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

First post First post
Author
Freelancer117
So you want to be a Hero
#1001 - 2013-12-16 22:37:51 UTC
A rapid missile launching point defence module that can only use f.o.f. or defender missiles for static defence of a grid.


This module will allow to defend your tiny little part of space against others to protect your other deployables.

The rate of fire is very high but the reload time and ammo amount size for the missiles is very low.

There is a limit to how many you can launch, and that might be tight in to the amount of owned deployables on grid.

It also can only be deployed near these other modules within a certain km range (think reverse numbers for the mobile depot).

It can only be deployed after a specific amount of time the other owned deployables have been launched previously

to prevent the use of these point defense modules in roaming / "normal" fleet combat operations (they are meant like pos guns).

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Clansworth
Deep Core Mining Inc.
Caldari State
#1002 - 2013-12-17 03:38:22 UTC
I started a thread to brainstorm on a way to get almost all of these posted ideas via very modular anchorable structures.

The Future of Anchorable Structures
Sai Talos
Gallente Federation
#1003 - 2013-12-17 07:33:39 UTC
Mobile Cloak Disruptor - Unable to anchor within 100km of a gate, wormhole.

Decloak radius 50 km, works on friends and foes.

Should be fairly expensive to discourage overuse.

I don't know if this is viable within game mechanics, but we all know cloaking needs to be revisited.

This is coming from a wormholer who makes a living with cloaks \o/

The guy that does all the videos

Kaeda Maxwell
Screaming Hayabusa
#1004 - 2013-12-17 11:15:50 UTC
May have been mentioned, but so many pages now!

A mobile beacon, that literally does nothing more then create a warp-able mobile beacon for a short amount of time.

Basically a 'come-at-me-brah' for solo'ers or a 'this is where it's at' for gangs/events looking to attract more.
Maybe a special one that emulated ded-space warp mechanics too.
ITTigerClawIK
Galactic Rangers
#1005 - 2013-12-17 13:34:15 UTC
Mobile Hanger Defense platforms that have huge drone bays but can only field 5 drones at a time and engage anything within a designated radius say 50-100km

small: small drones

med: Medium drones

large: heavy drones

X-L: Fighters ( POS and Outpost Deployment only )
NickSuccorso
Arcana Imperii Ltd.
#1006 - 2013-12-17 17:19:50 UTC
Abdiel Kavash wrote:
Mashie Saldana wrote:
Deployable mining rig, drop in belt, collect ore a few hours later.

This is frankly how mining should have been designed from the start. Roll


Come to think of it... you are right...
DaReaper
Net 7
Cannon.Fodder
#1007 - 2013-12-17 18:35:17 UTC
Prolly gonna repeat:

I'll add another Mobile POS hacker, to help remove dead, unfueled pos' and other structures.

Might get boo's: WH stabilizer. You need two one on either side of the wormhole, once deployed the WH becomes stable, and remains such until one of the units is destroyed or the unit degrades on its own. I always thought this might be cool, but ofc can cause blobs.

System scanner, it will automatically scan the signatures in your system, takes like an hour or two to run so scanning with probes is faster, but if say you have a min to log in and will be back late rint he day, you can deploy this, come back a few hours later and have all your sigs ready to be warped to.

Mobile compressor/refiner: name says its self.

Mobile gas reactor: you can mine gas, deploy this, and make small ammounts of the reaction for wh/drug gas. Then scoop and move on. This would enable nomadic behavior in wh;s easiyer. It would do smaller ammounts then the a pos. (i.e. can only hold 1/5th of a silo or something)

Mobile moon goo reactior, so you cau use a syphon and react the moon goo righ there after you stole some stuff.

mobile cloak generator. Enables you to place an AOE of a cloaking field. Enables you to hide a pos, ore field, whatever. The generator can be seen but the stuff behind it in a cloak field can not.. may need to deploy 3 to triangulate... would need fuel to keep active, and if any of the 3 fail/are destroyed the field drops. could be use to hide a staging fleet in a system. kinda like hiding behind a nebula.

communications disruption array, this would block all local communications in a system. you can not even type in the system till this unit is destroyed.

as was said: mobile mine deployer. it places a predetermined mine field.

That's my .02 isk

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Kiwi Noban
Vil alltid ha biff
#1008 - 2013-12-18 10:12:13 UTC
Covert Mobile Depot?

Same decloak mechanics as regular cloak.
Saeglotakk
Sebiestor Tribe
Minmatar Republic
#1009 - 2013-12-18 11:54:57 UTC
Just seen this article; http://themittani.com/news/chaos-rubicon-new-mobile-structures

I made this post a month ago; https://forums.eveonline.com/default.aspx?g=posts&m=3905619#post3905619

I trust I'll get royalties from every unit sold right? ;D

Aquila Sagitta
Blue-Fire
#1010 - 2013-12-19 06:29:42 UTC
Not sure if this has been suggested yet but a deployable that has similar hp to the mobile depot and last like an hour or something. Introducing the mobile bubble shooter! You know those gates with 100km swaths of space bubbled? Well now you can just drop one of these babies and if no one comes by to defend there bubbles they go bye bye.

What you guys think?
Kai Ovaert
BrainBox
Blades of Grass
#1011 - 2013-12-19 17:24:08 UTC
I think the "Small Mobile Siphon Unit" should be re-classed as a "Medium" unit, and the "Small" class backfilled with a truly tactical unit, with stats similar to:

Max lifetime: 24 hours
Capacity: 200m3
Material siphon amount per cycle (processed/raw): 5 units/10 units
Cycle time: 15 minutes


More feedback on the Mobile Siphon in this thread
Xe'Cara'eos
A Big Enough Lever
#1012 - 2013-12-19 21:54:57 UTC
Rayzilla Zaraki wrote:
A unit that cloaks and also inserts a falsified player into local chat to make the scarebears knees go all wobbly.

Call it the Cloaky Camper Post.

Added fun, allow anything up to a cruiser to dock in it and be protected under it's cloak.


Alternately, a player docked in this unit would be hidden from local while still being able to monitor it. Great observation post for gathering intel prior to fleet attacks.



Myself, my alt and a corpie love this (though in low/null/w-space this would terrify us),

Refinements - player is not falsified - is a RL random player from a corporation that has no presence within the system,

it will only last for a few hours - say 6? And will not last beyond DT

locator agents - if in the system that has the "scare-a-bear" unit in will provide the 'false' players location as in system (maybe constellation/region), if outside the system/constellation/region will give the true location

only 1 ship can dock in it

instantaneous online

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Xe'Cara'eos
A Big Enough Lever
#1013 - 2013-12-19 22:09:06 UTC
DaReaper wrote:
Prolly gonna repeat:

I'll add another Mobile POS hacker, to help remove dead, unfueled pos' and other structures.

Might get boo's: WH stabilizer. You need two one on either side of the wormhole, once deployed the WH becomes stable, and remains such until one of the units is destroyed or the unit degrades on its own. I always thought this might be cool, but ofc can cause blobs.

System scanner, it will automatically scan the signatures in your system, takes like an hour or two to run so scanning with probes is faster, but if say you have a min to log in and will be back late rint he day, you can deploy this, come back a few hours later and have all your sigs ready to be warped to.

mobile cloak generator. Enables you to place an AOE of a cloaking field. Enables you to hide a pos, ore field, whatever. The generator can be seen but the stuff behind it in a cloak field can not.. may need to deploy 3 to triangulate... would need fuel to keep active, and if any of the 3 fail/are destroyed the field drops. could be use to hide a staging fleet in a system. kinda like hiding behind a nebula.

communications disruption array, this would block all local communications in a system. you can not even type in the system till this unit is destroyed.


I like the mines too - need to be careful with balance on that - the rest I dislike

the POS-hacker - POS needs to have been offline for a month or so, I think, give a chance to the forgetful peeps

WH-stabilizer - should not allow the max jumpable mass, nor stabilise the WH until it degrades, should maybe double the mass limit of the WH - if one of the pairs gets destroyed when the WH's had more than it's normal mass through - the WH destroys everything within 50km

system scanner - should be faster to scan the sigs yourself, as you said, think it should be cloaky/anchorable just outside of POS, and the probes it launches should be visible on dscan, unless it launches loads of probes

mobile cloak generator - must not be able to hide cap jump bridges...... cynos/caps would be visible regardless

comms disruption - this should post a repeating message in local and be insta-warpable to like a overview beacon/system scanner beacon.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Xe'Cara'eos
A Big Enough Lever
#1014 - 2013-12-19 22:13:49 UTC
Beta Maoye wrote:
Mobile punching bag.

Player can set a name on it and give it a short description. It can easily be seen in space and overview. Last two hours in space before it decayed. It cannot be deployed within 200km of another punching bag. It will produce isk when someone pew pew at it and stop producing isk if not receiving hit. The amount produced depends on security level of space. It produces 1,000isk per minute in high sec.; 5,000isk per minute in low sec.; 25,000isk per minute in null sec. The amount produced will be automatically deposited into player's account.


this must not be scoopable....
wait - this must not happen - this is an isk printer, maybe dropping trit instead.......

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

fudface
ACME-INC
#1015 - 2013-12-19 23:46:15 UTC
how about a mobile cap charger.

throw it out your hold it self anchors all you do it get within range lock it and the mod transfers cap to you.

it could have 1 use then depleted til its back in the station or mobile depot or you could fuel it with a cargo bay and cap chargers or kittens.




my 2 isk worth

Anthar Thebess
#1016 - 2013-12-20 08:43:37 UTC
Mobile Sentry Drone Range Distruptor. When dropped on field makes all sentry drone on grid loose part of their optimal range and tracking. Efect of MSDRD is stackable , cannot be again scoped to cargo.
Vulfen
Ministry of War
Amarr Empire
#1017 - 2013-12-20 10:15:51 UTC
Id like to see a point defence utility module, you can place it with a different module to allow for multiple uses.

2 sizes
Small
Medium

1 deployed per pilot at a time
Anchor time 60 seconds
modest HP something around that of a frigate.
When deployed it can be fitted with either a gun/launcher or ewar module

small ones can only be fit with small weapon systems

Module will automaticaly target drones first be they hostile or friendly

if fitted with missile systems FOF is the only missile usable
Anthar Thebess
#1018 - 2013-12-20 14:30:22 UTC
Vulfen wrote:
Id like to see a point defence utility module, you can place it with a different module to allow for multiple uses.

2 sizes
Small
Medium

1 deployed per pilot at a time
Anchor time 60 seconds
modest HP something around that of a frigate.
When deployed it can be fitted with either a gun/launcher or ewar module

small ones can only be fit with small weapon systems

Module will automaticaly target drones first be they hostile or friendly

if fitted with missile systems FOF is the only missile usable


But you cannot anchor it on gate/asteroid belt.
And you cannot scope it again.
Charles Lowell
Milone Trade Corporation
#1019 - 2013-12-21 01:32:02 UTC
How about structures that let you enforce your ... sovereignty on a system? (that you have sovereignty over already)

- System Monitoring Center: Monitors activity in a system your corp/alliance has sovereignty over and based off rules you set automatically adjusts their standing with you, and/or sends you a message.

-Drone Bay: Holds Special drones (Dronecord) that act like a survivable, personal concord to place in a system you have sovereignty over That will deploy and attack people in the system based off rules you set (Flag they have, Popped a Cyno, Named Steve... etc).

- Border Station: Can be placed near gates, holds cargo scanning drones that ... scan cargo and can be set to label certain things Contraband. But its situational. For example you can set it so only people from Your corporation can carry.... isotopes... through the system otherwise... dronecord!

The only right you have in EvE is the right to return fire. - Sitting Bull Lakota

Adinor Asidi
Russian industrial corporation a name of G-gurda
A.W.E.S.O.M.E
#1020 - 2013-12-22 13:18:12 UTC
Minefield, of course!

But with significant decay ratio. This way minefield will disappear in time. And moreover, the close mine field is to the gate (and other "fenomena" and objects perhaps) -- the higher the decay ratio. So it will be financially extrimelly difficult (yet possible in desparate circumstances) to substain total blokade for a prolonged time.

Second, the minefield itself should be treated as SINGLE computed object (not 10kk little tiny mines!) with the following properties:
1. Size (center + radius or area)
2. Density
3. Tech level

Combined this will give the server an ability to calculate the probability and damage for every ship which enters it.

In terms of detection, obviosly, the ship should be able to detect the presence of the field an mark it's location with certian probability (skill + implants + device + etc)