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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Sinooko
Tharumec
Gespenster Kompanie
#541 - 2012-01-30 08:01:48 UTC
A module that negates overheating damage, but shuts off the module to cool it down for a set period of time.
Magic Crisp
Amarrian Micro Devices
#542 - 2012-01-30 13:54:41 UTC  |  Edited by: Magic Crisp
Scripted siege/triage modules, which modify the DPS output, and enables the remote repping of the target. Tradeoff, ofcourse.

t2 cyno module with different consumption and duration.

meta WDFGs, cynos, siege, triage, savlage, tractor beam modules.

meta rigs.

Cargo expanders could affect orebays/fuelbays/dronebays, or there could be different modules for each, even combined modules.

t2 DCUs? maybe with a second bonus for increasing drone MWD speed. just an idea, this is a bit lame :)

basically everything should have meta variants. recently introduce modules lack this, some of them only has t2 variants.

T2 capital weapons. with ammo.

EDIT Oh, one more quite important thing:

"Cloak nullifier burst battery" as a POS module, with its sov/whatever requirements. This would emit some electrowhatever wave, cancelling all cloaks in the system. Cloaks can be reactivated, everything, just that everyone is decloaked. 00-decloak crier's problem solved, and it's not too op.

Edit2: t2 fighters, t2 fighter bombers. t2 logistics drones. t2 EW drones.
Meta fighters/FBs/logistics drones/EW drones.
Nova Fox
Novafox Shipyards
#543 - 2012-01-30 17:30:56 UTC
Electronic Warfare Upgrade.

Low Slot
Upgrade
CPU intensive.

This module improves performance of a electronic warfare systems and improves the cycle to an advantage (slower with warp scrambler faster jammers.)

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

Zimmy Zeta
Perkone
Caldari State
#544 - 2012-01-30 19:25:05 UTC
Maybe this has been posted already, but I failed at reading the entire thread..
I was thinking of something for our pirates, some kind of highjacking module, a warp-controller.
It works like a normal warpscrambler, but once you have the enemy ship into structure and have enough warp-controller points on him, you can "warp fleet"- and the affected enemy ship will warp with your fleet to a safe location where it can be killed and looted before his friends arrive...Pirate

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

xarjin
International Speciality Machines
#545 - 2012-01-31 05:03:26 UTC
I realize it's not a new module but bringing back mine launcher's would be fun. at least one other other "spaceship game" i can think of at the moment has mine launchers.
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#546 - 2012-01-31 06:57:06 UTC
Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here
Chaotic Mind
Wet Corpses
#547 - 2012-01-31 08:02:45 UTC  |  Edited by: Chaotic Mind
Cyno Deviators

so there's an enemy cyno opening in your system.
grab the module, add some fuel, warp to the cynofield and fire it up.

Now whoever want to jump to a cynofield in that grid will have good chances to land in 2-3 systems next to the actual destination.
Of course those new destinations are still restricted from sec-status, jamming and whatnow.

Modules will have the same duration as the cynogen itself, but should cost at least double LO and will make you pretty immobile for the time it's activated
Sofia Wolf
Ubuntu Inc.
The Fourth District
#548 - 2012-01-31 18:54:00 UTC
Axillary Rocket Propulsion (ARP)

Low slot module coming in S, M, L and XL size that emulates afterburners (ARP speed bonus should not stuck with AB or MWD speed bonus) . Instead of capacitor it uses rocket fuel PI product each active cycle, different amount of it respective to size of ARP. Its power requirement should be lower then that of equivalent AB.

Intention of this module is to make ships with low number of medium slots more viable choice in PvP as they can now fit AB equivalent in low slot releasing mid slot for dualproping or better tackle.



Interdiction suppressor

Low slot module that provides immunity to non targeted interdiction. It should have appropriate sensor range and resolution penalty to discourage use on PvP ships.

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

X Gallentius
Black Eagle1
#549 - 2012-01-31 23:29:48 UTC  |  Edited by: X Gallentius
HULL RIGS!!!
Most Important:
Hull Hardener : Increase Hull HP by certain %, in-line with trimarks and CDFEs.

Other ideas:
Hull Reactive Plating: Max hull damage per shot = Total Hull HP/(1+Number of Rigs). (Anti-alpha rig to protect frigs from Sensor boosted Macherials)
Hull Anti-?? : Increase Hull resistance to certain damage types.

D-SCAN ECM
Negates opponent's ability to use long range D-scan
Bionic Wolf
Doomheim
#550 - 2012-02-01 01:23:41 UTC
ECCM that works
Amaroq Dricaldari
Ministry of War
Amarr Empire
#551 - 2012-02-01 02:55:40 UTC
Bagels.

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

Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#552 - 2012-02-01 05:39:29 UTC
Panic warp
Immediately warps you using your ships entire capacitor in whatever direction you are already moving. Also can be used while in warp to stop or extend.
Gerrick Palivorn
Caldari Provisions
Caldari State
#553 - 2012-02-01 06:00:10 UTC
Deadspace Inducer
-Creates a deadspace pocket
-Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos
-Ganglinks restricted to deadspace pocket, no bonuses in or out
-Module restricted to black ops battle ships

Mini Jump Drive
-Jump drive that allows the ship to jump to cyno's
-Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals

Ship Hijacker
-Warp scrambler with large fitting requirements
-When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength
-Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship

MMOs come and go, but Eve remains.  -Garresh-

Kamuria
Science and Trade Institute
Caldari State
#554 - 2012-02-01 11:06:20 UTC
The drone control units should be passive modules, they don't consume cap so why are they active ?
Death Warmedup
Pator Tech School
Minmatar Republic
#555 - 2012-02-01 11:20:42 UTC  |  Edited by: Death Warmedup
Give Freighters a single Slot (high/mid/low) and allow it to fit ONLY one specific module which will replace the freighters cargo hold with a ship maintenance bay (minus the fitting service for fleet members) which will basically give you the option to use a freighter to carry large numbers of assembled ships through highsec.

i know people will say, but carriers are designed to carry ships. thats true, but they cant through highsec. also, people are ALREADY using freighters to move assembled ships anyway by packaging them in courier contracts. might as well make it easier and just make it an option. it'd have to be EITHER ships OR cargo though i'd imagine.

it should be able to carry MORE ships assembled than a carrier, but not have the option to launch them in space. purely a hauler for ships than a replacement carrier.

Would make large scale corp movements easier, without all the courier contracts.
Ren Coursa
The Scope
Gallente Federation
#556 - 2012-02-01 18:01:30 UTC  |  Edited by: Ren Coursa
Change the way warp scrambling/disruption works to a more dynamic model instead of an absolute model of points.

So the idea is that it actually scrambles or disrupts the process of warping, not shutting it down entirely.

This would add more out of game skill in understanding when to start getting out depending on the situation.

The modules would be subject to optimal and fall off ranges.

You could have ships with added bonuses to warp disruption and ships that are more resistant to it, rigs and implants for it etc.

The way i se this sliding scale is that on the low end there would be a modification of a couple of seconds on the warp and on the high end would be a total shutdown.

This would change the tackling game profoundly, and that isnt really a bad thing imo since i find it kind of lame the way it works now. But if people like that its an easy fix using ship bonuses in the same way as cloaking does, allowing some smaller frigs etc to be able to fit the power/CPU heavy disruptors usually reserved for battleships or just straight up adding big % bonuses to the ship.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#557 - 2012-02-01 18:17:17 UTC

Kla Samon had an idea I though worth mentioning here:

Decoy Container

Essentially, a cargo container that you can configure to contain "fake" goods.

Uses:
1.) Its primarily an obfuscate and/or bait tool to mess with suicide hauler gankers.
2.) It could be a new scam-contract tool.

To balance it, any scans and/or contracts that show the decoy-container's contents, should also list the decoy container.
ry ry
Imperial Academy
Amarr Empire
#558 - 2012-02-01 18:39:05 UTC
Aoe module for decloaking stuff.

Point-defense turrets that shoot agressing drones

Damage mods that provide larger bonuses against specific targets, but lower against anything else.

An industrial module that can manufacture nanite paste in space

Exotic dancer catapult
ry ry
Imperial Academy
Amarr Empire
#559 - 2012-02-01 18:42:57 UTC
Gerrick Palivorn wrote:
Deadspace Inducer
-Creates a deadspace pocket
-Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos
-Ganglinks restricted to deadspace pocket, no bonuses in or out
-Module restricted to black ops battle ships

Mini Jump Drive
-Jump drive that allows the ship to jump to cyno's
-Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals

Ship Hijacker
-Warp scrambler with large fitting requirements
-When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength
-Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship

Deadspace inducer is actually a cool idea, but surely any fight is a case of seeing who can drop caps then Deadspace the site?

Also, no acceleration gates. So can you warp straight into the pocket or not?
Tekashi Kovacs
Golfclap Inc
#560 - 2012-02-01 20:29:46 UTC
An immunity "bubble" module, that makes you immune to all damage for short amount of time, drains huge amount of cap (or has long reuse delay), deactivates all other modules. Imagine using it while being alpaed in fleet pvp, incursions, lvl5's etc. Timing it perfectly adds another layer of skill to the games combat.

Would be similar to propulsion modules hierarchy which are:

AB (cheap speed boost, no penalties) -> MWD (huge, cap hungry speed boost +penalty)

Invul Field (cheap resist boost, no penalties) -> "bubble" module (100% damage resist, very cap hungry/or long reuse +penalty)

-

Defender missile launcher that can only be fitted on high utility slots

Salvage drones - an alternative, not replacement for salvager module

Sentry drones - able to travel back to dronebay, similar to probes

Damage Control - to be passive module