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Player Features and Ideas Discussion

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

First post First post
Author
Anthar Thebess
#1021 - 2013-12-23 14:04:59 UTC
Fake cyno beacon. Only show on overview like normal cyno.
Gonder Jaan
Aliastra
Gallente Federation
#1022 - 2013-12-23 19:33:28 UTC
An intel disruptor that deactivates the identification colors & symbols in overview & HUD (blue, suspect, corp ...). Should be interesting when in "dangerous" Null-Sec nobody can identify blues for a given time anymore Evil. Kind of a strong transmitter that can be deployed, but also scanned down & destroyed easily.
Mikhem
Taxisk Unlimited
#1023 - 2013-12-24 15:16:32 UTC
I propose ammunition and drone factory building. It could only be anchored around planets (one per planet) and it would allow manufacturing all ammo and small drones. It would be visible in overview and it could offer public access in exchange of ISK payment. This building cannot be unanchored and only way to remove it is to destroy it.

Ammunition does not drop anymore from rats so that's why I proposed this building. There's no meta 1-4 items of drones either.

Mikhem

Link library to EVE music songs.

Silivar Karkun
Doomheim
#1024 - 2013-12-24 17:29:52 UTC
i hope these hasnt been suggested before, but im not gonna pass throught 52 pages of thread for this:

-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules

-mobile moon harvester: a mini version of the moon mining laser, like the siphon unit, you cannot scoop it, and the contents mined are avaliable for everyone.

-mobile planetary orbital center: a mini POCO, same cargo as the launchpad, just allows you to transfer the items from the command center without tax, cannot be deployed in high sec and low sec.

-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too

-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable

-mobile research station: like the manufacturing array, but for research, invention, maybe reverse engineering (?)

-mobile chemicals lab: a mobile lab for drugs and booster production

-mobile jump bridge: can be scooped, requires fuel

-mobile shield generator: produces a POS-like shield, requires fuel

-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped

-mobile battle station: comes in racial flavors, doesnt consume fuel, can be scooped, acts like a POS gun or multiple sentry drones, cannot be used in deadspace pockets, missions or the like, meant for defense of the base.

-mobile habitational module: these should be deployables, allows for a medical station and aditional storage.

-mobile ship hangar: various sizes, can be used to storage 1 ship in space

-mobile warehouse: various sizes, saves up to 27500 m3, cannot be locked, needs deployment limits (like belts and that stuff)

-mobile energy array: acts like a mini POS Tower, can be used as a direct fuel field for the other deployables.

the idea was that since the POS system cannot be fixed, you could recreate the system in the deployable mechanics
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#1025 - 2013-12-25 04:30:21 UTC
Something that just displays the message of my choice in big holographic letters.

And reinforces for an absurdly long time like a depot.
Ioci
Bad Girl Posse
Somethin Awfull Forums
#1026 - 2013-12-26 15:47:11 UTC
One that tells me how many Super Cap's PL need to send it in to reinforcement.

R.I.P. Vile Rat

Red Teufel
Calamitous-Intent
Feign Disorder
#1027 - 2013-12-26 18:35:06 UTC
I would like a mobile structure that can pose as a fake stargate! one that i can label Jita Shortcut muhahahahaha hahahahaha
Wayward Hero
Wayward Ventures
#1028 - 2013-12-26 19:02:58 UTC
I would love a combat probe disruptor.

Scan decoys would also be awesome. When you are scanned down while under the influence of the decoy, the scanner receives false warp-ins.
Daenika
Chambers of Shaolin
#1029 - 2013-12-27 18:14:59 UTC  |  Edited by: Daenika
Quote:
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.


I'd be fine with this stabilizing the time-based degradation of the WH, but not the mass. If it increased the effective mass limit, it would make seeding immensely easier.

Time-based, however, makes sense. Drop one on each side (or even just on one side, honestly)., and it'll "pause" the wormhole's time degradation until that unit is destroyed, or it self-destructs (which should take somewhere between 24 and 72 hours). Perfect for holding that direct high-sec hole open until people can get online tomorrow to use it, but not as perfectly for seeing 25 dreads through that H296 to evict it's occupants.

I could see having it only on one side, as people should be checking their WHs anyway. In addition, it would make an excellent false-intel/ganking setup, as you could watch a system for days without the WH rolling or anyone in it being the wiser (by the existence of a mobile stabilizer on their dscan). That said, having it required on both side would make defending against subcap-based evictions easier, as you'd only have to destroy your side's emitter to collapse the hole (which your POS is chewing through it's load of Stront after being reinforced).

Have to keep in mind that the 24-hour timer on WHs is one of the things that limits evictions, as most corps aren't willing to get their fleet of combat ships locked out of their home system just to knock over someone else's POS for fun, and reinforcing it if you're not planning to knock it over is just boring. Evictions generally only occur when a corp is sufficiently pissed at the occupants for some reason (enough to justify the hassle of getting everyone back into their home system later), or if they want to move into that system.

Quote:
-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules

-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too

-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable


All 3 of these I think would be very awesome to have. Keep in mind, readers, that while the same thing can be effected in station, or all but repairing in a POS, these mobile versions are balanced by their lower cost, higher portability...but also their significantly higher susceptibility to being shot. The mobile repair, in my mind, makes a perfect addon to the mobile depot. The other two would have advantages for those wanting to manufacture or refine without everything that comes with a POS (would also make much better temporary versions than the POS module). Assuming the refinement efficiency was relatively good (ie. on level in efficiency with an intensified array) -OR- lower efficiency but much greater speed (ie. actually useable in the ore anom, to refine as you go), it could be very handy.

Quote:
-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped.


This needs more tweaking. I'd say no more than a 75-100km radius, and either single-pulse, or timed pulse (60-120 seconds between pulses), with the timer visible on the brackets for all pilots on grid. That would require more coordination from the cloakers without this module basically being an immunity to cloak-based attack.

Also, would need to be restricted to being unable to be deployed within 150-200km of a gate, station, or POS. Also potentially not scoopable.
Silivar Karkun
Doomheim
#1030 - 2013-12-27 21:01:53 UTC
all my concepts for mobile structures are just rough concepts i didnt gave them very much thinking in terms of way of use or specifications, i'll let that to CCP......
Streya Jormagdnir
Alexylva Paradox
#1031 - 2013-12-27 23:18:19 UTC
Mobile Commerce Hub - mobile structure which can store items for contracts and market orders at its location. From a coding perspective it would work much like a Personal Hangar Array, with each player who visits it having their own space. Access can be set by the owner and based on standings, and the structure owner (rather than the SCC) gets the transaction taxes. The structure would have a long online time and a long reinforcement timer. Unable to be unanchored while there are items in its storage (just like PHAs) but the owner can set access Off and wait for any remaining market orders/contracts to be completed. If it is destroyed any items inside have a potential to be dropped. It CAN be anchored inside of a forcefield - this would greatly help the Living Out of Cans situation seen at starbases.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Motorbit
Moira.
Villore Accords
#1032 - 2013-12-28 04:52:58 UTC
can i haz an automated d-scan button smasher unit?
it could have a new skill too, improving the button press interval.
i guess this would be pretty hightech tho. so i suggest science 5 as perequisite.
Silivar Karkun
Doomheim
#1033 - 2013-12-28 15:03:58 UTC
Streya Jormagdnir wrote:
Mobile Commerce Hub - mobile structure which can store items for contracts and market orders at its location. From a coding perspective it would work much like a Personal Hangar Array, with each player who visits it having their own space. Access can be set by the owner and based on standings, and the structure owner (rather than the SCC) gets the transaction taxes. The structure would have a long online time and a long reinforcement timer. Unable to be unanchored while there are items in its storage (just like PHAs) but the owner can set access Off and wait for any remaining market orders/contracts to be completed. If it is destroyed any items inside have a potential to be dropped. It CAN be anchored inside of a forcefield - this would greatly help the Living Out of Cans situation seen at starbases.


+1 for the idea

i would like to suggest a player owned store (but i dont know how would that work)
Jalequin
Jalequin Corporation
#1034 - 2013-12-29 08:49:28 UTC
The mobile "Touch-Me-Not"

A single use deployable that emits a bump akin to a pos shield bump when someone is inside and the password is changed.


It will work similar to the mobile cyno jammer:
Deploy, countdown, explodes and everything within ~30km radius it bumped away. Ships that are closer to the mod are bumped farther (exactly like a pos shield bump)

Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry - May 16th http://j.mp/19uIPJM - April 11th

Danko1978
Perkone
Caldari State
#1035 - 2013-12-29 17:49:45 UTC
Silivar Karkun wrote:
i hope these hasnt been suggested before, but im not gonna pass throught 52 pages of thread for this:

-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules

-mobile moon harvester: a mini version of the moon mining laser, like the siphon unit, you cannot scoop it, and the contents mined are avaliable for everyone.

-mobile planetary orbital center: a mini POCO, same cargo as the launchpad, just allows you to transfer the items from the command center without tax, cannot be deployed in high sec and low sec.

-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too

-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable

-mobile research station: like the manufacturing array, but for research, invention, maybe reverse engineering (?)

-mobile chemicals lab: a mobile lab for drugs and booster production

-mobile jump bridge: can be scooped, requires fuel

-mobile shield generator: produces a POS-like shield, requires fuel

-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped

-mobile battle station: comes in racial flavors, doesnt consume fuel, can be scooped, acts like a POS gun or multiple sentry drones, cannot be used in deadspace pockets, missions or the like, meant for defense of the base.

-mobile habitational module: these should be deployables, allows for a medical station and aditional storage.

-mobile ship hangar: various sizes, can be used to storage 1 ship in space

-mobile warehouse: various sizes, saves up to 27500 m3, cannot be locked, needs deployment limits (like belts and that stuff)

-mobile energy array: acts like a mini POS Tower, can be used as a direct fuel field for the other deployables.

the idea was that since the POS system cannot be fixed, you could recreate the system in the deployable mechanics


+1 ... Some really good ideas here...

I'd like something that allows us to be more independent from stations, the mobile depot is a great start, perhaps combined with a mobile shield generator we could have some arrangement that we could have safe for a limited period of time.
Malseir Dabian
New Eden Environmental Protection Agency
#1036 - 2013-12-29 18:39:28 UTC  |  Edited by: Malseir Dabian
Industrial Mobile Depot

* 100k m3 (or more) ore bay.
* 50,000m3 Storage
* Refinery (Starts at 75% efficiency) can process 50km3 at a time before upgrades.
* Fitting Service
* 1,000,000m3 Ship Bay

Optional mods which can be added for a price:

* Manufacturing Array (Up to Capital) Upgrade in steps like the IHUB.
- 5 slots
- 200k storage Minerals, Components and Ships only. Ships will be launched into space when completed.


* Ammo Array - Produces Ammo
- 5 slots
- 25km3 storage ammo and minerals only

* Compnent Array
- 10 slots
- 100km3 storage (or more) (Minerals and Components only)

* Clone vat bay
- 10 clones starting max
- Pay resources (minerals etc) for more clones so the facility can build them
- Clone upgrade service

* Larger storage bay
* More efficient refinery
* Larger refinery processing hold (500km3 max)



Tactical mobile Depot:

* 10,000 m3 Storage
* Fitting Service
* Ship bay - 400,000 m3. (Or large enough to hold at least 2 Battleships).
* Ammo bay - 5000m3 (For bombs ammo, etc)

Optional Upgrades:

* Larger ship bay
* Larger ammo bay
* Clone vat bay
- 5 clones starting max
- Pay resources (minerals etc) for more clones so the facility can build them
- Clone upgrade service



Tactical Medical Depot

* Cloan Vat bay - Holds 10 clones at a time starting, and can build them over time if given the right resources (replenishment costs).
* 200,000m3 Ship bay
* Fitting Service
* 5000 m3 Storage
* Clone upgrade service (Obviously)

Optional upgrades -

* More clones (Max of 25)
* More storage
* Larger ship bay


These suggestions would be excellent for Fleet movements. Both small and large. In hostile territories. AND wormholes. Since this will allow you to die in a wormhole at respawn at this facility rather then in highsec. I suggest adding this Feature to a POS array anyway.
Nykala
L.L.A.M.A.
#1037 - 2013-12-30 14:45:55 UTC
Quite a bit of what is posted here could simply be taking the clusters of NPC collidable objects we see in missions and DED sites, and turn them into player made/run items. Or, what could pan out to POS structures that run without the tower. So, very little of this requires actually creating new deployable structures. Instead it could just be a rework of how we use the old ones.

So from there I will start with making those NPC power relays we see so often in missions and DED sites into deployable small power relays that only provide enough juice to run one of the already existing pos structures...or four. These structures could also be targetable by on ship energy transfer arrays to allow for a small boost in cap power when you are near them. (refueling depot) With the limiter being when you drain the cap/fuel past what is required to run a structure, it stops running them or puts the powered structures offline. Consider it like a protoss pylon from starcraft. If you want to be really adventerous, you can tie it with the solar harvesters. Further you are from the sun, the less power they provide.

Deployable power relays can also work with the idea of player ran gate/station sentries. Tie them into POS guns that can be anchored under other restrictions. In null, a specific military index is required. The higher the index past the requirement, the more turrets you can place. In low, the faction warfare system control can influence it, and popping the other factions sentries could become a small modifier to system control. In highsec, faction specific standings/charters allows for a very restricted one to be placed in belts for non controllable derpfire belt defenses. For lols sake, a POS festival launcher can also be added to shoot of snowballs or fireworks. I'd rather not see EWAR batteries work with this, but if you must, maybe have their non-ammo expendable item be cap charges? Anything logistics wise, I'd rather that stay in the hands of players via ships. UNLESS, logistics modules are open to all, but require a fee/tax like customs offices, and require nanite paste to fuel the repairs. With the potential power in mind of all mobile sentries, IMO they should be susceptible to the mobile siphon units draining.

Deployable market modules (or a new passive ship type) +1. Makes your deployables "site" pop up as an altered version of a static anomaly. This would allow for easier interaction and access by others. But again, a fueling cost would be worth adding in, to make tax neccessary and so trade skills dont become useless when everyone just sells out of mobile markets to save a buck.

AOE scanner dampener. Reduces the signature radius of anything in short (or reasonable) proximity of it, including other structures. With the negative of it reducing the scan resolution of any ships hiding under it, as well as your ships built in grav/mag/etc sensor strength. So while it takes longer to spot anything (including mobile depots) "under the radar" you will more easily be ECMed and wont lock fast enough to get the first shot.

A deployable mobile flashy light. When you approach it, it jumps to a random spot. approach it again, it jumps. So on and so forth. Purpose - same as shining a laser pointer in front of a cat. Buy one for your gatecamp groups today to keep them entertained!

Mobile clone bays - just let all capitals use clone bays again, including the orca. If you want to add in a fuel/operation requirement, stick with the lore and you load it up with peoples frozen corps collections that get broken down to build new bodies.

Modified anchorable "can spam/gate recruitment ad" billboards. (one per gate/station) We destroy the old ones, make new ones, and for the cost of a can a day, you can post your recruitment adverts or bountys. Maybe even have it linkable for twitch.tv broadcasts so folks can be distracted by battles they see while flying by? Something to remove all of the space cans and can have ownership switched like POCOs.

Deployable remote camera/broadcast node/information relay. +1. Snoops on the other side of gates our outside of stations and rounds up some intel on ships that pass within proximity of it. The higher the meta level of the camera, the more info it gathers. This can be hackable to change control of it, and it can also have the "viewing" of it be linked into the captains quarters bigscreen, to make that thing at least somewhat more useful.

Deployable rogue drone virus broadcaster - Found only in drone space, requires drone AI chips to function, and it makes all abandoned drones/fighters/fighter bombers go rogue. Forget the drones again and warp back to pick em up? Uh oh, x15 fighter bomber drones aggro your capital. Now, it just needs a way to work around random disconnects so its not a horrible burden on people with crappy connections.

Deployable nav coordinate disrupter. Sends out false sensory signals (based on ships actual sensors) that makes ships warp to points slightly randomised. so warping to zero on a station ends up being warp to 30km. miners can use it to throw off ganks, campers can use it to throw off folks trying to break through the camp. plusses and minuses for pvp and pve.

Somewhat off topic/looking ahead note. In the event this mobile structure project does end in us owning small clusters of structures, it could integrate into DUST/WiS environments with each of the accesable corridors between facillitys charting out the battlegrounds that eventually lead to control over the deployed facilities.

As for afk cloaker disruption, IMO this shouldn't be a deployable module. But an effect if you overload/overheat your ships capacitor. The bigger the capacitor/ship, the farther the range. It also effectively shuts down your ship (possibly allowing you to be evicted from it?) until a cool down timer expires, and you get half cap usage until it gets repaired in dry dock.
T'Kalii
Quantum Link Company
#1038 - 2013-12-30 22:50:09 UTC
I'd like to see the mobile tractor unit changed to target the item farthest away instead of closest, this would allow for multiple units to be dropped in the same site and prevent ping pong effect

"The fear of death is the most unjustified of all fears, for there's no risk of accident for someone who's dead."

Don Alfredo
Peda Electronic Devices and Androids
#1039 - 2013-12-31 11:08:51 UTC
Scripted MTUs. Much like a Tracking Computer script that amplifies one attribute and in return nullifies the other I'd like to see scripts for MTUs.

Tractor Beam Script
- Increases Tractor Beam speed by a factor of 2
- Disables the looting function

Loot Aquisition Script
- Increases looting range
- Disables the Tractor Beam

Also a Loot All button for the MTU would be nice, if that is possible
Helios Aquiness
Perkone
Caldari State
#1040 - 2013-12-31 14:02:45 UTC
Would I be out of line asking for a Mobile Ore Compressor? Obviously not as efficent as the Roq, Im thinking maybe it takes about 10ish% more to make a compressed cube but the cube yealds the same as normal, therefor you stil have a reason to use a roq when needed.
Carebear? Im a brony, motherf***er.