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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Amaroq Dricaldari
Ministry of War
Amarr Empire
#601 - 2012-02-11 01:31:35 UTC
Sounds cool on paper, but can be very annoying, very unbalanced, and it would take alot of work to program.

I also wonder what happens if you dock. Do they eject the attacker and then pod him, and thus you get a free ship?

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Ceasar Agustus
Gun Runners Inc
Antisocial Social Club For Tax Reduction
#602 - 2012-02-11 02:27:36 UTC  |  Edited by: Ceasar Agustus
Amaroq Dricaldari wrote:
Sounds cool on paper, but can be very annoying, very unbalanced, and it would take alot of work to program.

I also wonder what happens if you dock. Do they eject the attacker and then pod him, and thus you get a free ship?


To be honest friend it could be the balance needed for supers or titans :)

Imagine a fleet of these attacking a PL station bashing fleet. And I would say no to docking....

If the fleet cannot target and kill the mole (boring ship) then it should not be able to dock. Jump, warp yes but dock no.

Log off would just insure death so it would take a fleet member to target it and get it off you. Twisted

(Not to mention the jumping away to safety would be a bit more complex, jump and you take the mole with you who could drop the Intel for nearby fleets to pursue)
Davion Falcon
Those Once Loyal
#603 - 2012-02-12 01:41:46 UTC
Charge Overdrive: Low slot, increases laser/hybrid damage at the expense of more capacitor use per shot. Balance it with a highly inefficient ratio, like 50% increase in damage for 400% capacitor use.

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Torrema Sinclair
Deep Core Mining Inc.
Caldari State
#604 - 2012-02-12 15:12:02 UTC
CCP SoniClover wrote:
Hello capsuleers!

One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover


How about making hull tanking viable? Like making resist modules for hull tanking, redo the hull repairer (more and faster repair), make some modules enhances the hulls structure (making the hull lighter, stronger, lowering signature radius, take a pick), mix the hull tanking modules on low and medium fitting slots.

OR/AND make leaching/deconstructor weapons, that does the opposit of RR's. Like a weapon sending a beam of some sort deconstructing the molecular structure of armor and structure, transporting all molecules to your own ship, and makes use of it...
Mirajane Cromwell
#605 - 2012-02-13 17:45:15 UTC
How about new module sets, just like implant sets. Each module from the set would have bonuses similar to faction modules but each module in the set would also give bonus to all other same type set modules that have been fitted to your ship. So getting all the modules from the set might make you stronger in some ways but there would limited amount of fits available depending on what module types a particular set contains. These could be T3 modules... each faction, empires and pirates, would have their own module set.
Merritoff
Zod's Minions
#606 - 2012-02-13 21:01:55 UTC
Ewar System

projected nanites. continuiously beamed from a high slot module. The nanites disable a single module, then commence to erode with a damage similar to overheating. Given a length of time, the enemy module would be destroyed. Range and module size dictate damage rate. With a script system for active/slot type. (ie mid/low/high).
Alx Warlord
The Scope
Gallente Federation
#607 - 2012-02-15 04:38:51 UTC  |  Edited by: Alx Warlord
Brainstorming?

Remote core stabilizer

A logistic module that gives +1 to the target ship warp strength.

Nano-machine Armour Plates

Armour plates that Slowly repairs itself ( Gives less HP and a slight regeneration )

Emergency strontium field emmiter

Once the equipped ship receives lethal hull damage this module triggers releasing a strontium field, rendering the ship invulnerable to damage and electronic warfare for the next few seconds. The module overheats and burns in the process.

Nano Detectors Bomb

A bomb that once deployed explodes releasing nano-sensors like a dust cloud that reveals any cloacked ship that goes inside of it....

Drone AI controler

A module that allow to program drones behavior further, like staying on range, prioritization of targets, returning if damaged.

Drone automatic shield extender/ armor repairer

This module automatically transfers shield/Armour to all allied drones in range without having to lock on it. The amount of repair is fixed but distributed among the damaged drones.

Space-Time based weapons ( Possible Jove/Telockan weapon that does "True damage" ignore resistance.)
how should it works? Possible one of these?
1 - Generates a controlled Space-time distortion that is disrupted into the target direction scattering the molecules on its path.
2- Condensates space into a point and then fires it into target direction, expanding into contact like an explosion.
3 - A projectile that on contact with the target generates a fast unstable space distortion damaging it.

How should it looks? Something like a photon torpedo with WH effects. =D
naed21
Iron Knights
#608 - 2012-02-15 19:00:58 UTC
T3 modules that are slightly worse than T2 equivalent, but survive longer while overheated. Or rather they have bonuses to overheating, and are technically better than T2 equivalent, but only while overheating.
zhang elliott
Stygian Boatmen
#609 - 2012-02-15 19:58:17 UTC
OK heres one for your edification: Defensive Modules

The only mod/ammo that I have seen is the Defender missile. My idea is along the lines of point defense weapons system such as follows:
http://en.wikipedia.org/wiki/Close-in_weapon_system

or this:
http://orbitalvector.com/Defenses/SANDCASTERS.htm

http://en.wikipedia.org/wiki/Chaff_(countermeasure) ( even going as far as disrupting webbers)

As far as implementing something like this use a system similar to the way rigs are fitted. The number of units fitted could be based upon size/tier/tech level of ship to be fitted or a ratio of total slots of said ship. Could be a useful item for haulers.miners to use.

The mods could come under the area of tank as well.

It could add another aspect to the game by making one think do I carry defense ammo or offensive (missile,shells,hybrid) ammo if one has a small cargo bay.

Just my 2 cents worth.
mine mi
Garoun Investment Bank
Gallente Federation
#610 - 2012-02-15 21:16:15 UTC
Scrip

ECM Burst

Focused ECM burst: lose the aoe effect + .8 ecm strength

EW

New defender

When I see the new miss system, this makes me remember how the ecm systems work in the navy ships.
The system creates a ghost, far in the front and back, and the missile try to hit the ghost
Rather than creating an antimissile missile, create two new targets to the missile. The chance to hit the target or the ghosts varies; the other way is to increase the weapon signature resolution. But after read this http://www.evenews24.com/2012/01/29/jesters-trek-proven-in-the-field/ I don’t know if can work


One use

Overload the smart bomb

I like to see the smart bomb effect in the last clear sky movie, overload the smart bomb creating a greatest effect
One use – reactive



More than one use module

I recommended changing the mid slot, remote sensor booster, projected ECCM and tracking link for a hi slot, sensor link module, this module do nothing but with the correct scrip can be converted into remote sensor booster, projected eccm and tracking link and convert destroyers into electronic support frigates
Alx Warlord
The Scope
Gallente Federation
#611 - 2012-02-15 22:52:08 UTC
Covert drones/fighters

A drone that cloaks when not attacking to prevent being intercepted before attack...
( It will be useful on PVP and PVE )
Griptus
Doomheim
#612 - 2012-02-16 14:50:01 UTC  |  Edited by: Griptus
Damage Capacitor
Coverts a % of damage taken to shield and armor into capacitor energy!
(An engineering module conceptually similar to Damage Control)

Possible variations:
Medium power slot version
Active with very low cap usage (same as Damage Control)
Limit one per ship.
Only works with one of two scripts:
Shield script converts a large % of damage to shield into cap energy.
Armor script converts a large % of damage to armor into cap energy.

Low power slot version
Passive
Generates a moderate amount of energy from damage to shield and armor.
No stacking penalty.

Effectiveness increased by skills.
Merritoff
Zod's Minions
#613 - 2012-02-16 21:11:16 UTC
Drone "jump" recall module. Instant recall a drone at range into orbit. It can use massive cap and have a serious cooldown.

Drone Resist Modifier module. Scripted to chose specific resists.
Sticky Hamster
Nova-Tek
#614 - 2012-02-16 22:16:41 UTC
I would love to see more ship modules that fit into HIGH slots for drone users.

I also wouldn't mind if we could use armor and shield maintenance drones on our own ship.

Sticky Hamster
Nova-Tek
#615 - 2012-02-16 22:21:34 UTC
I have always wished that the game would tell us when we are taking damage, exactly what type of damage we are getting hit with, i.e. (Thermal/Kinetic/EM/Explosive obviously).

If it can't be implemented for everyone, maybe allow us to equip a module that would let us know what damage type. I always feel like the game immersion is reduced for me when I feel its necessary to go to the 'Wakka' site to see what type damage I need to set my tank for in the mission.

I would also like another tier seperate from highs/mids/lows/rig slots for convenience/utility items like this.

Ren Coursa
The Scope
Gallente Federation
#616 - 2012-02-17 11:23:08 UTC  |  Edited by: Ren Coursa
A logistical module that absorbs heat damage.

A Nos/Neut like module that increases heat damage.

Make ship- and cargo scanners high slot modules so we can use them as utility without severely gimping ourselves.

Revamping D-scan and adding modules/rigs to increase its efficiancy.
My idea is to replace the slider of degrees and numbers of distance with a single square where X axis is distance and Y axis is angle and you simply click inside this box for the distance angle you want to scan and depending on the values the scan takes time to resolve; Like a probe scan.
So if you want to scan Max distance and Max angle(which might be the same as now or changed depending on balancing) it would maybe take 20s, if you want to scan 1000m @ 5 degrees it might be instant.
To this you add modules and rigs that increases distance your ship is capable of scanning, the speed the scan takes to resolve etc.
Omen Talozan
GO' R0V
Pandemic Horde
#617 - 2012-02-17 12:50:51 UTC  |  Edited by: Omen Talozan
Covert Ops Ship scanner & Covert Ops Cargo scanner modules

• Can only be fittet on Blackops
• Can not be used in hisec
• Enables locking target when cloaked (only for the covert ops scan mods!)
• Can only be used when cloaked
• Decloaking will drop lock
• Max lock range: 3km-5km - has to be very close range (but longer than the decloaking range of course :)

Edit: Ive postet in the Tech & Research forum root as well. I guess i should have postet in here instead. Please delete if nessesary
Omen Talozan
GO' R0V
Pandemic Horde
#618 - 2012-02-17 13:11:28 UTC
I am missing mines!

I agree, back in the days when they were in game they were totally utterly unbalanced and you could use them anywhere and they didnt expire either! But i do think it would be worth it to look at them again - just change the way they work and where you can jet them.

This is not to address any issue whatsoever, im just missing tactical options, other options than the ones weve used for years.
Stonecrusher Mortlock
The Scope
Gallente Federation
#619 - 2012-02-17 16:51:34 UTC
Area of Effect

Deployable mine fields - works just like the ancorable drag bubble but dose damage if you try to move threw it.

only attachable to a new T2 destoryer a mine layers.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#620 - 2012-02-19 03:40:23 UTC
I love the idea of mines. Too bad CCP got rid of them.

Speaking of which, I actually know of a few people who still have some in their hangars.

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