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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
Kagura Nikon
Native Freshfood
Minmatar Republic
#561 - 2013-11-14 09:56:16 UTC
Weaselior wrote:
I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit.



Npot a concense at ALL. Last time we got news about it CCP wanted to amke HARDER to control wormholes not easier

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kary Franks
Fusion Enterprises Ltd
Pandemic Horde
#562 - 2013-11-14 10:30:34 UTC  |  Edited by: Kary Franks
- make FW plexes mobile outposts that need to be set up by players, built by players using gantries / PI material, blueprints bought by players from LP stores
-> would generate VP per hour for the owning faction
-> would generate LP for the owner
-> would need fuel blocks to run
-> outpost could include limited defensive cababilities

Note following little bit off-topic but still tied loosely to FW outposts:
[- empires would still deploy their own FW plexes in adjacent systems to contested systems
-> would create pve missions where the objective is to destroy the outpost
-> when a mission to destroy a certain outpost has been created -> owning faction will generate a defensive mission for the same outpost]
-> outposts set up by players could also generate pve(p) missions

- allow corporations to set up upgradable outposts that work by same principles but in addition:
-> allow to set up defenses (sentry guns, repair facilities, etc)
-> no LP gain, bigger VP gain (basically set up for entrenchement purposes)

- all outposts need to be set in special deadspace pockets that need to be scanned down using probes (maybe exluding the npc ones)
-> therefore no caps for these outposts
Sarah Emers
#563 - 2013-11-14 10:33:23 UTC  |  Edited by: Sarah Emers
Might be some redundancy but some ideas:


Mobile Arena: Kinda cheesy, but basically the current faction warfare plexes but in deployable form. Acceleration gate into a deadspace pocket, with variable ships levels such as the small, medium etc... No real benefit from being in the deadspace pocket, but could allow a player or players to set up an area (Shown to everyone via overview like current sites) where people can gather / fight all in the same ship type. Limit to one of each type per system and destroyable / last x hours. Basically allows people to advertise they are looking for a fight in busy systems without having to check belts, sit on gates, or get owned by ships that straight up out class them. Maybe make it exempt from sec status deduction as well if the fighting occurs within lowsec and in the pocket.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#564 - 2013-11-14 10:42:14 UTC
Sarah Emers wrote:
Ship Recovery Beacon:

Congratulations, you win the award for the worst idea in this thread. And you beat such jewels as wormhole stabilizers, cloak detectors, and grid-wide invulnerability modules.
John Cant
NEXUS Holdings Inc.
#565 - 2013-11-14 10:44:28 UTC
Modular pos components are key. Mobile factories, refineries, hangars, depots, guns and mining arrays, all connectable to a single tower core. This will replace and/or replicate the pos functionality but also mean it untethers the structures from moons.

Ie, fly out to a gas field, drop a core and bolt on a shield, some guns and storage, then drop some gas harvesting arrays..

Or, do the same for ore fields with a tractor beam added on to pull in rocks and some ore mining arrays which could feed then into a refinery etc.

However, a dedicated player ship must give much better production rates, but these structures could be quickly put up and torn down as needs be if you want to take the gamble of leaving this up and running...

JC.
GallowsCalibrator
Imperial Academy
Amarr Empire
#566 - 2013-11-14 10:44:35 UTC  |  Edited by: GallowsCalibrator
I'm pretty sure I'm going like a broken record here, but just a little hint for people to remember:

Anything that engages in direct combat, ever, is probably going to be a bad idea. (Because someone (read: us) are going to abuse this to its fullest and turn entire grids into deathspheres, then spam it with drag bubbles. Then might as well set up a tractor and salvage station to harvest that sweet auto-loot!).

Personally, I also think anything that harvests resources should be open-cargo-bay, perhaps with rare BPCs that allow passwording. It should be a viable strategy as regards farms-and-fields for theft to take place as well as destruction. This also helps to make fixed resources in space, such as asteroid and ice belts, potentially more valuable if well guarded. (And to be honest, I think there should be an open-access mobile depot as well). It should also be far, far more time consuming than manual harvest. (I'm thinking essentially an automated badger-with-a-mining-laser).

I'd imagine that anything that duplicates the role of a ship or sov structure entirely is unlikely to happen as well (eg: anchorable jump bridges, truesec enhancers, rorqual compression bays).

And I think wormhole stabilisers, auto-miners, decloak pulses, deadspace projectors (edit: and anchorable bombs have popped up a couple of times) are getting mentioned a lot in this thread, so worth baring in mind.
Shivaja
CHON
THE R0NIN
#567 - 2013-11-14 10:50:29 UTC
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it. Twisted
GallowsCalibrator
Imperial Academy
Amarr Empire
#568 - 2013-11-14 10:56:05 UTC
Shivaja wrote:
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it. Twisted

So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#569 - 2013-11-14 10:58:53 UTC
Kind of doubt we'll see anything with bubble shields.

Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

GallowsCalibrator
Imperial Academy
Amarr Empire
#570 - 2013-11-14 11:00:19 UTC
Steve Ronuken wrote:
Kind of doubt we'll see anything with bubble shields.

Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry)


I'd also be concerned about them being stupidly, stupidly unbalanced. Nothing good can come from them being thrown up anywhere.
Skia Aumer
Planetary Harvesting and Processing LLC
#571 - 2013-11-14 11:04:00 UTC
CCP Fozzie wrote:
A vending machine that allows you to sell mining laser crystals to random people in a belt?

Yes, trading post, please.
And make it possible to set it under the POS feild, to make ~asynchronous~ gameplay in dangerous zones more viable. Let me set buy orders for sleepers loot in my wormhole, to help the corpmates.
Chigurh Friendo
Fight The Blob
#572 - 2013-11-14 11:15:56 UTC  |  Edited by: Chigurh Friendo
Mobile Locator Agent Station:

Deploys an agent-housing station (interactable only) that you can grind mission standings with until the NPC gains levels and ultimately becomes eligible to serve as a Locator Agent. Scan-able. Structure can be accessed by any player. Reinforceable; destructable.

Mobile EVE:Valkyrie Combat Arena Casino:

A deployable station where capsuleers can dock. Once docked, capsuleers may engage in Eve:Valkyrie event-focussed gambling or participate in EVE:Valkyrie Oculus Rift combat engagements.

Mobile Personal Depot with Automated Defenses

A comprehensive personal mobile storage and refitting facility. Scan-able; very difficult to probe down. No storage limit. Cannot be anchored within 1000 km of POS Force Fields or other mobile defense structures. Susceptible to hacking. Failed hacks trigger tremendous omni damage bursts, send a mail to the owner, and spawn a wave of owner-allied warp scrambling capable NPCs. Successful hacks make a small, randomly generated subset of stored assets vulnerable to theft. Multiple failed hacks initiate a hacking invulnerable reinforcement timer.

Mobile POS Targeting-Array Hacking Module:

When deployed within 50 km of POS Force Field, this chance-based mobile structure has some nominal probability of disrupting the normal operation of offensive POS modules such that they can't distinguish between friend and foe (whereas they normally make these distinctions as based on standings). The chance-based automated targeting system prioritizes Command ships and Tech 3 Cruisers when assigning aggression weightings.

Mobile Fleet Links Jammer:

Fleet links are rendered inert within a 1000 km on-grid radius. For each year that the Mobile Fleet Links Jammer is deployed, the probability that Fleet Links will be brought on-grid increases slightly.

Mobile ISBoxer Capsuleer Neural Interface Hacker:

Renders client modifications such as ISBoxer unresponsive within a 1000 km on-grid radius.

Mobile API-Fueled Intel Gathering Module:

Generates gate activity data in a convenient API-accessible format with date and time stamps in addition to logging ship-type, pilot name, corporation, and alliance membership information.

Mobile API-Fueled Siphon Unit Dscanner:

Logs dscan information on the status of mobile siphon units on an hourly basis within a given solar system and provides that information in a convenient API-accessible format.

Modular Mobile Space Genitalia:

Can only be anchored in nullsec. Serves as the first-pass SOV mechanic rework and thereby the mechanism for establishing SOV. Whichever alliance can build the bigger set of modular mobile space genitalia will claim sovereignty.

Mobile Hisec-Trade-Hub Market-Order-Interface Hacking Array:

Can only be anchored within 50 km of hisec stations. Augments the market interface by enabling 0.01ing market pvpers to leave comic-book styled captions, empty threats, and retorts to one another (complete with expletives!!!) when updating orders. Russian localization not supported.

Mobile Faction Warfare LP-Farming Optimization Assimilator:

Structure can only be deployed on active Faction Warfare deadspace beacon grids. Kills the defending NPC spawn, and hijacks the fitting of affected Faction Warfare pilots by refitting their ship with 2x Warp Core Stabilizers in their low slots and substituting one of their high slots for a Prototype Cloaking Device. Renders the affected ship unresponsive to capsuleer commands. Forces affected pilot to orbit the Faction Warfare beacon until site completion. Initiates warp in the event that non-allied militia members, war targets, or neutrals arrive on grid. Occasionally posts outrageous isk-per-hour boasts in random player-owned intel channels. Capsuleer attempts to regain control of their ship are met with the receipt of 'working as intended' notifications. Only grants ship control to the capsuleer pilot once the Faction Warfare site has been completed, but awards full LP amount to the hijacked pilot.

Mobile RLML Small Gang PvP Missile Ship Nerfer:

When deployed, this mobile structure will bring solo back within a 1000 km radius. Will consider the expansive small gang PvP experience of elected CSM members as more credible and relevant in future balance iterations than the feedback offered by players who actually do any small gang PvP. Can only be anchored within two weeks of a major expansion release date.

Mobile RLML Rebalancer:

During the 40 second RLML reload interval, a RLML fitted ship may anchor the Mobile RLML Rebalancer Mobile Structure and RLMLs will be instead subject to a normal 10 second reload timer in addition to reducing their base damage application rate by some iteration-dependent amount in the range of 25%. For each year that this mobile structure is anchored, the likelihood that a major missile damage application rework will occur increases slightly.
Wraith Lamented
Doomheim
#573 - 2013-11-14 11:24:38 UTC

CLOAKING BUBBLE module !

This module would have a radius whereas any ships within the bubble are effectively cloaked, providing incredible opportunities for ambushes!

1. Could have variants of different radii.. small bubble, med, large
2. Modules can only be used once, requiring judicious use
3. Perhaps give the cloak modules counters, or fueling requirements, so that the users can't be cloaked indefinitely

I have been wishing for something like this for awhile.. would be pretty cool!



Uncle Gagarin
Caldari Provisions
Caldari State
#574 - 2013-11-14 11:29:38 UTC  |  Edited by: Uncle Gagarin
Mobile Wormhole Stabilizer -

  • Uses some kind of fuel, fuel bay not to big to force some kind of activity around it
  • Two of them are needed to keep wormhole open - one on each side of WH
  • When deployed, a signatures of each sides of WH must be entered on both MWS (for simplicity order doesn't matter, system will solve proper identification of WH)
  • Once one of MWS is destroyed or runs out of fuel WH colapses to critical and enters into 1 hour EOL.


Several variants available, only one kind can be used per WH at a time:

  • Lifespan Extender
  • Total Mass Expander - on jump a fuel of Stabilizer is consumed instead of WH mass reduction
  • Max Mass Expander - raises max allowed mass per jump, but shrinks total allowed mass
Wraith Lamented
Doomheim
#575 - 2013-11-14 11:45:43 UTC
GallowsCalibrator wrote:
Shivaja wrote:
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it. Twisted

So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm


That mega-alliances like Goons oppose the idea should tell ppl something. Also: whine some more about afk cloakies in ur nullsec spaces.

GallowsCalibrator
Imperial Academy
Amarr Empire
#576 - 2013-11-14 11:47:21 UTC
Wraith Lamented wrote:
GallowsCalibrator wrote:
Shivaja wrote:
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it. Twisted

So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm


That mega-alliances like Goons oppose the idea should tell ppl something. Also: whine some more about afk cloakies in ur nullsec spaces.



And you don't think we wouldn't abuse this to its fullest? Seriously?

Cloaking bubbles are a goddamn terrible idea
Aitan 'Bear' Ol'Speech
Defecatio matutina tam quam medicina
#577 - 2013-11-14 11:48:39 UTC

  • Blue Donut Amplification Node: only usable in null sec, once deployed makes everyone on grid in your overview blue. Alternatively can be set up in order to change color tags on the OV (like blues becomes reds, fleet members becomes war targets or even randomly); lasts for 30 seconds, it then blows up and spams subliminal images of your favorite propaganda;

  • Clockwork Banana Rehabilitation Scrambler: Scrambles any ship passing by and keeps them in place for 24 hours. During this time EN24 alligned players will be forced to read Mittani.Com and Mittani.Com alligned players will be forced to read EN24. Everybody else will be forced to read Greedy Goblin posts.

  • Smart Bounty Generator: once deployed puts 444 isks in bounties on anybody on grid who doesn't have a bounty, isks are not included in the package.
Aynen
Federal Guard and Recon Corporation
#578 - 2013-11-14 11:52:25 UTC
Mobile spidermining nexus. Deploy inside an ore belt and over time (much slower than a Hulk would) it mines the ores within range and stores the ore in it's cargo bay. Can be destroyed by anyone even in highsec within getting concorded, after which a portion of the mined ore will eject and the rest is destroyed. Can be accessible either to an individual or a corporation.
Pobunjenik
Resbroko Liberation Fleet
#579 - 2013-11-14 11:54:02 UTC
Aynen wrote:
Mobile spidermining nexus. Deploy inside an ore belt and over time (much slower than a Hulk would) it mines the ores within range and stores the ore in it's cargo bay. Can be destroyed by anyone even in highsec within getting concorded, after which a portion of the mined ore will eject and the rest is destroyed. Can be accessible either to an individual or a corporation.

You want to make AFK mining even more AFK?
Aynen
Federal Guard and Recon Corporation
#580 - 2013-11-14 11:54:09 UTC  |  Edited by: Aynen
Decoy. Redeployable structure that looks exactly like a mobile depot but when it is looted or destroyed it flags the looter/destroyer as suspect, and can be shot by you without concord intervening.