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Player Features and Ideas Discussion

 
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Habitation Modular (for the Solo, small Gang or the elite out there)

Author
A'res Der'Morat
Commando Guri
Guristas Pirates
#1 - 2011-10-21 01:34:58 UTC
I’m still new to the game and this seem like something that can be “expanded” on and I saw there was anther idea out there like this I didn’t read all 11 pages of it well maybe more like I read 2 pages but looking at the time stamp the last post I saw I think was in 2008 so maybe its not to soon to post this? And like I said I didn’t read all 11 pages but hopefully I brought some new ideas and a good argument for this.

I wanted to Propose I new Idea to EVE and the Player of EVE, This Idea is more for the solo player or small Gang player. When it come to versatility in space and where you "live" store your ships and your goods. there not much there, If your in high sec. system then there’s always a station near by even null sec there seem to be a few out there but in some case 0.0 or w-space you either have to make a few jumps or be part of a corp with a POS. But even when there are stations there not always safe getting to or out of one can be tricky some times. But there’s no middle ground for the solo player or small gang player. After playing around I notice that these NPC Bandits and wanted fugitives have these things call Habitation modular. By it self its there nothing I would want to stake my clam to in 0.0 or W-space easy to destroy and small, but worth looking into to improve for the EVE player out there so my idea is as follows.

Basic Idea behind these new structures
- Something small that can be transported out to space and anchored
- The ability to have a few size to select from to be able to anchor different sizes of ship onto them (instead of storing them inside) the shields adjust to the ships shields so they share the Modular shields and the ships cargo bay can store items
- A reinforce mod. around 12hr maybe 24hr
- Still need fuel but less of and easier harvestable item that it can be maintained in W-Space with out traveling to K-know space
- A small corp or large corp can set up a POS and anchor these inside and they can run on POS power w/out Habitation modular shields (allowing player to anchor there own ship onto there little hut and not worry about them being taken or having to ask an officer to de-dock there ship.
- Small cargo holds depending on size
- (at some point when eve does more work on station and allowing more movement with the eve toons the Habitation Modular can be made like the station are, allowing the character to walk around or even public Habitation Modular for inside a POS)

Those are the very basic idea behind this, there not here to replace Station or POS but something that would add more depth and option out there, maybe some ticket like with a POS so they can be anchor in 0.7 space and less. Below are some added ideas to make them more practicable with out making them to uber.

Expanding on the basic Ideas

- Of course the modular works like a POS it stays in space at all time no logging it off, make life to easy that way and safe. But they need some kind of defensive abilities so I was thinking it would be cool to make the modular like ships and give them High, Med and low slot and maybe even rigs slots. These slots can be used to "upgrade" the modular to the right role (of course more power and cpu it uses to its max more fuel it will need and repair parts.) But these slot can be used from anything to weapon turret, Launcher pad, drone bay for defensive drones, extra anchor points, larger cargo bay, shields, armor, CPU, Power grid, cloak,
- Where you can anchor your Modular, unlike the POS or Stations due to them being smaller and more deployable they can be anchor any where in dead space.
- So to clear it up on slots, a Modular will have Anchor/Attachment points for Ships or external Mods, High, med and low slot and rig slots for the extra specialization boost. The standard defense of a modular I think would be a good fit drones that can auto lunch and auto return to drone bay 5 can be lunch back ups can be chained to gather so if one goes down the replacement can be lunch tell the drone bay is Empty. (Slot can be used to increase drone bay and or the amount of drones that can be lunched) I wasn’t to sure about using weapon and launcher hard points but now I think about it does make since if you want to use those high slot for a strong defensive Modular with little abilities outside of that or adding ECM’s, Webbers or warp jammers or other Items to assist the drones.
- One of the main Defensive abilities of a Modular is the ability to hide unlike a POS or Station and this would require one of the few high slots to be outfitted with a Cloaking device. But unlike a ship cloaking this is a auto cloaking device and after being de-clocked it takes around 5 Min to recalibrate and re-cloak depending on size.
- Anchoring ships to a Modular would have a count down but also a small Modular can only anchor small class ships while a Large Modular can anchor any large class ship or small and a Capital size modular can anchor any size ships (with Probably the exception of titans and Motherships)
- Modular’s can function as any POS or Station allowing the ability to change out Mods on your ship or filling up your Drone Bay and so on.


Cont. On the Next post
A'res Der'Morat
Commando Guri
Guristas Pirates
#2 - 2011-10-21 01:36:23 UTC
Advance Ideas

- Some optional ideas to the Modular’s are either making them a Industrial class ship with 4 sizes so they can be flown out to space of course being slow and unarmed and then transforms into a Modular and auto anchoring at that spot and additional Cargo/attachment can be jettison and Attachmate.

- Modular are D-scan usable and Innless there place inside a POS Probe Launcher can be fitted and used

- Or the standard way POS can be used, Jettison it and anchoring it and attaching additional Attachment.

- Something else for your consideration and I think this idea will be well used even with POS, An Attachment for cloning. Not a Jump Clone but a Clone so when you die if your Modular is still active and you have it set as your primary place you will awake from your near death experience. But the catch is you have to have a Clone Copy bought in K-space of the proper grade installed in this Attachment or if in W-Space an additional catch to this is you have to have an Active route back to your Modular by bookmarks and active Wormholes that is known by that character.

- If a Habitation Modular is destroyed one of the down side for that player and plus side for the offending player is the ships that are anchor in space don’t get destroyed they become abandon ships to steal ;)

Some additional Idea I would like to be considered

- Since Modular’s are a “stationary” Ship hopefully with High, Med, Low and Rig slots with a drone bay (and Anchoring and Attachment point which well talk again about later) I though it would be a good idea to be able to Incorporate all of the standard ship Mods with the Habitation Modular as well (skill required like always) the only few additional Mod I think that should be added to the game is one to Increase Drone Bay Capacity or an item turning some High Slots into Attachment or Anchor points
- Attachment and Anchor points, (on the Habitation Modular and only on it the Attachment and Anchor points are shared so for example 4 Anchor/attachment points are given, you can either use each one as an Anchor or an attachment not both but each point is independent of the others so you can mix and match how you want to use them) Anchor points are used solely for anchoring one of your ships onto the Habitation Modular. Attachment Points are used to attach an exterior Mod Unto your Habitation Modular. Since there’s really none of these in the EVE game except for some NPC versions some ideas are, An Extra Lunch pad with Anchor Points, Cargo storage bay, Drug Lab, Ore Compressor, Ammo Manufacturing, Research Lab (cant do large Manufacturing of any type of ships) maybe with the advancement of Station and “rooms” a gabbling hall or something, Ship repair station, Maybe a system wide scanner, Cloning Lab, Habitation Extension for more Attachment points, Power Lab for a bit more CPU or PG and what ever else.

Pros and Cons

Of course anything that is all Pros is not worth having because it will be to powerful and the idea of this in not to “replace” the POS or station but to work with it. As example letting corpmates put there Habitation Modular inside a POS and help pay for the POS fuels. But what really prevents a large corps using these and not POS well for starters is the fuel requirement more people doing PI the less it becomes available. Also the Best Modular defensives will be no better then a battleship with only 2 to 4 guns maybe even just drones being used by the modular. Anther down side of a corps using this as a covert means on a large scale is the more people you have running by Modular’s and coming in and out of them or dropping Probes the easier they are to fine because to re-cloak take 5 plus min depending on the size and large corps will always have people coming and going and passing other Modular to get to there’s because to have a cloak to work they have to be space farther then 2K apart and even more for ship to pass around them.

But for a Corps using these to help them prevent theft but allowing access to there own ships with out the need of a officer would Greatly benefit a corps. Also for the smaller corp or gang of player PVP, PVE or Industrialist, this give them a chance to be self reliant in there activities and to be able to switch systems easier not have to travel to a station for a ship being able to store and compress ore in the same system, being able to go to 0.0 Space and rat for awhile and not have to make multiple jumps just to log out or dump the loot, go to a Wormhole space and bring a few ships to not only kill sleepers but mine or gas too and not have to spent a billion on a POS that is a bit to much for such a small activity innless you plan to hit a larger WH and stay a long time. As for a Growing corps or a large corps that fighting in 0.0 space for there little area to call home, this give any corps the ability to fight a covert war or sneak off with a system or two from a larger corps with out having to set up a POS base and becoming to visable that your there and making it easier for everyone else to fine you. As for the solo player that is forgotten because they are a solo player this give them a place to call home where every they are and the ability to be half way proficient at what they do as a larger corps but just smaller scale.

Just some finishing touches

Like Mods and Ships and even POS to an existent I would think its would be a good Idea to have Tech I and II versions as well faction Pirate/Navy each with its pros and cons.