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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
Marsan
#261 - 2013-11-13 17:13:56 UTC
1) Mobile repair base. Able to repair structure, hull, shields, and damaged modules. If attacked it goes into reinforcement mode and does not rep anything. Can't repair supers, or pos.

2) Dead space gate. Creates or finds a dead space area when anchored. Gate can be anchored for self, corp, and alliance. Possible password. Can be hacked or destroyed (POCO like timer)

3) Stargate When 2 are anchored in different systems


4) Portable shield generator. Creates a POS like shield

5) Portable Cloak. Creates a cloaked area 20-30 km needs fuel

6) System scanner. Scans a system for cloaked objects. Reports back with "book marks" every 24 hours.
- Yes this is 95% useless against afk cloakers as intended.

7) Clone bank
- Allows you to swap clones
- Allows you revive there if you die in system
- Must be stocked with clones

8) Mineral refinery, and compression
- Be at least as good as a POS
- Maybe 2 different things

9) Mega miner
- Targets nearby minable objects rocks, ice, and the like
- Reduces targets to jet cans ownd by the corp, fleet or person anchoring the miner
- Less yield than if you mined them with standard mining ships.

10) Hacking device
- Allows you to hack secure containers, unpowered poses, a number of mobile objects
- When hack is complete the hacked structure is unanchored



PS- Please please let us anchor 1, 7, and the Mobile Depots in a POS. Living in a POS sucks so much right now, and you clearly are intending these to replace POSes.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Alberik
Eusebius Corporation
#262 - 2013-11-13 17:15:24 UTC
Mobile Hull/Armor/Shield Repairer

Repairs slow but steady, will target a random target, even enemies.
put some at a friendly pos in hisec and never again grind-repair your structures without cap support
Elfi Wolfe
University of Caille
Gallente Federation
#263 - 2013-11-13 17:18:29 UTC
A gate/wm probe. Deploy, activate, it moves to stargate/wm at 100 m/s jumps through. Then it turns around and moves back to gate/am after taking a picture of overview. Since it only moves at 100 m/s be easy for a gate camp to kill. With speed at 100 it should take two minutes to get back to system. Unit has to be access to get a data log with the info. Gate camp could jump through right after the gate probe jump to try and catch the ship on the other side recovering the unit.

Goal: to make static gate camps less dangerous, to make dynamic gate camps more interesting.

"Please point to the place on the doll where the carebear touched you."

Kismeteer
Bat Country
Pandemic Horde
#264 - 2013-11-13 17:19:35 UTC
Deployable repair base

- Repairs shield/armor/hull AND modules on a 5-10 minute cycle, where your is immobile and exposed, must be outside pos shields. Warpable as it shows up in space on overview.


Mobile Cloning Bay

- Functions as a full cloning bay, ala Rorqual/Titans, but also allows for people to set their clone to it, and kill their clone to it. Allows for instant remote deployment for a corporation. People fail back to their corporation hub if it's set there and disappears.


Mobile JetCan Miner

- Collects FULL CANS only using capital tractor beams, used for massive jetcan mining jobs. This allows for a simple miner to come scoop without tractoring themselves.

Mobile Gate Rerouter

- Reroutes a gate for a limited time/limited number of ships to send them to a nearby system/same system. Has to be deployed on the side of the gate that it is rerouting, not the far side, so it's destructible.

Mobile PI siphon

- Allows a player to suck PI items from planet warehouses, anyone can scoop out, must be deployed next to the Planetary object. Works in high sec, but pulls suspect tag as soon as you scoop out of, even if you deployed it.

Mobile Screen Reinforcer

- Boosts all shield and/or armor hardening in a certain radius, and affects ALL ships on grid. Give your group an advantage if you're using shields, or maybe just your mining party. Usable in PVE or PVP.

Mobile Cyno Baby (based off Crybaby from Firefly)

- Opens up a 'Cyno' that is not actually a cyno, but appears as one on the overview. Works on a 1 minute cycle, so you deploy for launch and it comes 'online' in 1 minute, giving your actual cyno time to redeploy. Perfect for traps, drawing off hostiles.

Need more radical ideas rather than 'everything you can do in a pos, but in general space.' (Death to POS)
Kismeteer
Bat Country
Pandemic Horde
#265 - 2013-11-13 17:22:56 UTC
Oh yeah, and Beacon.

Deployable Beacon

Gives a warp in to everyone in system. POS you're shooting, major fleet fight, a deadspace gate, an escalation, a worm hole. Appears on everyone's overview, lasts for an hour, super easy and cheap to deploy. Encourage fights, not encourage AFK play.
MinutemanKirk
Federal Navy Academy
Gallente Federation
#266 - 2013-11-13 17:23:15 UTC
A tech 2 version of the current mobile cyno jammer that would make it's effects system wide.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#267 - 2013-11-13 17:23:31 UTC  |  Edited by: Berluth Luthian
Guerilla Warfare 2.0: Tunnels, Trenches, and Traps

Sort of along the 'guerilla theme', the kind of modules that could disrupt the normal terrain of combat throughout a system would be pretty game-changing. You would be able to tailor the geography of your system to your favor.

(Trench) Mobile Cloaking Unit (visible)-

When owner is nearby, it cloaks any nearby (25 km radius) fleeted ship hull that is stationary and has no modules activated. Hulls can be within 5 km and still cloaked. Use this to hide your fleet. But it can be scanned down and easily destroyed. Have dozens in a system and you can use them very tactfully.

(Tunnel) Mobile Warp Tunnels and Warp Anchors-

Create your own deadspace (Acceleration Gates). These would be the equivalent of 'tunnels'. Drop an anchor that becomes the target for the 'tunnel' to land at. The anchors can't be scanned and warped to, but can only be entered through the acceleration gate or through destroying the anchor or acceleration gate. Tunnels can be nested, but if their parent's links are destroyed they are then reachable from regular links. Tunnel/anchor geometry could allow for tunnel loops/ stacking/ redundancy forcing people chasing you do follow through the tunnels and risk an ambush.

(Trap) Mobile Stasis Fields-

Webifier fields that slow all ships within it's radius by a factor determined by their meta.
Erica Sukarala
Rising Storm.
#268 - 2013-11-13 17:25:15 UTC
Mobile scanning array - Automatically probes down anomalies up to a certain difficulty. Results are only available after several hours. Array must be reactivated after each scan.

Nomnomnom

Typo Interobang
School of Applied Knowledge
Caldari State
#269 - 2013-11-13 17:26:45 UTC
Garviel Tarrant wrote:
Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and destroyed.

This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.


I don't want to be a part of FW.

I do however think we should have a way to **** with FW for the sake of ******* with them.



I like this idea. The three sided brawls that this could generate would be a lot of fun.
Bienator II
madmen of the skies
#270 - 2013-11-13 17:28:07 UTC
deployable beacon. So you don't forget where you place all the siphon units!

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Draciste
Everyone vs Everything
#271 - 2013-11-13 17:30:11 UTC
mobile cynojammer without selfdestruct timer... and T2 version with covops cynojamm...
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#272 - 2013-11-13 17:34:22 UTC
POS refining array that can actually being used (and in more security space)

Deployable smartbombs

Deployable disrupt gate system : IT'S A TRAP ( self destruct with large explosion after 20min timer ?)

COUCOU TOUCHE TOUCHE

Phoenix Jones
Small-Arms Fire
#273 - 2013-11-13 17:34:42 UTC  |  Edited by: Phoenix Jones
The following would be interesting.

1) Mobile Intelligence Jamming Module.

This mobile module must be deployed on a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). The deploying function operates exactly like the mobile siphon unit (this is not a new POS module).

This mobile deployable does six things.
a) Removes Local Chat
b) Removes statistics of people jumping into the system via stargates from the starmaps statistics
c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos).
d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up).
e) Removes pods destroyed from statistics (same as above).
f) Removes NPC killed statistics (same as above).

This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).

It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.

Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue. This module will not be automatically targeted by pos guns (but can be shot at just like the mobile siphon by a pos gunner). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, and can be blown up by the pos owner using the pos guns themselves.

In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at by a pos gunner, or generally checked daily, but is much readily available to be shot at by the average person (no shield or online guns to worry about. If there are no pos's in system (rarity but it does happen), this module cannot be dropped. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.

Note: People still show up if they are docked in a station (they show up in the guest tab).

Yaay!!!!

Cylin Rath
#274 - 2013-11-13 17:41:01 UTC
Mobile Sensor Amplifier - Boosts the sensor strength of ships ~75% within a set distance say 10k. These would require a one of 5 scripts (Grav, Ladar, Mag, Multi, Radar). The multi-spectrum script would only give ~45% boost. Small version would have around cruiser EHPs.

Mobile Capacitor Transfer Unit - Mobile unit that comes in 3 sizes (small, medium, large) and gives the sub capital ships within 5k more cap. The units must be fueled with cap boosters of the appropriate size. The amount of cap per second would be equivalent to a 75% of what a cap booster module would give.

Mobile Targeting Amplifier - Boost the targeting range of ships within 5k by 20%.
Delhaven
Federal Navy Academy
Gallente Federation
#275 - 2013-11-13 17:44:22 UTC  |  Edited by: Delhaven
Something to get people out of mining ships and into combat ships, while also making mining more interactive and interesting.

For example:

A unit that would potentially mine at a rate above a maxed Hulk, which can also be affected by fleet bonuses (including those from an Orca).

BUT, it requires constant attention to keep it working at high efficiency (this would be ripe for a minigame like hacking), and can either be easily destroyed, or can have the contents stolen, or some other measure to make it prudent for the "miner" to fly a combat ship due to the potential need to defend the structure.
Bienator II
madmen of the skies
#276 - 2013-11-13 17:44:36 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......


should be called maga maid. just saying

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Max Kolonko
Caldari Provisions
Caldari State
#277 - 2013-11-13 17:47:17 UTC
Abdiel Kavash wrote:
GallowsCalibrator wrote:
If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)

Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes.

My original idea changes the consequences from being beaten to a pulp by an invincible NPC entity to being shot at by other people. I specifically said "CONCORD won't react to criminal timers", not "people won't get criminal timers". So if you go GCC near one of these things, you have to sit it out for 15 minutes. If you warp out, you still get CONCORDOKKEN on landing. But 15 minutes is plenty for your victim to reship into a combat ship and take revenge on your now vulnerable ship tethered to the module.


1 minut weapon timer is gone, dock in Orca, warp out in egg. No concordokken for egg.
Bienator II
madmen of the skies
#278 - 2013-11-13 17:48:16 UTC
mobile drone hive. Connects to all disconnected drones on field and pulls them into the cargo hold.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Max Kolonko
Caldari Provisions
Caldari State
#279 - 2013-11-13 17:48:23 UTC
Phoenix Jones wrote:
The following would be interesting.

1) Mobile Intelligence Jamming Module.

This mobile module must be deployed on a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). The deploying function operates exactly like the mobile siphon unit (this is not a new POS module).

This mobile deployable does six things.
a) Removes Local Chat
b) Removes statistics of people jumping into the system via stargates from the starmaps statistics
c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos).
d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up).
e) Removes pods destroyed from statistics (same as above).
f) Removes NPC killed statistics (same as above).

This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).

It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.

Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue. This module will not be automatically targeted by pos guns (but can be shot at just like the mobile siphon by a pos gunner). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, and can be blown up by the pos owner using the pos guns themselves.

In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at by a pos gunner, or generally checked daily, but is much readily available to be shot at by the average person (no shield or online guns to worry about. If there are no pos's in system (rarity but it does happen), this module cannot be dropped. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.

Note: People still show up if they are docked in a station (they show up in the guest tab).


Surely You're Joking...
Xirzeg
Subsidy H.R.S.
Xagenic Freymvork
#280 - 2013-11-13 17:52:14 UTC
Cloak jammer

Can be anchored on gates, is chance based depending on ships sensor strenght.
Can delay ships cloaking for 1-2 seconds