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

First post First post
#281 - 2013-11-13 17:56:27 UTC
Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?

But as said that's probably just my odd way of working in reall life ...

We are all born ignorant, but one must work hard to remain stupid.

White Torpedoes Inc
#282 - 2013-11-13 17:57:04 UTC
Local chat jammer Roll
S0utherN Comfort
Test Alliance Please Ignore
#283 - 2013-11-13 17:58:05 UTC
I'd really like to see a mobile research lab so I can do my damned ME research.

Or better yet just fix the PoS mobile lab mechanics so you can finally set them to publicly available and actually allow someone outside of your alliance to use them.
Two step
Aperture Harmonics
#284 - 2013-11-13 18:00:22 UTC
How about deployable ship storage. Bonus points if I can give it a list of people allowed to take from it

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

#285 - 2013-11-13 18:03:17 UTC
a "ship dispenser" type of structure would be nice, it will need to anchor like a POS module, on a POS, and it would make alliance level fleet set up really easy.

the indy corp sets it up, stocks it with modules and ships, then the FC shows up selects a a couple of premade fits, for example one full T2, other Meta for the low sp people, and then the fleet picks up the ships.

everything with its corresponding log entry ofc, to keep track of who took what.

and while you are at it, can we please get Corp/Alliance ownerships of assets?

that would make logistics SO much easier...
Azami Nevinyrall
#286 - 2013-11-13 18:04:02 UTC
flakeys wrote:
Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?

But as said that's probably just my odd way of working in reall life ...

Since POSs are heavily coded with....most of EVE and it's legacy's too hard to fix.

This is the easy way around it...


Drahomi'r Bozi'dar
Ministry of War
Amarr Empire
#287 - 2013-11-13 18:04:28 UTC
Decoy Unit:
when onlined it appears as a certain ship-type (either configureable or different version of the module?) on d-scan and to combat probes. On grid it looks like a ship until it is locked, then it is revealed as the decoy unit.

+1 to the Repair Facility option:
should be able to repair heat damage and burnt out mods. Should be able to rep armor/hull. Could run on nanite paste or cap charges or something. Should be balanced to be a non-combat module, and rather a place where you go between fights to fix stuff

Pator Tech School
Minmatar Republic
#288 - 2013-11-13 18:04:34 UTC  |  Edited by: Cypherdog
I want my own Private decadent entertainment club. Where I can dispense exotic dancers, drugs and contraband to all my guests. And I want to personalize it's textures.
The Classy Gentlemans Corporation
#289 - 2013-11-13 18:05:16 UTC
Abdiel Kavash wrote:
A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.

This would also allow the FC to prepare these in a system and have fleet members warp to them without the need for fleet warps or sharing bookmarks. This would be very useful for bomber fleets, for tacticals around gates, wormholes, or even marking scanned down sites for your alt to run.

I'll take warping to a fleet member for 100 Alex.
Spacewreck Emporium
#290 - 2013-11-13 18:09:13 UTC
A Mobile Moon Scanner. An anchorable structure that provides full scan results for all moons in a given system (after a certain amount of time).
Daedalus II
Gallente Federation
#291 - 2013-11-13 18:09:28 UTC
Covert Mobile Depot:
Uses stront (or something like that) to keep a cloak running. Will decloak if anything gets close (like normal cloaking behavior), so it will decloak when you close in on it (just make sure you remember where you put it!). Will automatically try to re-cloak every minute if decloaked. If fully fueled lasts perhaps 3-5 days without intervention. When it runs out of fuel it can't maintain cloak.

Stationary weapons platform:
A rather heavily armed automatic weapons platform, on par with or even better than a deathstar POS. Steep fuel requirements, expensive and has no jamming or webbing. Gun's can't be manually controlled. Too slow to catch people at a gate for example, but good for protecting a specific area against larger ships. Can take a good amount of damage and is immune to EWAR, but in the end its inability to move makes it vulnerable.
Laetitia Nzero
Amarr Empire
#292 - 2013-11-13 18:10:44 UTC
Deployable Bombs, not like the mines from ages ago, one you anchor in space and set a custom timer so they require some skill to operate, timing of fleet and good intel to use effectively.

These could have varying sizes' say for the small, which I'm thinking would go something like this:

Small Deployable Electron Bomb
6 second anchor timer
Player sets timer duration, max 30 seconds then they explode regardless
Area of effect 20km
7000 EM
Moderate hit points so they are potentially destroyable but upon destruction do 4000 EM damage over 4km
Deploying causes no aggression timer (potential for scout to place and do a jump back forcing enemy to jump as well)

Bomb timer only seen by bomb operator

My 2cents
Phoenix Jones
The Scope
Gallente Federation
#293 - 2013-11-13 18:11:18 UTC
Deaperblue wrote:
Local chat jammer Roll

see my post the previous page. Mobile Intelligence Jamming Module.

2) Deployable Sensory Sweep Array.

This mobile module can be launched at any gates in the system. This mobile deployable module deploys an energy EMP overload pulse throughout the system every hour. The energy pulse disables any active cloaking device on ships (this does not remove your gate cloak when you jump into a system). If the ship is currently cloak when hit with the pulse, the device is disabled, offlined, and the ship looses half its capacitor (as the pulse overloads the cloak, it robs the ship of capacitor to reonline it). In addition, the capacitor overload causes the ship to show up on system scan (essentially the capacitor discharge causes the ship to show up as if it just lit a cyno). This pinpoint (the discharge from the capacitor of the ship) lasts 2 minutes in overview/space.

notes: the ship can warp as normal, as the pulse only overloads the cloak, disabling it, and does not disable the ship. The warp in point does not follow the ship if it immediately warps off, it is just the residue from the capacitor discharge, which is localized at the location where the cloaking device was deactivated (aka, if you are paying attention, you can still run with little to no issue, less a interceptor manages to capture you).

To clarify how this works:

1) You have a cloaking device equipped, you are not cloaked, you are hit by the pulse, nothing happens, your cloaking device does not disable, you do not lose any capacitor.

2) You have a cloaking device equpped, it is running and you are cloaked and you are hit by the pulse. Your cloaking device deactivates, and disables itself, you lose half your capacitor as the energy surge discharges your cap into space, and a warp in shows up on overview. You can stay there and fight who comes, or warp away, your choice.

The reason for the warp in is simple. A ship at a deep safe hit with this module essentially is still safe, unless probed down immediately. This gives everybody a system a warp in for the decloaked vessel, and only effects people who don't move there cloak disabled ship away from that point (warp off). This isn't a afk decloak module, it is a decloak system module. The only person who knows the timing of the module would be the person who deployed it, in addition, this would potentially effect them too. The module does not discriminate. This would be a potential danger to people who use cloaky haulers, people in T3's who are jumping around the system, stealth bomber groups setting up a bomb run. They run the potential of getting hit by this module if they don't deal with it first, or blindly jump into systems that have such a module

This module has a hour long reset (can be less depending on balance of the unit) between sweep times (activates once an hour, varying between 15 seconds to 2 minutes of continuous activation). Activation amounts and stats are to be determined.

Notification of the pulse.

The pulse array has an audible sounds when it is about to activate (low, dull, not very noticible, 10 seconds before it goes off, and a 2nd sound when it goes off, that echoes out as it passes over the system.

Initial deployment only in Sovereign Territories (non npc owned systems), testing would need to be done on whether this can be deployed in NPC lowsec/nullsec, and whether it could be deployed at other locations except gates, and whether this is more of a sovereign unit or a deployable unit by anybody. These stats would be finalized upon review.


Inventores Lda.
#294 - 2013-11-13 18:12:46 UTC  |  Edited by: Mocram
Production Mobile structures with fast production time but with a 50% production efficiency After skills aplied. Could produce ammo and drones.
Refining Mobile Structures with a 50% refining efficiency after skills aplied.


Make mobile structures hackable. Raise the shield, armor and hull values, and give the failed hacker a big explotion in return.

Maybe create a way to raise the firewall and antivĂ­rus levels of the mobile structures.

This way, not only would be a more secure use of the Mobile structures, but also some more use of the new hacking capabilities in EVE.

The start of the hack would give the hacker a criminal flag for 15m. No CONCORD.
Zimmy Zeta
Caldari State
#295 - 2013-11-13 18:16:26 UTC
Decoy Stargates.

They do basically nothing but appear on the overview map as a stargate to a destination previously specified by the player who deployed them.
These should confuse the living hell out of every fleet passing through the system, when suddenly there is not one, but 5 or 6 stargates to the destination specified by the FC- and only one of them is the real stargate.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Alpha Tenshi
Nobody expects the Spanish inquisition ltd
#296 - 2013-11-13 18:23:18 UTC
What I would love to have is a deployable remote repair module.

For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.

So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).

What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.

Just a thought ^_^

Alpha out o7
Narcotic Gryffin
Republic Military School
#297 - 2013-11-13 18:24:43 UTC  |  Edited by: Narcotic Gryffin
Deployable repair unit, no reinforcement mode 50k ehp at best otherwise op, that repairs as fast as logi ships and also works on structures, entirely vulnerable to attack but reps anything within a 2.5k range of its location.

Saede Riordan
Alexylva Paradox
#298 - 2013-11-13 18:25:34 UTC  |  Edited by: Saede Riordan
I'd like to have something akin to the old system scanning array POS module. You anchor it, it scans out everything in the system, and from the structure you can warp to anything it detects. Give it a fairly long anchoring time, like 5 minutes, and then make it take a certain amount of time to scan out everything. It wouldn't be faster then scan probing, but would give system owners a bit of an edge.

Some sort of anchorable 'nano-hive' that repaired any ships nearby would be nice.

I'd also like to see a 'gravition generator' structure of some sorts that could be anchored on a wormhole, which would slowly add mass to it until it collapsed.

Oh, and I'd really really like to see Skyhooks/space elevators, like we see in some of the trailers. And they had better be deployable within wormholes.

Other ideas: anchorable turrets, anchorable stasis towers, anchorable EW units, anchorable mining units.
Narcotic Gryffin
Republic Military School
#299 - 2013-11-13 18:26:06 UTC  |  Edited by: Narcotic Gryffin
Anchorable smartbomb device, very weak 5k ehp at best but after anchoring activates a smartbomb based on the range of the smartbomb loaded. Kind of similar to mines just not as great of dmg because its based on the smartbomb type loaded.

Rache Sangfroid
Gallente Federation
#300 - 2013-11-13 18:26:30 UTC
Mobile drone refitting bay

-deployable with no active timers
-allows drones in cargo bay to be loaded into drone bay
-can be fitted with reppers that repair all contained drones
-limited to 5 drones not by volume
-once deployed owner can lock another ship in 2.5km to let them use the structure, if dropped from a ship with a large enough cargo hold to resupply many ships