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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Rhealee
KarmaFleet
Goonswarm Federation
#501 - 2012-01-26 16:56:26 UTC  |  Edited by: Rhealee
Hadez411 wrote:
MOAR CCP FEEDBACK!

Module: PVP: Tactical Tractor Beam. Tractical Beam?
Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs
ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities.




Webs do this.
Bloodpetal
Tir Capital Management Group
#502 - 2012-01-26 18:28:15 UTC

I'd like to see more options for High Utility Slots.


Doesn't have to be crazy stuff, just something that gives me a few more options that might fit in different scenarios.

I'll try and think of some.

Where I am.

Hadez411
The Scope
Gallente Federation
#503 - 2012-01-26 21:06:23 UTC  |  Edited by: Hadez411
Rhealee wrote:
Hadez411 wrote:
MOAR CCP FEEDBACK!

Module: PVP: Tactical Tractor Beam. Tractical Beam?
Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs
ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities.




Webs do this.



Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down.
Nova Fox
Novafox Shipyards
#504 - 2012-01-26 21:20:10 UTC
Hadez411 wrote:
Rhealee wrote:
Hadez411 wrote:
MOAR CCP FEEDBACK!

Module: PVP: Tactical Tractor Beam. Tractical Beam?
Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs
ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities.




Webs do this.



Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down.



I am going have to agree with rhealee, webs already do this, star ship mass and counter reactives are too powerful to mount a tractor beam against it probably yank the tractor beam out of the mounting tearing nice hole in your own ship.

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

Hadez411
The Scope
Gallente Federation
#505 - 2012-01-26 21:27:43 UTC  |  Edited by: Hadez411
Nova Fox wrote:
Hadez411 wrote:
Rhealee wrote:
Hadez411 wrote:
MOAR CCP FEEDBACK!

Module: PVP: Tactical Tractor Beam. Tractical Beam?
Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs
ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities.




Webs do this.



Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down.



I am going have to agree with rhealee, webs already do this, star ship mass and counter reactives are too powerful to mount a tractor beam against it probably yank the tractor beam out of the mounting tearing nice hole in your own ship.


Orly? webs pull things towards you? All this time and I was just under the impression they slowed things down.

Make it a rig if you have to or invent some new fantasy laws of tractor beam physics for people who care, cuz I dont. So what if it doesnt fit in the realm of possible physics, alot of things in this game don't. Star Trek did it, must be possible ;)
Khrage
#506 - 2012-01-26 22:55:07 UTC
Luis Graca wrote:
Solve the AFK cloakis problem and create a pos module that can scan them as long as you have the sov is that sistem


no. local is enough to know that there is someone in your system. WH space concept no local still speak in local > null local.
Kalli Rahl
Veni Vidi Vici Reloaded
#507 - 2012-01-26 23:27:20 UTC
Simplezz Ore hold expander, thus a dedicated module for orca and rorqs.
GeoffWICE
The Scope
Gallente Federation
#508 - 2012-01-26 23:50:54 UTC
Anchor-able hacking module for taking abandoned POS's
Idea already posted here.
https://forums.eveonline.com/default.aspx?g=posts&t=62167&find=unread
Amaroq Dricaldari
Ministry of War
Amarr Empire
#509 - 2012-01-27 00:22:57 UTC  |  Edited by: Amaroq Dricaldari
Axe Coldon wrote:
Passive Invulneribility
Don't forget Adaptive Armor Hardeners

Please change the names of the Afterburners and Microwarpdives back. I like my Catalyzed Cold-Gas Arcjet Thrusters. It sounds way better than '1MN Limited Microwarpdrive'. Not only that, but the Meta items are nowhere near as limited as the standard non-meta Tech I versions.

Also, I am not sure how people would react to this, but I need to say it anyway:

Remove Rig Sizes

You once said it yourself, CCP. All they do is limit which rigs you can put on which ships (say you have a stockpile of rigs, and then one day you learn that you can't put that ultra-expensive rig on your interceptor because suddenly it is the wrong size) and it also increases the cost of certain rigs.

Without rig sizes, rigs would be cheaper and more people could put them on more ships.

In addition, has anyone ever considered the possibility of Faction rigs?

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

Flamespar
WarRavens
#510 - 2012-01-27 02:03:10 UTC
Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.

- A module that allows you to detect contraband (skills effect accuracy)
- A module that allows you to hide contraband (decreases the chance that you will be detected).
- One shot module that 'tags' another ship and notifies you of their position for a certain period
- A module to counter the above (makes information less accurate)
- A one shot module that removes you from local for a certain period (cancelled by docking or jumping)
- A one shot module that creates a fake signature of your ship to confuse players using probes.
- A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging.
- A module that allows you to use an enemies cyno to jump to their staging area.

Amaroq Dricaldari
Ministry of War
Amarr Empire
#511 - 2012-01-27 02:16:09 UTC
Flamespar wrote:
Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.

- A module that allows you to detect contraband (skills effect accuracy)
- A module that allows you to hide contraband (decreases the chance that you will be detected).
- One shot module that 'tags' another ship and notifies you of their position for a certain period
- A module to counter the above (makes information less accurate)
- A one shot module that removes you from local for a certain period (cancelled by docking or jumping)
- A one shot module that creates a fake signature of your ship to confuse players using probes.
- A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging.
- A module that allows you to use an enemies cyno to jump to their staging area.


Allow me to share my thoughts on your ideas.

Commander Charles Tucker wrote:
What's the most important part of a ship?
The Weapons?
The Engines?
It's the CREW. And the LAST thing you want your Captain to be thinking in an emergency situation is 'Damn, I wish this chair wasn't such a Pain in the Ass'

Translation: I agree.

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

Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#512 - 2012-01-27 05:40:07 UTC
Bubble shield module

Extends your shield to surround about 5x your ship's signature radius and protects all fleeted allies within the area.

All damage within goes to your shields instead of the targeted ally.

Must have a drawback like 25% penalty to all resists.

Drops when your shields go below 25%

To prevent stacks of these all damage goes in full to all active bubbles.

Area effect hits from smartbombs would hit the shield once for each ship they would normally hit.

The problem of a fleet burying their bubble in web tank can be solved by simply bumping.
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#513 - 2012-01-27 05:56:52 UTC
Kamikaze ships

Every class of ship

After a countdown does heavy damage to everything in a radius

Each class of kamikaze would deal about enough damage to destroy a ship of the same class with a fairly weak tank, frigates might be about a thousand while the supercapital would be more like 10 million. The countdown would be about 10 sec for a frig to 10 min for a supercapital. Once started it can't be stopped. Radius is approximately 5km to 50km frig to supercapital.

A pilot still inside the ship is immediately podded, ejecting and warping is highly recommended in the final few seconds of the countdown
Herzog Wolfhammer
Sigma Special Tactics Group
#514 - 2012-01-27 06:51:20 UTC
My .02 ISK:


- Chaff and Flare Modules. Ships that do not have a lot of turret slots do not have much chance against missiles - especially small gallente and amarr ships. Chaff and flare would work as much as a counter-missile system like defender missiles would. Speaking of defender missiles...
- Since you can put a probe launcher into any high slot, why not a a slot specialized launcher for defender missiles only?

- Decoy drones: such a drone intended to mimic a ship so that on D-scanner and perhaps even combat probe scan they appear as other ships. Small decoys come up as frigates, medium as cruisers, and large as battleships.
- Anti-missile drones that orbit the ship and do pretty much what defender missiles already do, only drone style.

- A "one-up" module that creates a new slot in the next higher rack. For example, you put one in a low slot, that slot is used, but there will be one more mid slot. Put on in mid slot, that slot is used, but there will be one more high slot. Of course I would not expect there to be a way to exceed 8 slots in any case. A "one down" module might also be useful.

- A radar module that works like a D-Scanner except it gives you direction and range, but not a warp able hit. Basically this would tell you where to drop the combat probes.

- Special probes that can detect and pinpoint abandoned wrecks (great for salvagers)

- Since there are modules that can boost other ships' sensor strength and ECCM, why not a module that can be used to boost another ships probing strength?

- A special high-speed anti-drone turret.

- There are cloaks, and there are armor plates, but how about "stealth plating" to reduce the ships sig. With such modules, a larger ship can be as hard to probe out as a smaller one, making it harder to probe down.

Finally:

- Puppy launchers.

Bring back DEEEEP Space!

Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#515 - 2012-01-27 07:09:50 UTC
Probe dampening
Any attempt to warp to you from a probe scan is moved up to 100km in a random direction. This puts the enemy at something other then their optimal range and they may be unable to ensnare you before you can escape.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#516 - 2012-01-27 07:14:56 UTC


Player Created Incursions

An anchorable Player Incursion Device (PID) that, when successfully onlined, alters the entire system in a manner similar to incursions (Reduced bounties, reduced ship resistances, reduced damage output, etc).

This device would be used to drive conflict, by forcing the locals to respond to an onlining PID or face system-wide penalties for several hours. To balance it, when onlining it creates a warpable beacon for anyone to warp to, it has limited HP, is moderately priced, but requires a quick response before it starts altering the system.
Frosi
Just another awsome corp...
#517 - 2012-01-27 12:13:13 UTC
Praerian wrote:
Structure repair drones, let's finish the set.

Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.



Or a specially designed ship with a mod so it has to be a role specific place in the fleet like the hvy interdicter mod with bubble in 0.0 and a script for usage on a bait ship to stop it from launching a cyno or smt.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#518 - 2012-01-27 12:55:38 UTC
Instead of adding new modules, which I am not against. I would prefer a whole review, in stages,  of the balance of the current modules. Especially the faction/deadspace/storyline/officer modules

I find it frustrating that one module completely out performs all the other modules in its class in almost every aspect making all the other modules fairly redundant and worthless

Example is the faction warp disruptors. The top one has the best range and is by far the easiest to fit. This shouldn't be. It should either be the easiest to fit or have the best range. Not everything!

Next issue with current modules is that storyline stuff is way too expensive for what you get. I propose that storyline modules give you a double feature. For example. A story line hardener would work for two different resistances. Or a storyline torpedo launcher would also target paint what it was shooting at. 

Faction guns should be able to use T2 ammo and be effected by weapon specialization skills but not require them to be used. 

More stuff like this. What do you think?
Dark Rawen
The 1st Regiment
#519 - 2012-01-27 15:58:05 UTC
Hi I have an idea for tech 3 modules.
You can make a t3 module from almost any t2 one by using a “type bpc”, (medium armor (this is good for any medium sized armor modules)) modifiers (manufacturing materials) and of course a t2 module.
Modifiers these items are required in t3 production every type bpc tells how many modifier need to finish the job. Like their name says they can modify the original attributes of the t2 module. So t3 modules basically modified t2 ones.
But modifiers have many types with different bonuses and drawbacks for example: you have a modifier what decrees the power usage whit 1% but increase cpu 1% or gibe 2% falloff -0.1% tracking.
Every modifier works in % because you can use 50 modifier max in a module (of course you can combines freely modifiers to make the perfect module for you ship.)
So in that way every capsuleer can plan and make the perfect module.
T3 modules are not something godlike stuffs o cheat but make the huge variations of in game fitting to endless with t3 modules you can make fitts work you newer imagine at.
Hadez411
The Scope
Gallente Federation
#520 - 2012-01-27 18:00:16 UTC
Flamespar wrote:
Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.

- A module that allows you to detect contraband (skills effect accuracy)
- A module that allows you to hide contraband (decreases the chance that you will be detected).
- One shot module that 'tags' another ship and notifies you of their position for a certain period
- A module to counter the above (makes information less accurate)
- A one shot module that removes you from local for a certain period (cancelled by docking or jumping)
- A one shot module that creates a fake signature of your ship to confuse players using probes.
- A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging.
- A module that allows you to use an enemies cyno to jump to their staging area.



+1 for fake signature module.