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

First post First post
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#581 - 2013-11-14 11:54:10 UTC
If anything, this thread indicates a need for a strictly moderated suggestion forum if CCP wants to get any amount of usable feedback from the community. I have no life so I can check back here every few hours, but I really wouldn't want to be a CCP employee coming to work tomorrow and having to sift through 50 pages of duplicate suggestions, completely broken ideas, those completely outside the scope of this thread or breaking the basic premises of the game without consideration.
Federal Guard and Recon Corporation
#582 - 2013-11-14 11:54:54 UTC
Pobunjenik wrote:
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?

No, I want to make can-stealing a more interesting thing.
Flay Nardieu
#583 - 2013-11-14 11:58:20 UTC  |  Edited by: Flay Nardieu
In the spirit of what the expansion is promoting independence from NPC empires.

Mobile Outposts - Personal/Corp/Alliance

  • Basic Light Industry (Charges, Drones, Modules)
  • Repair & Fitting Services
  • Ship Hangar space
  • Light to Moderate self-defense ability
  • Expandable or Modular (maybe add on refining etc)

I actually like some versions of the intelligence gathering units, a unit that logs traffic and sends a notification would be nice.

There shouldn't be anything to automate tasks like mining, there is already too many bots in game as it is, so maybe a deployable unit that when placed in a mining field it randomly clears asteroids targeted (sorta like the Target Spectrum Breaker for BS)

Ultimately anything that NPC groups can deploy in cosmic location should be available to players within reason
Rek Seven
Galactic Deep Space Industries
Warped Intentions
#584 - 2013-11-14 12:30:45 UTC  |  Edited by: Rek Seven

1. Local inhibitor - Anyone in this structures bubble is removed from local channel (Can only be carried in the specialized cargo hold of a black ops ship)
2. Bubble shield - Anyone can fly through the shield and shoot what's inside but you can't shoot from outside
3. Deployable moon mining array - Required constant capacitor feed to function (better yield that a normal moon mining array)
4. Mobile gas harvesting array
5. Mobile shroud - cloaks all ships/structures in range
Weasel Leblanc
Center for Advanced Studies
Gallente Federation
#585 - 2013-11-14 12:32:26 UTC
Just in case this hasn't been proposed yet:

Tournament Administration Unit

Cannot be deployed within 1 AU of any station. The TAU will not activate until one minute after the TAU's owner (or TO, from here on out) is done configuring its options. When activated, the TAU will generate a forcefield bubble similar to a POS field, but with configurable size from 20 to 175 KM wide. The space inside the TAU forcefield is a lawless zone, where shooting your fellow pilots incurs no flags, security standings losses, or attention from Concord. The field does not block pilots outside from focusing their cameras on pilots inside

Entry is gained by a gate structure which generates at a random point on the bubble. The gate only allows entry by ships conforming to rules set by the TO. These can include:

  • Maximum ships inside the TAU at once
  • Ship size restrictions (for instance, frigates only, or cruisers and up)
  • Module restrictions (for running T1-only tournaments, or bling brawls, or tourneys with no jamming ECM, or what have you)
  • Maximum entries per pilot
  • Maximum total entries
  • Entry fees

And anything else CCP can think of, I'm not really awake right now.

The TO can also set up a tournament structure to determine victory, such as "last man standing after 30 ships have entered", or "first to destroy 5 ships". When the win condition is completed, the TAU forcefield collapses and the gate explodes,leaving only a small central structure.

The winner gains ownership of the remaining structure, which contains any prizes that the TAU owner chose to put up while configuring it. If a prize of modules or other items isn't in the works, the TO can instead put up a sum of his own ISK, and/or a percentage of all entry fees paid, as a cash prize to be paid out immediately to the winner's account.

A pilot who tries to enter the TAU through the gate gets a pop-up describing all rules and rewards, and must accept the rules in order to enter. This includes making pilots aware if there are no rules or rewards.

...So yeah, basically a portable boxing ring for people to set up and brawl in while putting their money where their mouth is.
New Eden Tourism
#586 - 2013-11-14 12:33:47 UTC
Mobile Core Scanning Array

Scans down all cosmic signatures in the system, allowing the owner to warp in.

  • Takes 15-30 minutes to scan down every signature in the system at once regardless of the signature strength
  • New signatures will take the same time till they appear at 100%
  • Keeps working when the owner is logged or out of system
  • 2 minutes deployment time
  • Runs out of power and self destructs after a few days
  • Can be combat probed
  • Can't be on grid with a station/gate/POS due to sensor interference
The Scope
Gallente Federation
#587 - 2013-11-14 12:36:09 UTC
The Cynosural Mobile Disruptor should be a two edged sword

Disrupting any cyno being created within it's sphere BUT


Preventing anyone from jumping out while under it's influence.

Otherwise while they will help killing supers that are already tackled by preventing triage carriers being rejumped on top of them constantly they will prevent supers being caught in the first place.

For example supers killing Poco's with Cyno jammer next to them is immune to any hictors being bridged on top of them. This means that with good bubble placements those supers can be effectively uncatchable. surely not a intended effect ?

thee lous3
Tech III Bone Cancer
#588 - 2013-11-14 12:49:53 UTC
Terrible ideas:

Radar unit for cloakies.
They're cloakies. Deal with it. Cloakies aren't even all that scary. Man up.

Covert cyno detector.
Again, these things are covert for a reason. Unless you want to constantly actively look for them and scan, you're not going to find them. Man up.

A structure that adds the un-warp-to-able effect DEDs and FW plexes have.
Making yourself completely invincible is stupid, and you should be ashamed of yourself for thinking those thoughts.

Mining protection unit.
Bomb defence unit.

Mining protection unit is idiotic, and lazy.
There are already methods for protecting against bombs.

Drone assist unit for people without drone bays.
How is a ship without a drone interface, going to interface with a unit that interfaces with drones?
You've just invented a hardware driver for ships. It's silly.
It would have to be a module, and it would be a massive waste of a slot either way.

TiDi reinforcement module.
No. Stupid.
If I was losing a TiDi fight, I could go and get my corp to drop these units in other systems to destabilize the actual fight, and run when it comes back online. They would have to be CCP checked, and that defeats the purpose.

Customs station scanning for things in cargo, for sov. holders.
Too big a home-field advantage. They could just add everything to the list, and they'd have perfect intel.

Fake ships on overview / dscan.
This would quickly become massively overused, and everyone who wants it now would loathe its existence in a few days.

Other stupid things that mess with cynos.
My multi billion ship isn't going to mistake your fake cyno for my real one. I know where I want to go, and that's where I'm going. Things like this are paper thin façades that should not work.

Nullifier nullifier.
They would be the only bubbles used. Totally ruins nullification.

Good ideas:
HQ unit. Needs to be fairly underwhelming in comparison to normal links, or else be too cost prohibitive to ever get used except for extremely large engagements.

Anchorable guns.
As long as they are subject to falloff and tracking mechanics.
If mobile HQ's were in use on grid and off station, it would be too great an advantage to allow use of an anchorable gun unless, again, they were expensive / one time use.
Don't want ratters just dropping them every which way and becoming difficult to solo gank.

Re-skin command ships structure.

ORE ore compressor.

Jump portal structure.

Command ship deployable.
The idea of command ships having "peel and reseal" subsystem type modules, with link modules attached, is interesting. Obviously destructible, and have it use a seige like mechanic. Can be repped.
If it's dropped it can't be picked back up or moved until cycle is over. Command ship has to stay within 60km or something. Command ship received small mass decrease when it drops the module allowing it to move slightly faster under ab / mwd.

Broadcast towers that send messages in local.
As long as the person anchoring has sov., do it. Would be cool in wh's too, as long as there was only one per system. Allow it to have a second message when it's put in to reinforced.

Mini trade hub.
I've been trying to figure out the best way to do this for wspace.
Say it comes in two halves and is semi-anchorable anywhere (safes etc.)
I, as the owner can speak to you in local, see if you want anything. (Maybe you contact me through my broadcast message :D )

When we've agreed on something, I right click your chars name, and invite to trade using this module.

My half of the module warps to me, and the other half warps to you. We can trade like an in station trade, and the modules auto warp and switch once both accepted. delivering the stuff, and isk / whatever. Make the sig radius of each half, about the size of a bs, so probing them down is an option. Would make for some tense moments, and profiteering.

I think most of the ideas for logistics towers are bad.
The best way to do it, in my opinion, would be to make it so that the unit doesn't require fuel, but instead uses rep drones. Say it uses like 5 heavy rep drones, and comes with shield, armour and hull included. Rep is based on skills of owner. Can be set to self, fleet, corp, alliance, excellent standing. Combat timers ok, weapons timers not ok.

Seige gun for shooting undefended pos'.
Will take 12 hours. Only one allowed on field. 50k hp.

A deployable that prevents deployables, for lulz.

Wh effect inducer.
c6 class stuff expensive, gets cheaper as hole class drops.

Local jigger'meh'things.
There are a million variations of the remove local deployable. They're pretty much all stupid. What could work though is a version that restricts local to d-scan range (doesn't need dscan to be used to work.)

Mobile Directional Chicken

When deployed periodically clicks d-scan every second, as long as there is some space-grain on it.

Everything esle is carebear bullshit, or so mediocre it's not worth talking about.
Caldari Capital Construction Company
#589 - 2013-11-14 12:58:54 UTC
small merchant stand - off main market, can buy items - ala hotdog stand, selling ammo to incursion runners or wh merchants
mobile black hole generator - anything that gets within x range gets auto jumped to a cyno - ala pulling people into traps


Electrique Wizard
Mutually Lucrative Business Proposals
Brack Regen
#590 - 2013-11-14 13:09:05 UTC
small merchant stand - off main market, can buy items - ala hotdog stand, selling ammo to incursion runners or wh merchants
mobile black hole generator - anything that gets within x range gets auto jumped to a cyno - ala pulling people into traps

Can I put this black hole on the Jita undock?

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Very Industrial Corp.
#591 - 2013-11-14 13:22:14 UTC
Let's say there is POS-depo, which creates 10-15 km bubble+forcefield+cynosural field generator (all of these simultaneously, so you cannot warp out of it, can cyno to it and cannot be shoot while inside it). This thing have silo for stroncium and will use strontium per incoming damage (for example, 1 strontium per 10k of damage). Stroncium can be added in silo at any time

So someone catch up Machariel, it drops the thing and logging his alt with Iteron V full of strontium. Then both sides try to call up their support, so more precious and dynamic , which will be fun for us all
Red Teufel
Feign Disorder
#592 - 2013-11-14 13:26:14 UTC
I like the idea of a decoy. You deploy a structure that will take a form of a ship. a mobile jump bridge would also be cool for small gangs.
Red Teufel
Feign Disorder
#593 - 2013-11-14 13:32:14 UTC
also i would like the ability to deploy a structure that will affect local of an entire constellation. Local window is an over powered tool people use for intel. There should be a way to defeat this tool.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#594 - 2013-11-14 13:38:31 UTC  |  Edited by: Komodo Askold
- Point Defense Battery: targets hostile (to the mother ship or even to its fleet) missiles and drones (not ships or structures). I'm aware of the peril of making these weapon systems unusable, but it could be balanced in multiple ways, for example: only shooting down targets incoming from outside its firing range (so any missiles and drones already inside or shot from inside wouldn't be targeted), only attacking one target at a time...

I'm basing myself on the NPC Sentry Batteries we can find on mission and exploration sites. It would be awesome if they shared models!

- Smartbomb / Mine Battery: and alternate version of the previous, damages everything on a certain radius, just as smartbombs do, although at a higher range. Targets enemy ships (not missiles or drones). Would also be a way to somehow implement the long talked minefields. Could also share the models of NPC Sentry Batteries =3

On a very different matter:

- Portable Drone Hangar: as the title says. Works as a portable 'hive' of drones. Not sure how to balance this, but they could be automated defensive Mobile Structures, sending their drones to defend their mother ship...
Elliott Spitzer
Fleet Angel's Security Corporation
#595 - 2013-11-14 13:53:03 UTC
Anti Cloak Mobile Unit - I'm sure it's been mentioned but there still need's to be some kind of counter to cloakies. Their should be some kind of mobile unit that uncloaks any cloaked ship within say 30km or more radius. Or possibly a mobile unit that makes all cloaked ships able to be probed out in whatever system it's anchored.
Check Twice
Science and Trade Institute
Caldari State
#596 - 2013-11-14 13:53:55 UTC
Sorry if this has been said only read 5 pages before I gave up.

Mobile gravity enhancer - Applies a webifying effect on all ships over a certain mass within a 100km radius, and increases with mass so no effect on frigates, slight on cruisers, lots on battleships and effectively anchors capitals.
Tara Tyrael
Quantum Anomaly Corporation
#597 - 2013-11-14 13:54:00 UTC  |  Edited by: Tara Tyrael
Since I see a lot of suggestions for removing people of d-scan and local... it's terrible...

But ok, I'll play along.

Mobile Cloak Generator - Cloaks every ship in 25 km range.
Pros - You can hide your ships in system from scans.
Negatives - You are limited to 25 km range. Shows up on overview
Balance -
Due to large power consumption of the module, it appears on overview as cyno does.
Should have about 30k ehp (so it can't be shot down by a solo frig, but still not to hard to kill).
Only anchorable in lowsec and 0.0.
All ships in 25 km get cloaked, fleet members and hostiles, so you can't decloak anybody unless you kill the structure which you have to kill from 25 km or more.
Due to large power consumption this module damages it's own power lines and drains it's power source so after 30 minutes becomes unusable.
Why? Adds more tactic to game. Anchor one of these 100 km of gate, and enemy fleet has to decide to shoot and risk you overwhelming them and have 1 minute timer on jump, or you can hide your ships while forming from nasty probes. However, this doesn't give you win button since it would be obvious you are using it by being on the overview.

Background Radiation Generator - This might be tricky to make due to possible coding issues. Hides ship types inside 50 km radius. Probes trying to scan ships inside field will not get ship types of any ship inside it. Also problematic part maybe for CCP to do the same to d-scan. If you d-scan in that direction you should get unidentified results. However the module itself should be really easy to probe and warp to it.
Pros - Same as above
Negatives - It is easy to probe. Low EHP
Balance -
3000 EHP
Easy to probe down.
MAYBE if possible make it when you get a lock with probes on it and warp to it you land anywhere in 20 km radius of the module (or 20 km radius of the range you selected to be your warp in).

For a module that removes people from local, I don't know, how about you make whole new plain of game, like let's say a suggestion, you could make this wormholes, right, and then in those wormholes you don't have local and it's fun in that way, right, so you make this wormholes and they are probable and you warp to it right, then you jump in and no local, right? Oh wait... we already have that...

Oh yea, continues d-scan would be nice, like 5 second interval, period. I mean, we all spend time clicking it like mad man, so why simply not enable d-scan can manually be run every 3 seconds or 5 seconds auto running, or maybe both 3-5 seconds (simply adding timer time because of server resources. you don't have to even have timer for each ship, just have something like If (server_time.seconds % 5 == 0) run_d_scan_on_player_ship_in_space (); )
Tough Love Logistics
#598 - 2013-11-14 14:14:33 UTC
Mobile Ore Compression Structure

Essentially operating the same way the rorq does, also requiring the blueprints for compression, allowing mining fleets to stay out longer on ops. It would need a large ore hold, and can be used only for compression.
Elmore Jones
Orange Street
#599 - 2013-11-14 14:16:08 UTC  |  Edited by: Elmore Jones
A repeated idea i'm sure but anyway....

Mobile cyno gen :

Must be fueled with ozone.
Cannot be on grid with station, pos, gate or customs office.
Activate remotely (skill to extend range?).
Same cycle time as ship mounted cyno.
No reinforce timer.

Blind jumping has its obvious disadvantages compared to a cyno alt/mate with eyes in system for you. No covert option for game balance and content/killmail creation reasons.

+++ Reality Error 404 - Reboot Cosmos +++

Aaron Kyoto
Frozen Silver.
Arkhos Core
#600 - 2013-11-14 14:23:33 UTC  |  Edited by: Aaron Kyoto
Deployable Gate/Station guns not unlike their hisec/low sec counterparts. Only shoot at Neutral/Reds, unless set to only Reds of your standings. Cool

Destroyable but of course. And their damage should not be game-changing. Enough to discourage enemies from hanging around perhaps if they can't tank it. Ranged for 100km, limited ammo (refuelled with ammo). Should be a limited number you can place in the local area or within x range of one another.

Also. Decloak deployables should be limited to where they can be placed (ie not on gates?) or severely limit their decloak range. Otherwise cloaking will be worthless, since thats your primary defense in Stealth Bombers especially.

What about a warp-drag effect? Slows outbound warp tunnel effects for a short period of time and lengthens the acceleration.
Might make getting away from an interceptor possible.