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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
naed21
Iron Knights
#621 - 2012-02-19 17:03:32 UTC
How about a High Slot module that gives a small set amount of CPU and Powergrid? That way, new and older players alike can use that High utility slot that some ships have in order to better fit their ships.
Nova Fox
Novafox Shipyards
#622 - 2012-02-20 20:16:35 UTC
Electronic Warfare Batteries.

These series of modules do not consume capacitor but instead consume ammunition to inflict thier various effects onto the targets. Cargo space they consume will be the largest balancing hinge. Various types of ammo can alter range and strength of effect.

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

Nova Fox
Novafox Shipyards
#623 - 2012-02-20 20:20:49 UTC
Candle Shields

This ammo fed module shoves a shield battery in to recharge shield amounts, it can up to a point over charge shields beyond normal capacity, which is then lost over time by inverse shield charge rate. Cycles very slowly takes several cycles to hit max over charge cap. This additional ammont has no resists and is not effected by resists.

Wic Shields

This ammo fed module shoves in a shield battery to increase the recharge rate of ship up to a max point, this module cycles quickly but takes a while to fully charge up to the max over charge. This additional amount of shields over 100% has no resists or is effected by modules.

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

Bill Andrex
School of Applied Knowledge
Caldari State
#624 - 2012-02-21 13:46:28 UTC
Mining Foreman Mindlink I

Works the same as a Mining Foreman Midlink II with lesser attributes

Can be used to invent the T2 variant rather than some rare drop.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#625 - 2012-02-21 20:21:40 UTC
T2 Faction mods.

In the case of weapons this is very useful, as currently you need normal t2 weapons in order to use t2 ammo. With t2 faction weapons you can have the specialization bonuses and the t2 ammo.

Detenal
The Church of Space Piracy
The Disciples of Space Piracy
#626 - 2012-02-22 00:15:09 UTC  |  Edited by: Detenal
A One-time use module that disables all modules on a ship from working for say 5 seconds?

High Slot required
Would require 50% Cap to activate.
Ship specific use only? Assault frigates?
As a side effect, other high slot modules on your ship are also affected, disallowing their use for 3 seconds.

Warp and navigation would still work. Manual re-activation would be required on targeted ship.
Kelms
Moonshadow Intelligence
#627 - 2012-02-22 09:48:48 UTC
Drone Repair Bay

A high slot module that repairs drone armor and hull on drones in the ship's drone bay when active. Varying sizes to fit on crusier to capital.
TheBreadMuncher
Protus Correction Facility Inc.
#628 - 2012-02-22 22:16:46 UTC
Ramming modules. Forums won't let me link the thread I did on ElQuirko in warfare and tactics, but it's got some damn beautiful details in.

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

TheBreadMuncher
Protus Correction Facility Inc.
#629 - 2012-02-22 22:19:48 UTC
Weapons platforms.

Kind of a ship/module idea, but basically a huge, slow ship with 27 highslots - 3 dread guns, 8 large guns, 8 med guns, 8 small guns. No drones, a tank that relies on logistics to keep it alive and does about 5m/s without a "tugboat" to pull it (Logistics role using tractor beams, perhaps?) Better tracking than dreads, but again with a much smaller tank. Fits a siege-equivalent module that gives the same bonuses as dreads except halved, but also allows logistic support. Also no tank bonuses. That's just me thinking while typing, so excuse the poor structuring.

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Xanatia
Vengeance Imperium
#630 - 2012-02-22 22:54:10 UTC  |  Edited by: Xanatia
Missile Pods.

an externally mounted box launcher that takes up a rig slot. (limit of 1 per ship

the only control the pilot has is when to fire it, and who to fire it at, missiles rely on internal guidance, so skills will not effect the missile stats.

missiles must all be fired at once. can only be reloaded in stations

possibly limit the missile pod to short range missiles only,

comes in 3 sizes:

Small carries HAM's
Medium carries Torps
Large carries Citadel torps

lets say a load of 20-30 missiles per pod.

tech 2 will mount either more missiles, or can use the pilots skills when firing the missiles

unlike other rigs, this could be represented by a visible module on the ship.

Drawback would be degraded scan res or something similar
Hemmo Paskiainen
#631 - 2012-02-22 22:59:37 UTC
T2 cyno > Time Reduction

Damage mods for Drones > Extra damage, only for drone specialized ships

T3 smartbombs > omni damage

T3 mobile bubbles > reduced onlining and oflining time (queve?). 5/10 seconds? more dragging range?

T2 Warpsphere launchers > reduced time

T2/Faction bubbles > webbing area effect bubbles? Target painting? Sensor dampning? tracking disrupting? Longer warp disrupting distance (200 - 400km?)


Dark matter stuff?



If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Warzon3
Perkone
Caldari State
#632 - 2012-02-23 01:12:53 UTC
A module that makes black opses usefull

Or T3 resists that are inferior to T2 resists but use scripts so that you can change resists on the fly so for that drake you load up some kinetic resists and when you are done killing the drake and encounter a harbinger you swap resists around to em/therm
Xercodo
Cruor Angelicus
#633 - 2012-02-23 01:32:57 UTC
Remote Smartbomb, works similarly to the Remote ECM for SCs but this one causes damage....lots of it, in a 20km radius.

How's that for anti-blob mechanics?

The Drake is a Lie

Solstice Project
Sebiestor Tribe
Minmatar Republic
#634 - 2012-02-23 01:34:16 UTC
A highslot module for lights/lamp, so people can fit lights onto their ship.
These would use launcher/turret slots and blink ... maybe.

Scripts for different colors, or different modules. No idea what's better.

Yeah, i'm serious. If they don't look like crap, people will love them.
(personally though, i'd never use that lol)


Solstice Project
Sebiestor Tribe
Minmatar Republic
#635 - 2012-02-23 01:39:59 UTC
A module that allows me to put a Gravity Marker into space,
which can only be seen by who uses the module and can be used as
(relatively) short-timed grid-only bookmarks.

Move to position. click. Marked.
Move 151km away. click. Marked.

Ping-Pong-Warp.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#636 - 2012-02-23 01:40:45 UTC
A module that lets me decrease minimum warp range,
including scripts to have some options.

Yeah i'm warp possessed. bookmarks are too borked and buggy.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#637 - 2012-02-23 01:44:12 UTC
A cargomodule for pods, so people can jump onto the ship in space
and get carried somewhere else... for a fee, of course.

Hey Taxi !!
adopt
Brutor Tribe
Minmatar Republic
#638 - 2012-02-23 02:04:41 UTC
T2 capital mods plox

Other than that, 5th subsystem for all t3s, for example, the Tengu is primarily a missile boat, with the new offensive subsystem it would be a blaster/drone boat, so on and so forth.
RiskyFrisky
Halliburton Heavy Industries
#639 - 2012-02-23 05:41:11 UTC
Modules that reduce Heat damage. One of high, low and medium slots.
T3 Rigs and reduced material need to produce T2 rigs.
More T3 Cruiser subsystem options.

Counter Jamming Mods that could allow a player to redirect the signal back to the jammer with plausibility of jamming that ship.

T3 guns(Instead of damage, have other bonuses, such as range or no need for capacitor energy).
Nova Fox
Novafox Shipyards
#640 - 2012-02-23 06:15:28 UTC
External Bomb Launcher.

This preloaded launcher has enough propellant to send a bomb flying towards the alignemnt of the ship at 2km/s

These high slots are ejected after use and cnanot be reloaded without refitting.

Bombs loaded into these launchers are not as powerful as the ones launched by stelathbombers hoewver any ship with enough grid and cpu and a spare high slot can fit this.

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