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Player Features and Ideas Discussion

 
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[Beyond Rubicon] What Mobile Structures would you like to see?

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Author
MissBolyai
ElitistOps
Deepwater Hooligans
#221 - 2013-11-13 16:18:28 UTC
CCP Fozzie wrote:
Jack bubu wrote:

- Mobile Grid Cleaner type 'agmar'
Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"


I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor.

Hmmmm......

Hey Fozziebro, I tweeted you a pastebin a few weeks ago from when you guys brought the dev-fleet to amamake. Not sure if you saw it, but here it is again: http://pastebin.com/pLaruV21

Please let me know if you need any feedback on shooting wrecks.
GallowsCalibrator
Imperial Academy
Amarr Empire
#222 - 2013-11-13 16:19:13 UTC
This thread is going pretty quick so I'm just gonna put this up here again for anyone suggesting guns or direct combat structures:

GallowsCalibrator wrote:
As an aside, I think a general rule-of-thumb would be that anything that involves direct combat should probably be a Bad Thing (TM), so no portable sentry guns or logistics. Because I can guaran-damn-tee you that otherwise someone's going to stuff 200 carriers with the things, drop them all, and form an unkillable death-sphere around every station and point of interest in the game.

(Hint: It'll be us)


Kismeteer
Bat Country
Pandemic Horde
#223 - 2013-11-13 16:20:52 UTC
Buildable gates.

Forget Jump bridges, let me change the face of eve, rerouting my territory as I see fit.

Doubles in cost for every gate in system beyond the first two.

Countering that, Destructible gates.
Sara Rae
Caldari Provisions
Caldari State
#224 - 2013-11-13 16:22:42 UTC
Mobile drone assist disruptor
Quish McQuiddy
Pator Tech School
Minmatar Republic
#225 - 2013-11-13 16:22:51 UTC
Deplyable 'De Anchor'
Large 10k m3
deployed within 10k of abandoned POS takes 14 hours to remove POS.
Mails POS owners corp every hour it is in operation - deactivated by them putting bubble up. It will then unanchor and be theirs to take.

Means we can clear up all the crap in WHs and hisec left by people who stopped caring about it.
Sven Viko VIkolander
In space we are briefly free
#226 - 2013-11-13 16:22:55 UTC
CCP Fozzie wrote:
Jack bubu wrote:

- Mobile Grid Cleaner type 'agmar'
Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"


I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor.

Hmmmm......


This would be awesome, not the least because it would reduce lag in big fights
horrorgun
Disaster Area
DISASTER Delivery Service
#227 - 2013-11-13 16:24:19 UTC
Mobile billboards for low and null sec. It would be awesome to have something that can advertise on the behalf of your alliance, or to post propaganda and welcome signs in a system. I can only see this working, and only want to see this working, if the images that get submitted to display on the billboard get the approval from ccp so we don't start seeing a bunch of penises in Null sec.

But imagine it though, you and your fleet jumps the border from fountain into Delve and you see a sign at the gate with the photo of a destroyed capital fleet, there's text over it that reads "Welcome to Delve! Enjoy your stay."

I can also see it working outside Null stations, perhaps for advertising corps or just general silliness.
Pike Chargrim
Carebear Empire
#228 - 2013-11-13 16:27:43 UTC
I do not think that adding anything that either positively or negatively affects a ships capabilities (eg EWAR buffs/debuffs) or deals/repairs damage. That will end up being abused in large fleet situations and be impossible to balance. Instead, they should be used to address the quality-of-life issues that players face, rather than for combat advantage.

Quick list of ideas (I haven't read the rest of the thread, #nohate):
1. Mobile jump-tunnel -- improve logistics for non-titan/non-sov groups
Unlike the current jump-bridge mechanic (uni-directional movement, titan/blops -> cyno), the jump-tunnel will allow bi-directional movement between two anchorable structures. The way this would work is that you would anchor one end-point in your staging system, then another in your target system. Once the structure onlines, it will allow ships to move back-and-forth between the two systems. The online timer is there to allow this to be used strategically, rather than for hot drops. Need to bring reinforcements to a fight? Drop one of these, protect it for 60s, then your reinforcements can come in. To keep this balanced, I would recommend putting a mass/volume limit (similar to a WH) to prevent force projection creep. Something that would allow you to move 10-20 cruisers to a fight and back, but prevent you from moving a 250 man BS fleet.

2. Mobile camera
Anchor/online it and point it at something. Creates a public twitch.tv stream that allows anyone to watch it. Does not show local and is visible on d-scan and overviews. Expires after XXX time.

3. Mobile cyno-beacon
Fairly straight-forward, behaves like a regular ship with a cyno. Allows anyone in the owner's fleet to jump to the beacon. Requires LO to function.

4. Mobile beacons
Behaves like a regular celestial beacon. Allows anyone to warp to it at the usual ranges.

5. Mobile ore/PI/ammo/loot/etc storage containers
Self-explainatory. Imagine anchorable versions of the new iteron line.

6. Wormhole stabilizer
JUST KIDDING
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#229 - 2013-11-13 16:28:24 UTC  |  Edited by: Aliventi
GallowsCalibrator wrote:
Aliventi wrote:
Mobile Depot had a ton of small gang groups super excited to use them to deploy behind enemy lines as we could have a base we could all use without anchoring a POS that would notify the SOV holders we were there. That excitement was lost when the "Only the person who deploys it can use it" rule was made public. So I want a Mobile Depot that is password protected so small elite groups can have a base of operation when we deploy behind enemy lines.


Eh, wouldn't some kind of general public-use mobile depot as a T2 variant be better? (I really like the idea of all of these anchorables being subverted, if you hadn't have guessed.)

No one wants public use depots. No one will use public use depots because they can't keep anything safe. That is why password protected is there. If your spy gets the password all your stuff ends up stolen. If you can keep the password a secret they can still shoot it. However, I would be down for a T2 variant that doesn't show up on D-Scan but can still be probed down. Preferably not super easily but still probable.

Also, I would love a structure that essentially cloaks everything inside a 15km radius from D-scan, probes, and visually. If you are on grid, but outside the 15km boundary, you can't see or D-scan in. If you are inside the 15km boundary you can't see out, but D-scan still works only at max D-scan range.The structure can still be probed and appears on D-scan (again, perhaps a T2 variant that doesn't appear on D-scan), but you won't know what you will find when you cross that 15km boundary. You could find just a structure or you could find a fleet.
Hatsumi Kobayashi
Perkone
Caldari State
#230 - 2013-11-13 16:29:42 UTC
Mobile CCP Dev Unit

Deploys itself out of nowhere without your consent and starts dispensing bad ideas to anyone willing (or unwilling).

No sig.

BrandKuiken
Ouroboros Consortium
#231 - 2013-11-13 16:33:12 UTC  |  Edited by: BrandKuiken
After thinking about a deployable jump bridge, it dawned on me how nice that would be in high sec. Have the ability to deploy based on corp standings with the sov owning faction (similar to POS in high sec)

This would make getting around to your corp mates much easier along with having trading much more convenient.

Having the structure based on faction standings from corp average would allow it to mostly help corps dedicated to certain areas of space fly together.

Perhaps limit the structure to only allow members from the owning corp to pass through, to prevent abuse from alts.

Edit: The jump bridge would consume fuel like normal jump bridge - pay for convenience. Would need to war dec owning corp to attack - risk/reward.
Albert Spear
Non scholae sed vitae
#232 - 2013-11-13 16:34:56 UTC
If I had to dream...here are my dreams

1) Gunnery Platform - it has a static location and programming. Rules similar to the battery rules on a POS. Requires cap boosters for lasers, ammo for any guns, limited number of shots. Skills do not apply to the platform, can not be directed by a player. Modules that violate CONCORD would be destroyed by CONCORD in systems that have CONCORD. Owner would become a criminal in HighSec the next time they are in HighSec for setting up a platform to violate CONCORD.

2) Gate Watcher - a platform that can track and record traffic thru a gate - time, ship, toon, etc. The data needs to be downloaded locally every 4-48 hours. platform has a limited recording capability. Has the ability to take a cloak, but needs to have cap boosters/batteries recharged when data is downloaded if cloaked. The closer to the gate it is deployed the more detailed the data (e.g. at 1KM you get the fit of the ship).

3) Docking Station - a cloaked module that allows a player to dock and hide a ship, so that they can move from 1 ship to another with a single toon, without leaving a ship floating in space. Would be limited to BC and down in size. Designed to allow solo toons to operate in places they normally could not. Only cloaked when the docked ship is not manned. This provides a poor man's POS without the forcefield or the ability to deploy other modules

4) Gate Probe - a platform that has a limited number of probes that cycle thru a gate and record what is on the other side. The probes are subject to bubbles, being shot up, and other means of destruction. The number of probes is limited. The probes cycle on a program and can not be changed (e.g. 5 minutes, 10 minutes, random, etc.) without servicing the module. The module would provide information to people with the right status to the owner on the state of the other side of the gate within a specific range.

5) Beacon - a platform that shows up in Local and can be warped to like any belt of other item in the system. The beacon would be of limited duration and could be set to alliance, corporate or public. The beacon could be deployed at the opening to a wormhole, a signature, or the graveyard for a battle. Beacons would have to be recharged at least weekly to continue to operating.

6) Repair Platform - a platform that would be able to house and use light repair drones. The user would warp to the platform and would then get repair based on status with the platform and how it is set. User could decide which drones are in the platform. Drones would operate at base levels, owner's skills would not apply. Platform could deploy at most 5 drones at one time.


These are just crazy brainstorms...take with a 1 cubic kilometer grain of salt.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#233 - 2013-11-13 16:36:04 UTC

Idea 1: This is the Decoy Ship Idea I'd like to see implemented: A Decoy Ship

Idea 2: Player Created Incursion Device
-- Something that you anchor then online in a quickish time frame (15-20 minutes). Have the device create a cyno-like beacon for all in system to notice and warp to if they like. It should also be a low EHP device (~50k EHP or less).

-- Once onlined, it creates incursion like penalties in System (Reduced ship damage, Reduced ship resistances, Reduced bounties, etc). These penalties last for several hours, and offlining or detonating the incursion-device will not cease the system penalties. [don't inhibit cyno's though, as that makes this too potent]

Why? It's a device to encourage the locals to come out and fight, and if they don't, they have real consequences. Currently, there is very little reason for a group to actively defend their space beyond sov / tower attacks, as it is generally more prudent to stay safe until an enemy leaves system and then commence normal activity.
GallowsCalibrator
Imperial Academy
Amarr Empire
#234 - 2013-11-13 16:36:38 UTC  |  Edited by: GallowsCalibrator
Aliventi wrote:
*snip*
No one will use public use depots because they can't keep anything safe.


That's the POINT. If you want the convenience of a one-stop deployment, then you should have to potentially suffer consequences if someone decides to bring a probe launcher and drop on top of your portable base of operations if it's left undefended. Otherwise, I guess everyone gets to bring their own little tent! (Or just bring a secure can for inventory and put it next to the depot if you need equipment storage. Sure, you might have to bring something with some cargo capacity along, but hey, decisions decisions, right?)

Again, I like the idea of all of these portables being essentially public - this being the price of their utility.

Aliventi wrote:
Also, I would love a structure that essentially cloaks everything inside a 15km radius from D-scan, probes, and visually. If you are on grid, but outside the 15km boundary, you can't see or D-scan in. If you are inside the 15km boundary you can't see out, but D-scan still works only at max D-scan range.The structure can still be probed and appears on D-scan (again, perhaps a T2 variant that doesn't appear on D-scan), but you won't know what you will find when you cross that 15km boundary. You could find just a structure or you could find a fleet.


This idea is terrible. It's going to be even more terrible when you realise that, for instance, you could put one of these inside a large T2 bubble and on a gate.

I get the feeling you mostly want to be able to run Ultimate Gatecamps with these.
Raketefrau
ConHugeCo
Rusty Stargazers
#235 - 2013-11-13 16:39:32 UTC
How about a mobile structure that de-cloaks anything on-grid?
1Robert McNamara1
Ministry of War
Amarr Empire
#236 - 2013-11-13 16:39:40 UTC
2 things

Space Jammer. When active on grid it disables drone assist for everyone as the targeting ship no longer can communicate with someone else's drones.

Battle Standard. When active on grid all fleet mates enjoy 1% ROF bonus, but more importantly it displays a kill count while deployed. The battle standard becomes more elaborate as kills mount up.
Zvaarian the Red
Evil Leprechaun Brigade
#237 - 2013-11-13 16:40:50 UTC
Wormhole Integrity Disruptor

Deployed within 10 km of a wormhole. Reduces the total mass of said wormhole by 10 Gg per minute and prevents any mass regeneration. Unit is destroyed by gravimetric feedback if wormhole collapses. Otherwise it may be retrieved at any time. Target price of 10 million isk.
Syrias Bizniz
some random local shitlords
#238 - 2013-11-13 16:42:48 UTC  |  Edited by: Syrias Bizniz
Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.






Fancy-Shmancy-Unit - Creates stuff. Like, non-mineable asteroids. Stuff to make space pretty, you know. So you can put your other Units and Deployables there. So it looks like one of those Pirate-Hubs.

Deflector Unit - Hides itself and all other Deployables in it's vicinity from D-Scan. So you can hide your base from D-Scan, but people with Probes (Combat?) will still be able to scan you down - and then wreak havoc.

Pleasure Hub - You can dock your Non-Capital Ship(s) here. Has a Bay, so only a limited number of ships can be docked. You can set access by granting access to certain players, to your corp, to alliance, to Standings, or none at all. Has a Captain's Quarter with a Window, and will start shrieking with sirens and flashy red light (you know, flashy red, because the Pleasure Hub already has Red Light in it by default) if people who are not on the allowed list land on grid. Requires fuel: 'The Damsel' 0.05/h, Exotic Dancer (Male or Female) 2.0/h. And some other stuff. Has an amount of slots for:

Mobile Protective Sentry - Can only be deployed to a Pleasure Hub. Will start shooting people who land on grid of the Pleasure Hub without being on the allowed list.
GallowsCalibrator
Imperial Academy
Amarr Empire
#239 - 2013-11-13 16:43:11 UTC
Edit: Quote is not edit.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#240 - 2013-11-13 16:43:24 UTC  |  Edited by: Abdiel Kavash
Deployable Memorials.

Flavor/RP structures you can deploy in your sov space. There should be different models of memorials (at the very least four racial variants, maybe small/medium/large?) When deploying, you pick the name (that will appear on overview) and a longer description (that will appear in the showinfo). Requires sov roles to deploy. Max one per system. Visible on overview from anywhere in system. They should be relatively cheap as they have no in-game effect (or maybe have them give a tiny "morale boost" for allied ships on grid?) They could be freighter-sized though so they take some effort to put up.

Alliances could use these to celebrate major victories, or to remember their famous leaders, FCs or members.


Here's the twist: the monuments are attackable, but not destructible (compare: station services). They should have big HP pools, so it takes a long time to incapacitate one. But as the HP drops to 75%, 50%, and 25%, the model should change to a more and more damaged version.

You could therefore try to **** off other alliances by shooting their monuments. Defacing, say, the Vile Rat memorial in VFK would certainly incur the wrath of the goons upon you and could serve as a conflict driver. Wars are not always fought over material things, sometimes the cultural memory and moral victories are just as important.

When another alliance takes over sovereignty, they also take control of the memorial and can choose to take it down.