however, if the target is more than 150km away, they will engage their internal warp drive and warp in on the target. Can be fired at anything targetted by the ship firing them, including ships that are not on grid if a long range target tracker is used.

These would make an interesting tactic for long range bombardment from anywhere within a solar system into the heart of a fight. Other weapon types might be used as well for this, but given the limitations on lasers and projectile weapons, firing those at warp ranges doesn't sound like a feasible idea.

Auxhillary Target Control
Mid slot + Low Slot
ECM Countermeasure

Uses lots of capacitor. When being jammed this module reduces the target reaquiring delay after you've lost your targets to ECM warfare. So instead of 20 seconds, you can target peopel again after say 15 or 10 seconds. Must be active at the time that the jamming takes place to be of use.

Defense System Supercharger
Mid Slot
One Shot - 1 minute

Turns on overheat on all non-weapon systems, and doubles the heat they generate as well as the heat damage. However, also doubles the bonus they give when overheated. Once activated, while the module is still running it's single 1 minute cycle, the overheat cannot be turned off.

Reason I added non-weapons was that otherwise this module would make suicide ganking way too easy. And even in non-suicide fleets, this would create a massive increase in DPS that might be quite unbalancing.


Self Destruct Override
Med slot
Ewar

This module works like a hacking module, however it's aimed at enemy ships that have activated their self destruct system. If successfull, this module will deactivate the enemy self destruct mechanism. The pilot who issued the self destruct can ofcourse reengage it, but the timer will be reset.


Grappling Claw
2 x High Slot
Miscelanious

This module has a very short range ( 2km tops ), but when activated, attaches the pilot's ship to another ship. From then on, the ship that has latched itself onto the other ship will be able to influence it's movements, depending on relative strength of their engines. ( aka top speed )
While you cannot make another ship stop, you can make it move differently than it is intending. Thus either pulling it away from something, or towards something, or simply messing with it's aligning. To determine the flightpath ofboth ships, their respective flight vectors are calculated independently and added to eachother to form the resulting flight vector. Thus if both ships want to fly in the same direction, their combined engine power will give them a nice speed boost.
When grappled, transversal speed between the 2 grappled ships also becomes 0.


Drone Stealth Module
High Slot
Covert/black op ships only

if this module is on a covert/black ops ship, it will allow it to cloak, even when it has it's drones out, as long as it's drones are orbitting nearby. The module will extend the cloak of the ship around the orbitting drones, which will then also be cloaked.
When decloaking, drones will also suffer from the same targetting delay as their parent ship.


Defense Drone
Small drone

This drone will orbit the ship it's guarding, either the parent or assigned guard target, and intercept any incoming missiles attempting to shoot them down before they hit the ship, like defender missiles, but without the continual annoyance of having to time your button.


Dual Propulsion System
Medium Slot

These come in 1MN, 10MN and 100MN sizes, and while requiring more powergrid and lots more CPU, can be used as either an Afterburner or a Microwarp drive.


Control System Scrambler
Medium Slot

When activated on an enemy ship, it has a chance to shut down one of their runnign modules or module groups.
Can be scripted to affect a specific kind of module. Passive module do have a chance to be targetted by this module, however they are not affected.

Scripts include:
Weapon System Scrambler
Shield System Scrambler
Energy System Scrambler
Armour System Scrambler
Ewar System Scrambler
Propulsion System Scrambler

When scripted, if the module is successfull in shutting down something, it will shutdown 1 random module of the given type.

for instance:

The module is fired at say a Rifter with 2 autocannons, a medium shield extender, a warp scrambler, an Afterburner, a DCU and a Gyrostabiliser.

unscripted, any module would have a 1 in 7 chance of being affected and shut down. if it was scripted with a shield system scrambler, it would only target the medium shield extender, which is a passive module, so cannot be affected. A propulsion system scrambler would shut down the afterburner, and a weapon system scrambler would shut down 1 of the autocannons, or both if they are grouped together.


Capital Shield Projector
2 x High Slot
Requires Strontium

This module, which can only be used on capital sized ships, massively extends the range of it's shields, deploying a bubble around itelf and any ships within a 10km range. Ships inside cannot target anythign outside, nor can be targetted by anything outside like a POS shield. Doing this will make the capital ship immobile for 5 minutes, just like a normal siege module, and can be used in conjunction with one. It does not strengthen the shields, but only extends them into a larger radius, and if the shield is breached, all protection that it offers is negated, however the timer will still be running for the siege mode.

Does railgun ammunition come in Hollow Point?

TexasWARlord
Gun Runners Inc
Antisocial Social Club For Tax Reduction
#412 - 2012-01-21 11:47:14 UTC
POS MODULE

WAREHOUSE -

A simple redesign of a Giant Container will do quite nicely.

BEFORE you all flame this realize please CCP you have stifled corporate growth for a very long time based on shared access in deep space corporations.

I am not proposing a rewrite of the POS system (God Knows Its Needed But Far Off In The Future) but simply a big fat can anchorable inside a POS shield by anyone who is a member of that corp and protected with a password even the CEO doesn't know unless told by the member "AND Nameable"

Make it popable by a rookie ship if the shield fails to make it more attractive to the pirates and attackers.

The one thing that makes recruiting hard in deep space is asset storage and this would solve that issue simply, quickly and painlessly Big smile

Fellow CEO's facing this issue please speak up and endorse this change



Bloody2k
SKULL AND B0NES
#413 - 2012-01-21 12:56:41 UTC
NEW Offensive-Subsystem:

Amarr:

Legion - Wormhole Holorelais Projector

Subsystem Skill Bonus:
5% bonus to effectiveness of Wolf-Rayet and Magnetar Interference
Links per subsystem skill level

Role Bonus: 99% reduction in Interference Link module CPU need



Caldari:

Tengu - Wormhole Holorelais Projector

Subsystem Skill Bonus:
5% bonus to effectiveness of Pulsar and Red Giant Interference
Links per subsystem skill level

Role Bonus: 99% reduction in Interference Link module CPU need



Gallente:

Proteus - Wormhole Holorelais Projector

Subsystem Skill Bonus:
5% bonus to effectiveness of Cataclysm Variable and Red Giant Interference
Links per subsystem skill level

Role Bonus: 99% reduction in Interference Link module CPU need



Minmatar:

Loki - Wormhole Holorelais Projector

Subsystem Skill Bonus:
5% bonus to effectiveness of Black Hole and Magnetar Interference
Links per subsystem skill level

Role Bonus: 99% reduction in Interference Link module CPU need



Black Hole Interference Link (Effects to all ships in Grid)


inertia stabilizer +5%
max range (weapons) -5%
fall off -5%
missile velocity -5%
velocitý +5%
drone control range -5%


Cataclysm Variable Interference Link (Effects to all ships in Grid)

armor repair amount -5%
shield repair amount -5%
shield transfer amount +5%
armor transfer amount +5%
capacitor capacity +5%
cap recharge rate +5%


Magnetar Interference Link (Effects to all ships in Grid)

targeting range -5%
tracking speed -5%
damage multi +5%
AOE veloicity -5%
drone velocity -5%


Pulsar Interference Link (Effects to all ships in Grid)

shield hitpoints +5%
targeting range +5%
signature penalty +5%
armor resistance loss +5%
cap recharge rate -5%



Red Giant Interference Link (Effects to all ships in Grid)

heat damage +5%
overload bonus +10%
smartbomb range +5%
smartbomb damage multi. +5%



Wolf-Rayet Interference Link (Effects to all ships in Grid)

signature penalty -5%
armor resistance +5%
shield resistance -5%
small weapon damage +5%
grevo
Aliastra
Gallente Federation
#414 - 2012-01-21 13:01:53 UTC
Proposed T3 mining, production and weapons idea Null sec and Wormhole space only

THE INTENT OF IDEA
Barge mines the raw solar plasma from sun spots
T3 barge not to be able to tank much in the kinetic and explosive damages so that they need an escort in null sec but can easily tank solar flare damage
The stability of sun spots and the number of them on a sun is dependent on type of sun
T3 weapons can use T1,T2 and T3 ammo but there are penalties to them using T1 and T2 ammo less for using T2 ammo
Raw solar plasma is refined into refined solar plasma at a station or POS refinery
Refined solar plasma is sent to a planet with an advanced plasma refinery and used with planetary plasma to make weapons grade plasma
T3 ammo should be hard and costly to make but should hit a hell of a lot harder than T2 ammo

Ore have found a way to make use of some sleeper parts to give a Skiff sized exhumer the strength and ability to mine plasma directly from a sun but at a cost that the resulting solar flares will disrupt the way many system on ship will work (cap ships cynoing in will miss the cyno by a % that is related how many ships are mining from the sun and how strong and the number of solar flares, fleet warping in a system under going solar mining will spread out in relation to the distance being warped and to the solar flare activity, inter fleet communication is disrupted in relation to the solar flare activity where by the effects of command modules an tracking links and the like will be affected, drone range will be shortened in relation to the solar flare activity.) due to these effects solar mining is restricted to null and wormhole space only and can be used in a strategic way by alliances to weaken an invading fleet or an invading alliance could use it if they can sneak or plant miners in a system to undermine the defending fleet if not aware or ready for the attack

New item needed
1. Sun spots
2. Solar flares
3. T3 ver. of Procurer
4. Raw Solar Plasma
5. Refined Solar Plasma
6. Weapons Grade Plasma
7. T3 ver. of Weapon Systems of all 4 races and BPCs
8. T3 ver. of all T2 Ammo and BPCs
9. Solar Plasma Strip miner and BPC
10. Solar Plasma mining upgrade and BPC
11. Solar Plasma mining upgrade scripts 2 of and BPOs

SUNS
1.Sun spots get destabilised by mining
2.Mining can cause solar flares
3.Solar flares do large EM and Thermal damage
4.amount of plasma minable determined by time the sun spot is stable
5.Plasma strip miners destabilise the sun spot with use
6.The type of sun changes the amount of damage a solar flare will do
7.Solar flares are triggered by strip miners the more ships mining the same sunspot the greater the chance of a solar flare
8.Solar flares can do damage out to 100km
9.Solar flares can damage drones
10. Solar flares cause system wide disruptions

T3 BARGE
1.Barge should have very high shield resits to EM (90%) and Thermal (90%) damage and very low shield resits to Kinetic (5%) and Explosive (5%)
2.Skills for the T3 barge should change the amount the Plasma strip miners destabilise the sun spots and improve the shield self regen amount
3.Barge should have a “Warp to Sun Corona”
4.T3 barge to be invented from a T2 BPC and needs as Skiff and sleeper parts to build

SOLAR PLASMA STRIP MINERS (T3 strip miner)
1.To be invented from T2 strip miner BPC and needs a T2 strip miner and sleeper parts to build
2.Can only fit to a T3 barge
3.Stats include cycle time and sun spot destabilising amount per cycle

SOLAR PLASMA MINING UPGRADE (T3 mining upgrade)
1.To be invented from a T2 mining upgrade BPC and need a T2 mining upgrade module and sleeper parts to build
2.affects the cycle time of the solar plasma strip miners
3.can fit a special script to give lower yield but less solar flares and less system disruptions or a script that will increase the yield but increase the number and strength of the solar flares and the system disruptions

T3 AMMO (Lasers)
1.To be invented from a T2 laser ammo BPC
2.T3 laser crystals will need 2 T2 laser crystals + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo
3.T3 beam laser crystals should give more range and damage over the T2 ver. But need greater cool down time between shots
4.T3 pulse laser crystals should give faster ROF and greater damage over T2 ver.

T3 AMMO (Hybrid)
1.To be invented from a T2 hybrid ammo BPC
2.T3 hybrid ammo will need 2 units of T2 hybrid ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 hybrid ammo
3.T3 rail ammo ver. Should do more damage and have longer range than T2 ammo but have a slower ROF
4.T3 blaster ammo ver. Should do more damage and have a faster ROF than the T2 ver. But have slower tracking

T3 AMMO (Projectile)
1.To be invented from a T2 projectile ammo BPC
2.T3 projectile ammo will need 2 units of T2 projectile ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo
3.T3 artillery cannon ammo ver. Should have more damage and longer range than T2 ver. But the gun holds less ammo than the T2 ver.
4.T3 auto cannon ammo ver. Should have more damage and faster ROF then T2 ver. But slower tracking than the T2 ver.

T3 AMMO (Missile)
1.To be invented from a T2 missile ammo BPC
2.T3 missile ammo will need 2 units of T2 missile ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo
3.T3 long range missile ver. Should longer range and more damage than the T2 ver. But slower ROF then T2 ver.
4.T3 short range missile ver. Should have faster ROF and fly faster and do more damage if relation to the distance travelled i.e. unused fuel is used to calc damage than T2 ver. But the flight time is less than the T2 ver. (more speed to lessen chance of defender interception)

T3 WEAPONS
1.To be invented from the T2 ver. BPC
2.Will need a T2 weapon + sleeper parts + minerals to build
Nestara Aldent
Citimatics
#415 - 2012-01-21 13:12:46 UTC
Modify faction/deadspace/officer modules to use T2 charges/ammo, or add T2 versions of faction/deadspace/officer modules which would use T2 charges/ammo.

Faction T2 ammo.
Bloody2k
SKULL AND B0NES
#416 - 2012-01-21 14:08:35 UTC
Tactical Supply Ship


The "Tactical Supply Ship" is a ship to supply fleet operations,
POS and tactical operations. It's shiphull is like a "Noctis".

possible abilities:

- remote heat repair (nanite repair paste consumtion)
- supplement of lost drones in roaming fleets
- faster ancoring time for mobile warp disruptor
- remote supply in consumption fuel (liquid ozone, isotopes,
strontium for POS)



Strategic Supply Ship

The "Strategic Supply Ship" is a full capital ship with jump
drive. The role of this ship is to supply large operations
in 0.0 space.

possible abilities:

- faster ancoring time for POS and POS modules (maybee with a module?)
- +1 controled POS module per skillevel
- can use "strategic command links" (for longer ancoring time of
sov. blockade unit(defensive module) or faster(offensive module);
better POS resistance; more POS HP...
- remote supply in consumption fuel (liquid ozone, isotopes,
strontium for POS AND ships)
- able to support Carrier and Dreads remote, while in Triage and Siege.
betoli
The Scope
Gallente Federation
#417 - 2012-01-21 14:11:32 UTC  |  Edited by: betoli
GPS tracking barb:

high slot.

Fires a tracking barb into the hull of the other ship, which causes them to appear on the overview no matter where they are in system for a time period. Warping to them is not accurate, but depends on the ship warping's characteristics and the signal strength of the ammo - WTZ means you arrive somewhere between 10km (right ship, right ammo) to 70KM (wrong ship, wrong ammo). If the target and shooter are fleeted, WTZ works properly.

Various ammo types, with varying;

- length of visibility
- range
- visible to all, visible to fleet, visible to you
- reload time
- signal strength

- ammo is expensive
- shooting someone with one is not considered an aggressive act by concord unless the ammo type makes the victim visible to other players AND the firing was done in high sec.
- The effect persists through gates/jumps
- nullified by docking at a station with a repair facility.
- cloaking doesn't counter it.
Ager Agemo
Rainbow Ponies Incorporated
#418 - 2012-01-21 14:26:13 UTC
Rigs that add 1/2 slots in mixes, like:
T1 rig: add 1 slot (only 2 fitable at same time)

T2 rigs: add 2 slots this way: (make only 1 fitable at the time)
1 mid and 1 high
1 mid and 1 low
1 high and 1 low.


Missiles:
A Module equivalent to tracking enhancers and tracking computers for missiles (more range and better damage against small targets)

T1= +5% missile explo speed, +5% missile speed, -5% missile explo radius.
T2= +10% +10% -7.5%

and no target painters dont count, those benefit both turrets and missiles, and dont help missiles range or against fast targets either.

Drones
low slot Modules for DPS and ROF:
T1= +5% ROF and +7.5% Damage
T2= +7.5% and +10% Damage
Sphit Ker
Ministry of War
Amarr Empire
#419 - 2012-01-21 16:21:55 UTC
I want a repulsor thing. It's a smart bomb that bumps people off you. Plows them away. No damage applied.

This won't be abused I swear.

It knows what you think.

Nova Fox
Novafox Shipyards
#420 - 2012-01-21 16:54:44 UTC
Scout Data Link

Fleet Warfare Module.
Fleet Assisgned Role - Scout Module.
Targeting
High Slot
Passive

This module requires a new overview option called remote overview. Fleet assigned scouts with this module will transmit thier entire fleet overview to the rest of the fleet that has the remote overview option enabled. Ships wihtout the scout role will not be allowed to transmit this information.
Only works within system.


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