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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Aquila Draco
#701 - 2012-03-12 13:39:18 UTC  |  Edited by: Aquila Draco
Counter measures.

Launches counter measures "baits" into space that decrease accuracy of ships targeting sensors.
It have a chance to change target lock from your ship to bait making that guns/missiles fire at bait and not at your ship.
Pod pilot of attacker ship during that still see normal lock on yours ship (only ship computer is deceived that that bait is your ship and still thinks that its targeting your ship).
Baits work on their own capacitor that is depleted in 20 secs (or something like that) and baits are lost.

Fits in Mid slot.


(something like counter measures/decoys/baits in submarines)
Rapala Armiron
Arton Yachting and Angling Club
Domain Research and Mining Inst.
#702 - 2012-03-12 17:55:55 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


I want crew mods that effect the efficiency of the operation of the ship. Without a crew a ship will operate at decreased efficiency. Adding crew will improve efficiency as the quality of the crew improves. I view the mods as coming in different flavors: officer, science, military, industrial. I would have the crew mods created by PI -- essentially the PI "grow" colonists who become available for use as crew. I would also have the crew require maintenance -- payment of isk over time which increases as the crew improves in quality.
The Hamilton
Sebiestor Tribe
Minmatar Republic
#703 - 2012-03-12 19:07:29 UTC


  • Flares - Usable once (or some limited amount of times).

  • These provide an auto unlock by all enemy ships for a few seconds and have some sort of cool down like siege mode.

    This could be taken further with super-caps and make fit changing only possible when not locked. Limiting their re-fit availability to a few dramatic seconds and helping a fleet that catches a wrongly fitted super-cap for the task get ganked (sort of).

    Though there would need to be a lot of balancing involved I'm pretty sure flares of many kinds could be limited to specific ship types to help give them a little edge when caught off guard.

    Some flares could provide smaller boosts like disrupting missiles or even provide a very wide range effect to de-cloak. Again usable once, go re-fit if you want some more and then wait 10 min to help the non-afk cloakers.


  • Engine silencer

  • Dramatic decrease in your top speed for a big reduction in signature radius. Cap intensive.
    This would give non-afk cloakers a helping hand when/if some kind of cloak hunter is introduced.


  • Banner flags

  • You have to follow someone into battle P


  • Psychological Electronic attack big cool down / lasting effect

  • A somewhat random number of enemy and friendly ships appear on the wrong team in the UI. Maybe change the icons for ships with drones, just mindfuck stuff really. This could be a serious weapon for EAF's and would require player skill to overcome. Would last a little while. It would also make EVE the first MMO to mess with the players in an incorrectly displayed informant gameplay mechanic, similar to horror games.

    Maybe your shields appear to drop (but don't), this would result in players screaming they need help while logistics is wondering why.


  • Hallucinogenics - not a module

  • Allows players to see invisible wormholes... Lol I dunno


  • Fog of war - Area effect, ship specific

  • Gives fleet commanders (or some specific ship in a flee) the ability to make the fleet around it not appear in D-Scan. But not cloaked. This could help hide gate camps without actual cloaking. Making combat probes and general visual intel more important. If someone fly's out of range it would clearly be ineffective.


  • Webbing ammo - only for hybrid guns

  • I don't actually fly Gallente, but I hear people complain about their guns a bit. This is just a thought about how to make them more different and interesting and a little better. Obviously this ammo would be mostly ineffective, but if you put it in one gun then it might just help stop your prey getting away without fitting webs. Or on all guns and do some serious distance webbing (still less effective as actual webs)
zhang elliott
Stygian Boatmen
#704 - 2012-03-12 19:51:40 UTC
Lord Meriak wrote:
Bienator II wrote:
heavy tractor beam, can pull ships.

reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)

resistance is futile



I like this idea it would help with station games also aggression count down on gates pull them away..



Heres an idea on the tractor beam idea, Instead of a beam use something along the lines of a magnetic grappling hook like something similar to what the Rievers use on 'Firefly". You could also go as far developing a neut/nos/ or some sort of pulse to fry the electronics on board of grappled ship. Make it so that it can only be fitted to say Battlecruiser sized ships and above and that it can only be used against ships the next size down of grapple ship with a percentage chance of features working on victim ship depending on size of the poor ship. Would be a used on say Tier 1 BC's or a new class developed for the system.
zhang elliott
Stygian Boatmen
#705 - 2012-03-12 20:01:30 UTC  |  Edited by: zhang elliott
Jade Imp wrote:
I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.

Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.

Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.





Kinda of like a subchaser from WWI and WWII Navy's...sonar and depth charges traded for advanced electronics and smart bombs or a mod with the ability to scan down energy emissions from said cloaker.
Jason Nautica
Blank-Space
Northern Coalition.
#706 - 2012-03-14 00:34:46 UTC
Spent a bit of time reading the thread to make sure that I wasn't repeating someone's idea......This isn't exactly new but rather unifying all the hacking ideas here.....

IRL there is a program called 'Suter'. It involves hacking a nations air defence network to either prevent detection, preform target deception, or to shut down the network entirely.

For EVE this would be applied as a hack either against stations, ships, or probes. Ideally the user would have a module or family of modules [perhaps a subsystem for use on the strat cruisers] that would hack the system in question that would allow the user to insert their own data into the system.

I think the idea of active decoys that are tailored to a specific ship type is good. And I would like to add a T2 variant that provide for more realistic control/actions. This could be tied into bandwidth. It would also come with their own skill set.

Level 1 would be limited to a random result [either telling the opposition that you're elsewhere or exactly where you are]. At higher levels you'd be able to control multiple decoys and be able to alter their signatures to preform various actions.
Hlidskjalf
Noir.
Shadow Cartel
#707 - 2012-03-14 11:58:48 UTC
Scripts
Racial ECM Scripts for the Multispectral ECM. Increases strength by 50% (to level of T2 racial), nullifies other sensor type disruption values. Range and falloff maintained, capacitor cost maintained.




Heat
Heat Diffusion Rig - Reduces heat damage taken by 90%, and increases module heat bonus by 10%. Drawback - Rig takes damage with time spent overloading and eventually burns out, requiring replacing. Burn speed scales with number of modules overheated. Calibration - 200. Module limit: 1.



EW
Multispacial Scan Pulse Emitter - Used on wormholes only. Allows the scanner to provide a scan of the other side, grid wide, providing a list of whats on the other side. Does not detect cloaked ships. Module limit - 1. Reuse delay - 1 minute. Range 30km. Scan time - 10 seconds. Accuracy of scanner affected by scanners range to wormhole, and a targets proximity to the wormhole on the other side. (It will detect people sat at 0 on the wormhole, but people far off may simply state "Cruiser" or "Unknown ship")



Drones
Point Defense Drones (Light, Medium, Heavy) - when active, this drone will use a high precision laser to shoot down any missiles within range (10km, 15km, 25km). It will orbit its parent ship, and can be assigned to other ships. It will shoot down all missiles, regardless of affiliation. It cannot target bombs. Larger drones have greater range and firepower.



Fitting/Slots
Wormhole Generator Module (Black Ops only) . When combined with a covert cynosural field, allows the battleship to create a temporary wormhole to the target cynosural field location. Consumes isotopes and a small amount of strontium clathrides. Process takes 5 minutes to perform, but can be cancelled with the loss of all materials. During time, Blackops ship is immobile and cannot warp unless the module is stopped. Once created, the wormhole lasts for approximately 4 hours with a mass limit of 1 billion m3, can be used by all ships. Range of the module is directed by achievable jump portal range. Wormhole can be scanned by probes.



Area of Effect
Cynosural Jamming Field (High slot, Hictor only) - Creates an area of effect jamming field that prevents cynosural fields from activating within its boundries. Existing fields remain, but ships jumping in are scattered around the system. Drawback: Ship unable to be remote repaired, unable to warp, MWD/AB bonuses nullified. Exception: Black Ops cynosural fields are unaffected.
Focused Cynosural Jamming Script - Scripts the module to disrupt a single target, preventing ships from jumping to that cynosural field at all. Drawback: Ship Speed -100%, unable to warp. Can be remote repaired when scripted, can be used on ships normally immune to electronic warfare. Exception: Covert Cynosural fields are unaffected.



One-use (consumable) modules
Wormhole Destabaliser (Charge for Interdiction Sphere launchers, Interdictors only) - when deployed next to a wormhole, this module will disrupt the matrix of the wormhole, preventing travel from the side it is deployed on. Ships can still use the wormhole to come through from the other side. Causes aggression when used. 15km radius. Lifetime same as a normal interdictor bubble.
Lone Crusader
Legion of Fury
#708 - 2012-03-15 15:55:05 UTC
Faction Battle cruisers would be awesome


salvage drones small medium and large

retriever drones/ drones that act like tractor beams and bring the loot/wreck to you

i think everyone would like o see some more destroyer love. Destroyer = Anti frig, add a tier 2 destroyer maybe with slavage/ hacking bonuses


swap a slot, module that goes in a mid slot and gives you a low slot and other combinations, have it so only one or two can be fitted on a ship
Beezon
Brutor Tribe
Minmatar Republic
#709 - 2012-03-15 20:35:41 UTC
Drone Overheating.

When activated, drones increase their speed/ tracking/ damage modifier/ repair amount/ ewar effect, but start receiving structure damage. Scooping/retrieving drones stops the process. Destroying ship owning these drones stops the process.
Does not work on Fighters and Fighter Bombers.
Alx Warlord
The Scope
Gallente Federation
#710 - 2012-03-16 04:43:38 UTC
Quote:
The Special Distortion Field Detector (SDFD). This would be the first ship module in game that can be activated while cloaked. It has a 10 second cycle timer but once the cycle timer ends, it displays a “ghost image” of all cloaked ships within a 50km radius. To update the location of the ghost image, the cloaky pilot would need to re-activate the SDFD.
Commoner
Deep Core Mining Inc.
Caldari State
#711 - 2012-03-17 13:21:57 UTC  |  Edited by: Commoner
Force Defence Field Flagship.

Would work alot like the heavy interdictor, would be able to activate a defence field deflecting all incomming fire. The duration of the field would depend on the amount of incomming fire, as each hit to the defence field drains an amount of the capacitor on the host ship, when ship runs out of cap, the field disintegrates leaving behind a residual field. Range would be fairly limited and would leave a residual field preventing the creation of another field for balance reasons.

The ship would be vulnerable to close range capacitor warfare, as the field leaves no protection for enemy ships within the field.

While projecting the field, the ship capactior would be a "insulated" state, meaning no regen is possible, and the ship is not able to recieve remote capacitor transfers due to the intensity and focus requirements required to project said field.

Impossible to implement in eve...but dang, i want a defence field frigate like in homeworld... :)
Kethry Avenger
Ministry of War
Amarr Empire
#712 - 2012-03-17 15:30:19 UTC
T3 weapons guns and launchers.

One module of each size and type, small, medium, large, extra large.

Hybrid, Energy, Projectile, Launchers.

Module would have fitting requirements between the T2 long range and short range module. So for example would take less than Taychon II but more than Mega Pulse II to fit, cpu, and powergrid, wise.

These modules would have scripts that are loaded to give them similar range and damage profiles of either the long range or short range guns, these scripts can only be changed when you have a certain level of cap, lets say 95%. But take no cap to change. With normal ammo and activation they would do 5-10 % less than the best T2 module, but when overloaded they would do 10%-20% more damage and with good skill could maintain an overloaded state for 2-3 times as long as most modules now.

The cap requirement makes it hard to change your fighting in the middle of a fight but lets you have the flexibility on the fly before a fight. To change the script you would also have to change T2 ammo if that was loaded. or just any ammo to make it simpler. T3 weapons could use T1,T2, or T3 ammo

So you would have one module, That can be used in either short or long range, changed out while on a roam, with bonuses for overheating but not as good as T2 in most cases. Especially when you consider most people fit ships around the guns to support those guns with the right modules and how you fit a sniper vs brawler vs kiter tend to be different it shouldn't be so versatile to be over powering.

T3 ammo

I think ammo for each racial variant that could only be used in T3 guns and has similar damage and range modifiers as the T2 varieties but has opposite damage type profiles.

For instance crystals that do ex and kinetic making the energy weapon more of a disintegration ray instead of a laser,

Strange hybrid rounds doing EX and EM. Rounds that explode on impact with high release of EM radiation

Projectile rounds that are really disposable laser rounds. When struck by the firing mechanism, a one shot laser fires out of the projectile weapon. Doing mostly EM and some thermal damage.

(While your at it get rid of the EM and Thermal damage from current Winmatar guns... was that whole race the early experiment in T3? Biased, loyal Amarr servant here.)

And I have no clue what to give Launchers for T3 ammo since they can all ready pick damage types. Maybe a series of missiles with combination warheads, half damage of one type and half damage of another.


New Missile defense module.

Just make it chance based out to a certain range. High slot. And limit how many missiles it can engage in a certain period of time. But it should be something you activate and forget. But uses cap.

You could call it a point defense system. You could even have ammo for it and racial variants. Have it use ammo or chance to damage crystal, every time it is able to engage a missile. If its targeting is overloaded then it doesn't waste ammo. High ammo capacity. Specialized ammo. It either hits and does full damage like a smart bomb or it misses completely.

Could have Size variations. Larger ones have better range and ability to engage more missiles at once.

Could make a second destroyer hull that gets bonuses to this module like you see suggested all the time.

If your really good it will only engage missiles of people not in fleet with you. If your are totally ******* amazing it will engage missiles based on some kind of standings. Possibly controlled by script only in the T2 version

Haven't read through the thread completely. If I am imitating anyone else's idea consider it the highest form of flattery.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#713 - 2012-03-18 11:22:31 UTC
I like the idea of giving the Gallente E-War Ammo

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

Chuckob Chuck
4 Marketeers
Rura-Penthe
#714 - 2012-03-18 15:26:57 UTC
Module Or Mod

I would be willing to give up a slot on my ships for a Module that would keep refreshing my Directional Scanner or if it could make it read in real time, so I don't have to keep clicking, while watching for Scanner Probes or Ships trying to find me.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#715 - 2012-03-18 23:43:04 UTC
Chuckob Chuck wrote:
Module Or Mod

I would be willing to give up a slot on my ships for a Module that would keep refreshing my Directional Scanner or if it could make it read in real time, so I don't have to keep clicking, while watching for Scanner Probes or Ships trying to find me.

And if Survey Scanners would Auto-Repeat and/or Real-Time, that would be nice too. Or better yet, just make it a Passive Module.

Another thing, I never see a point to using them. Could you add a bonus to mining yield on all detected asteroids or something? And maybe an accuracy falloff to increase the bonus when you get closer to asteroids.

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

Gerrick Palivorn
Caldari Provisions
Caldari State
#716 - 2012-03-19 08:23:52 UTC
T3 Ammo:

Long Range: Range 80% of T2 LR; Alpha dropped by 50% with a damage over time effect due to cascading explosions, DOT effect based on round type and applied in 10% increments. This will play havoc with logistics as they will have to spend time repping a ship that is not being fired upon.

Short Range: Range 120% of SR; DPS dropped by 50%, and 2 second Residual effect of racial EWAR, stacking penalties applied. Hybrid: Sensor Dampening; Lasers: Tracking Distrupt; Projectile: Signature Increase; Missiles: Chance for target lock break (race of ship depending on damage type: EM Amarr, Kinetic Caldari, Thermal Gallente, Explosive Minmatar)

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

The Hamilton
Sebiestor Tribe
Minmatar Republic
#717 - 2012-03-19 14:02:01 UTC
Kethry Avenger wrote:
T3 weapons guns and launchers.

One module of each size and type, small, medium, large, extra large.

Hybrid, Energy, Projectile, Launchers.

Module would have fitting requirements between the T2 long range and short range module. So for example would take less than Taychon II but more than Mega Pulse II to fit, cpu, and powergrid, wise.

These modules would have scripts that are loaded to give them similar range and damage profiles of either the long range or short range guns, these scripts can only be changed when you have a certain level of cap, lets say 95%. But take no cap to change. With normal ammo and activation they would do 5-10 % less than the best T2 module, but when overloaded they would do 10%-20% more damage and with good skill could maintain an overloaded state for 2-3 times as long as most modules now.

The cap requirement makes it hard to change your fighting in the middle of a fight but lets you have the flexibility on the fly before a fight. To change the script you would also have to change T2 ammo if that was loaded. or just any ammo to make it simpler. T3 weapons could use T1,T2, or T3 ammo

So you would have one module, That can be used in either short or long range, changed out while on a roam, with bonuses for overheating but not as good as T2 in most cases. Especially when you consider most people fit ships around the guns to support those guns with the right modules and how you fit a sniper vs brawler vs kiter tend to be different it shouldn't be so versatile to be over powering.

T3 ammo

I think ammo for each racial variant that could only be used in T3 guns and has similar damage and range modifiers as the T2 varieties but has opposite damage type profiles.

For instance crystals that do ex and kinetic making the energy weapon more of a disintegration ray instead of a laser,

Strange hybrid rounds doing EX and EM. Rounds that explode on impact with high release of EM radiation

Projectile rounds that are really disposable laser rounds. When struck by the firing mechanism, a one shot laser fires out of the projectile weapon. Doing mostly EM and some thermal damage.

(While your at it get rid of the EM and Thermal damage from current Winmatar guns... was that whole race the early experiment in T3? Biased, loyal Amarr servant here.)

And I have no clue what to give Launchers for T3 ammo since they can all ready pick damage types. Maybe a series of missiles with combination warheads, half damage of one type and half damage of another.


New Missile defense module.

Just make it chance based out to a certain range. High slot. And limit how many missiles it can engage in a certain period of time. But it should be something you activate and forget. But uses cap.

You could call it a point defense system. You could even have ammo for it and racial variants. Have it use ammo or chance to damage crystal, every time it is able to engage a missile. If its targeting is overloaded then it doesn't waste ammo. High ammo capacity. Specialized ammo. It either hits and does full damage like a smart bomb or it misses completely.

Could have Size variations. Larger ones have better range and ability to engage more missiles at once.

Could make a second destroyer hull that gets bonuses to this module like you see suggested all the time.

If your really good it will only engage missiles of people not in fleet with you. If your are totally ******* amazing it will engage missiles based on some kind of standings. Possibly controlled by script only in the T2 version

Haven't read through the thread completely. If I am imitating anyone else's idea consider it the highest form of flattery.


Lol this totally outdoes my lame webbing ammo idea. NICE STUFF! I love it.
Flamespar
WarRavens
#718 - 2012-03-20 21:53:21 UTC
A one shot bomb that can be sent through a stargate that disrupts/ destroys gatecampers.

This may requrie a second ship on the target side of the stargate to nominate a target, which they can't do whilst cloaked.
Aroye
Mechvale Planetside Productions
#719 - 2012-03-21 22:01:55 UTC
Ammo module loading rigs; to speed up the load time of projectile, hybrid and missile ammo so we can change the damage type and range during combat without losing too much time. There could also be a module that has the same effect. The module version could be loaded with a script that increases the loading rate or the amount of ammo loaded.
Fracture Antollare
TEMPCO CORP
#720 - 2012-03-22 14:23:31 UTC
Neut shield.

Treat the energy neutralizered like damage, introducing a module to reduce that damage. The amount reduced is up to balancing concerns.

ex -
Emergency Drain Limiter
Reduces neutralizer effects by 20/21/22/23/24/25% by meta
Mid-slot

Why so high? Being "neut-proof" would take up most of the slots commonly used for passive tanking.