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

First post First post
Author
Lupo diCotze
Federal Navy Academy
Gallente Federation
#741 - 2013-11-16 07:25:15 UTC
So far it's all been about single deployables - drop it - it does something..
How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..

An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within.
Lupo diCotze
Federal Navy Academy
Gallente Federation
#742 - 2013-11-16 07:31:55 UTC
Here's one for corps & training newbies..

A deployable beacon - that spawns 1-5 npcs with no bounty, loot or salvage - but provides corp loyalty points.
Used for training purposes - can be dropped for corp only based on some role.
If the modular/T3 style of deployable was implemented - allow slots to determine type & role of npcs
cuoredipietra famedoro
Deep Core Mining Inc.
Caldari State
#743 - 2013-11-16 08:22:39 UTC
Nice way to remove local in null

Those interested in knowing who is moving through that space can always deploy a cluster of such units and get the intel.
At the same time the units can be destroyed to negate local intel.

Keeping alive / Trying to destroy this intel capability would give strategic and tactical meaning to all small scale pvp warfare in null.

PavlikX wrote:
First
Local radar unit (with operating radious). Operating in 0 sec systems. Gives list of players in the system (aka local) to the friends only.

Caeci caecos ducentes 

Scatim Helicon
State War Academy
Caldari State
#744 - 2013-11-16 11:24:41 UTC  |  Edited by: Scatim Helicon
Lupo diCotze wrote:
So far it's all been about single deployables - drop it - it does something..
How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..

An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within.

I'm assuming at this point that linked deployables are basically POS 2.0 once all the various versions are introduced. Plonk down a Forcefield Deployable, a Sentry Gun Deployable, and a Corp Mobile Depot Deployable in the same place and link them together and you essentially have a POS in all but name without having to dive into unravelling decade old code that nobody currently working at CCP knows anything about any more.

Every time you post a WiS thread, Hilmar strangles a kitten.

NekoKitten
Neko Industry 'n' PvE
#745 - 2013-11-16 11:26:54 UTC
A T2 version of the cyno inhibitor, preventing covert ops cynoing as well. Decaying time should be longer than 1 hour, say 4 hours. Or extend the decaying time through the use of a specialized skill trained by the deployer.
Yummy Chocolate
Brutor Tribe
Minmatar Republic
#746 - 2013-11-16 11:29:07 UTC
personal depot with both an item hangar and ship hangar.

Frostys Virpio > CCP: Continously Crying Playerbase

Felicity Love >... was thinking "moar popcorn"... but now, seeing the truly awesome contribution this thread is going to make to the Greater Glory Of EVE.... imagonnamakkadapizza....

Chirality Tisteloin
Ministry of War
Amarr Empire
#747 - 2013-11-16 11:36:12 UTC
Lupo diCotze wrote:
So far it's all been about single deployables - drop it - it does something..
How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..


Yes. This!

Have a look a my shield wall proposal https://forums.eveonline.com/default.aspx?g=posts&m=3873262#post3873262 for example.

Do you have more ideas like this?

See you at my blog: http://spindensity.wordpress.com/

Droidyk
Maniacal Miners INC
The Legends In The Game
#748 - 2013-11-16 11:43:23 UTC  |  Edited by: Droidyk
Alphaomega21 wrote:
When do I get my modular POS? Ideally I would like to see a modular structure I can put some silos, a reactor, labs and some build slots on for industry. Maybe if you are even feeling like going the extra mile some where I can park my giant phallus?


^^
They actually are developing a totally new code that is separate from POS code from what I ve heard in last feature preview on twitch. And all these mobile deployable structures will probly be used or tied to a modular POS.
Lupo diCotze
Federal Navy Academy
Gallente Federation
#749 - 2013-11-16 11:57:20 UTC
Chirality Tisteloin wrote:
Lupo diCotze wrote:
So far it's all been about single deployables - drop it - it does something..
How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..


Yes. This!

Have a look a my shield wall proposal https://forums.eveonline.com/default.aspx?g=posts&m=3873262#post3873262 for example.

Do you have more ideas like this?


sip - exactly. Sorry I missed your idea - 30x pages of skimming..

I was wondering with this type of thing (and including the approach of these things taking some kind of fuel/ammo to keep running & hence needing to be maintained to continue operating) about the 3D nature of space and tactics.

Assuming the shield generator unit was cargo-scannable - so you could see how much fuel was inside.

Say you link 8 of them at the corners of a cube and created a shielded box - attacking one face would consume the units fuel faster weakening that side. Later you might take advantage of that weakened side when there are assets on-grid.

As Scatim mentioned - it apepars that ccp are looking for these modules to replace the current POS system. With the approach we're talking about - this would make POS warfare more tactical - rather than the current "everybody shoot the tower".
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#750 - 2013-11-16 12:11:47 UTC  |  Edited by: Abdiel Kavash
Lupo diCotze wrote:
So far it's all been about single deployables - drop it - it does something..
How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..

An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within.

I want a deployable Tholian web.
muhadin
Brutor Tribe
Minmatar Republic
#751 - 2013-11-16 12:41:58 UTC
A couple different ways revovling around wormholes. Don't mind if they have been mentioned before, if they have good job these are good ideas.

Wormhole Generator - This is straight forward, generates more roaming holes randomly, maybe different more expensive sizes of this structure that are shown as a beacon inside of a wormhole or kspace.

Wormhole Exit Magnet - Works like the above except that it attracts exits more, but ever wanted a module that screams "Come at me bro"? Although this could be abused, so would need to make it only chance based.

Wormhole Sight Structure - A Timed Structure that shows all wormholes in system as beacons and are warp-to able by anyone, or blues/alliance/corp only or as anomalies(100%), make it cost say 20-100mil build cost.


Micro Jump Drive Bubble Structure - I know ccp was planning on adding anti-MJD bubbles, but never did. PLEASE FOR THE LOVE OF GOD ADD THIS.

"Love the Life you Live, Live the Life you Love"

Thaddeus Eggeras
Urkrathos Corp
#752 - 2013-11-16 16:22:16 UTC
Also maybe a Mobile Structure that is a cyno, be nice to not also have to sit in a ship and wait to get taken out when one is doing a cyno.
Corben Arctus
Future Corps
Sleeper Social Club
#753 - 2013-11-16 17:13:46 UTC
Mobile smartbomb launcher, AKA Mobile Energy Pulse Emitter I.
NextDarkKnight
Storm Chasers.
Pandemic Horde
#754 - 2013-11-16 17:15:21 UTC
Scuzzy Logic wrote:
NextDarkKnight wrote:
Player Ghost Structures - Labs / Manufacturing / Research

They are scannable while deployed but not active,

Once active they are not scannable by probes.

When they are done the lab / Manufacturing/ Research cycle they become scannable again , and anyone can loot from them with some minor hacking.

(Remember.. all activity with a deployed ghost structure adds a suspect flag.. )


All these can be deployed in HS.


Maybe not highsec, but I could see this breathe life back into lowsec big time.



I'm just looking for highsec PVP.. Interact with a Player Ghost site and instant suspect flag.. PVP time
Mikhem
Taxisk Unlimited
#755 - 2013-11-16 18:07:33 UTC
Long time ago I made idea of roleplaying building that could allow you to anchor habitation module around planet orbit. This roleplaying building could have editable description that allows you to bring your EVE fantasy place real. Description can contain internet links where you could place drawn sketches to make this place more alive. This building would open limited range chat channel. This building would be visible in overview but you need to warp to it before you see description.

This place could be attacked and defended. It could serve as meeting point. These buildings could allow you to explore space since there would be (evil) fantasy places everywhere.

I have seen people to create fantasy places in forums and this building could make them visible in EVE.

You could only anchor one roleplaying building around planet orbit limiting amount of roleplaying buildings / solar system.

Mikhem

Link library to EVE music songs.

Chloe Celeste
Net Effect
#756 - 2013-11-16 18:41:17 UTC  |  Edited by: Chloe Celeste
Proposal: Mobile Medical Facility

Mobile Structure that gives Medical Facility operations and functions in-space to update / upgrade clone type, change stations, and create jump clones all from the confines of the cold, dark, and vast reaches of space.

Can be deployed in all bands of space to include wormholes.

Can accomodate the clone [and jump clone] inside the Mobile Medical Facility only if deployed inside Wormholes or hold SOV in Null Sec, otherwise, the player utilizing the station must assign his clone to a nearby Station or Outpost within a specific and fixed range, in AU. If SOV is lost the clones are not active or accessible until SOV is regained but able to transfer your clone [jump clone] if there is a station or outpost in range.

Players can use the Mobile Medical Facility to store and switch to their jump clones but only in Wormholes. For example, from High/Low/Null > Wormhole jump clones and vise-versa, but only to another jump clone.

Can only be used by members of the Corporation in which the Mobile Medical Facility launched this mobile structure.

The cost of Medical Facility operations will increase slightly due to the convenience this moble structure provides. Exact amount will defer judgement to CCP and the feedback of other players. Thinking of a penalty of 15% + the Corporation's effective Tax Rate %.

When members of the corporation use the Mobile Medical Facility a portion of the payment paid will be deposited directly to the Corporation Wallet in the amount of the effective coroporation Tax Rate %.
For example, current cost of changing clone's station + convenience penalty + Corporation Tax Rate % = Final Cost


One-Time Use: No

Scoopable: Yes

Cannot be deployed or scooped while in a active or pending War Dec but can be used at all times.

Destructable: Of Course, but should be relatively tough but not impossible for a small opposing fleet to destroy.

Special Reinforced Mode: Yes | No - Deferring judgement to CCP and the feedback of other players

Alliance-use: No, specific to one corporation while anchored in space but can be transfered to other corporations within the same alliance, similar to the transfer of POCO's.

Incorporates the same proximity limitations of mobile structures: cannot be too close to a gate, station, or starbase.

Minimum Distance from Gates, Stations, & Starbases: Thinking something like 25-50km, but defer judgement to CCP and the feedback of other players. Can also see a 1 - 2 AU minimum distance too that could give way to mobile weapons to automatically protect other moble structures that can use Fuel Blocks to power but in small amounts.


Benefits

Promotes Exploration and creates a permanent home for people to live in Wormholes and defend their space.

Provide Medical Facility to remote regions of space like wormholes and other areas where a Medical Facility is a good amount of jumps away.

Accommodates corporations that operate in areas of space where a NPC Station Medical Facility does not exist.

Makes systems that do not contain a NPC Station Medical Facility more appealing

Won't restrict players to a cluster of systems and will support players to spread out and explore the vast reaches of space.

Gives another way for Corporations to increase cash flow.
ihcn
Life. Universe. Everything.
#757 - 2013-11-16 19:35:44 UTC  |  Edited by: ihcn
wormhole stabilizer
drop it within 30km of an unstable wormhole and it'll extend its lifespan and cumulative mass limits by 100%. one time use only. if destroyed, the wormhole's limits will go back to normal levels, and if the current time or mass is over its original, it will collapse immediately

wormhole creator
drop it anywhere and it'll open a normal unstable wormhole 250km away. one time use only, and it should cost like 100m isk to make. if destroyed, the created wormhole's collapse timer is set to 30 minutes (if it is not already below 30 minutes)
Chloe Celeste
Net Effect
#758 - 2013-11-16 20:26:25 UTC  |  Edited by: Chloe Celeste
Caleb Seremshur wrote:
Don't know if this has been mentioned yet but -- a mobile dispenser.

Think of a vending machine: now you fill it with whatever you want to dispense BUT it must be a charge of some kind. Like cap booster or ammo or whatever. The dispenser should have a cruiser signature, require starbase charters to anchor in highsec - and - have a very minimal amount of EHP ie 5k or so.

...


Co-Sponsor Proposal: Mobile Collection Point or Mobile Dispensary

I definitely like and second this idea of having a "vending machine" that you can deploy in all bands of space. Make them pubically avaliable so anyone can fly to it once they probe it down and purchase stuff. Also, I like the idea of having Charters for High Sec and using a small amount of Fuel Blocks to keep it Online. Or better yet, let the owner decide if they want to keep it hidden (only can find the structure by using probes or getting lucky) or make it pubically accessible. In order to buy anything from this "vending machine" mobile structure you have to be within 100km of the structure itself in space; that way customers are also vulnerable and is up to the owner to protect their customers.

They should also be destructable too so that an opposing force can destroy or hack this mobile structure to blow it up or steal the loot, respectively. That way it not only adds some danger elements to this but is a drawback from using a mobile structure. Also, make it a one-time use so that it is not scoopable but it lasts permanently, until its destroyed, or implodes / drifts away when the fuel is empty for over 24-48 hours....whichever comes first.

Also, they should have a Centralized Management Console (CMC) so that you can drag and drop items you want to sell and assign them to specifc mobile structures that you own, your corporation owns, or that your alliance owns. The backstory or lore could be explained by having slaves or robots that take the items from the source location (where the item resides at in station) to the destination (where the mobile structure is located at). Also, create new skills that allow longer distances to give remote access to manage these moble structures through the CMC, a skill that allows the owner to improve the hacking defenses of the mobile structure that are applied only upon launch / deployment of the structure, and maybe a skill that allows for more contracts a person, corporation, or alliance can create. Then you can deploy and link a specialized Depot to give fitting services to your customers at the Mobile "Vending Machine".

Should also be totally customizable so you can restock your supply from where you make your stuff or live at, set prices per item, restrict usage based on standings and security status, give discounts to other players based on editable list that you can get on if your added or meet certain objectives like spending x.xx amount of cash per month, link other owned of similar mobile structures together to create a vast trade network, and monitor online fuel time so you know when you need to fuel them that is all controlled and viewed through the use of the CMC.

Also, you could allow the owners of this mobile structure to setup Courier Contracts to request items, and Fuel Blocks, to be brought to the mobile structure which would revive the existance and purpose of Courier contracts.

Maybe even have it where people can donate / give items they have and get money back only if the owner has it setup to buy those items they are willing to buy (and defined price for each item) by dropping those items, similar to importing PI from customs offices, that way the owner can setup, if he/she wishes, to buy items from people but a customer cannot give any item and get money automatically. This information can be delegated in the CMS on a tab called "Collection" . By default, the "Collection" tab would not list any items that way the owner has to knowingly add items to this list but always remains optional.


The money can come from a linked wallet within the CMC: Personal Wallet (if Owned Individually) or Corporation Divisional Wallet (if Owned by a Corporation). Inside the CMC is where you would define which wallet is to be used and a section that can be enabled or disabled to define how much of the profits is to go to the Master Wallet of the Alliance Executor Corporation; the owner can then select if he/she wishes to share profits with their Alliance. The valid profit sharing range should be from 0% - 100%
Chloe Celeste
Net Effect
#759 - 2013-11-16 20:52:09 UTC
Steve Ronuken wrote:
Customs Station. Scans passing traffic and notifies about contraband. Initially low sec and sov null only.

In low, pilots go suspect, depending on the empire's policies

In sov null, the sov holder can mark things as contraband.


Ah nice, I second this idea for a Mobile Structure that scans passing traffic, notified about contraband, and works with Concord and Police to obtain this data so that it will not only scan traffic but also be aware of known activity to make it smart.

The owner would recieve a notification or report per day or per week of what the unit found. If destroyed no notification or report is generated.

Each mobile structure of this type would only work in one system at a time but would be aware of major events if reported to Concord or the Police. For instance, Police detects contraband from a person and has flagged that person they would have a specifc time period in which all of these mobile structures would be notified within the same region or constellation then reported to the owner.

Have a Console that the owner can setup certain filters or criteria in which you are looking for, for example, if any War Targets or people with negative standings come into said system and which ship did they fly in, at what times during the day did the fly into the system, and how often or how many times did they enter/exit system.

Make it scanable and hackable to influence what gets reported or to remove the entry of yourself into the system. Mu-hahaha!
unimatrix0030
University of Caille
Gallente Federation
#760 - 2013-11-16 20:52:57 UTC  |  Edited by: unimatrix0030
Gate disruptor
Disabling all gates in a system for a day.
Only way to get in or out of that system is to use wormholes or destroy the disruptor.
Doubles the chance of having wormholes in system.
You need a probe launcher with probes to find it.

Disabeling system bountys
Up on anchoring it disables all bountys in a system for a day or when it is destroyed.
You need a probe launcher with probes to find it.

local inhibitor
disables the local chat in the system untill destroyed.
You need a probe launcher with probes to find it.

Clone swapping facility
Can only swap clones at this facility no jumping from and to a clone.
Is to be used to swap clones with diferent implants.
Same amounts of uses like the jumpclones though.

remote camera unit
Very cheap thingy that only looks into one direction
can be accesed by tablets
Is usefull for keeping eyes on wormholes, gates, stations,...
One downside if a char is using it, they can't be logged into eve .only by tablet.
If viewer leaves it "dies".
Can be killed and shows up on overview

remote fleet commander viewpoint
unit that can target, boadcast to fleet and see the grid.
usefull for FC's that have been shot of the battlefield
can help train junior Fc's if manned by experianced Fc's
Maybe also only by tablet.
Can be shot of the field.

remote web unit
tablet users can help people web

remote target painter unit
tablet users can help people shoot stuff

No local in null sec would fix everything!