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

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Altrue
Exploration Frontier inc
Tactical-Retreat
#1081 - 2014-01-09 11:47:12 UTC  |  Edited by: Altrue
Mobile Reference Point Relocator :
Must be at less than 100,000km from a celestial. One per celestial. Substancial cost, 7days decay, scoopable by owner. Can only be anchored around planets and sun.
When deployed, modifies the warp-in point of the planet/sun temporarily. You can still warp at various ranges.
Anchorable near POSes Twisted but remember, only close moons will be eligible due to the maximum distance with the planet. More tactical value for these moons ! Actual tactical value to scouting a system before a battle. Actual tactical value, meaning and consequences when warping out to a random celestial.

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Altrue
Exploration Frontier inc
Tactical-Retreat
#1082 - 2014-01-09 11:55:09 UTC  |  Edited by: Altrue
Mobile Propaganda Generator :
Will probably not make its way into the game but...

Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil.
Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?).
Cannot be anchored in high sec.

Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it.
Cannot be anchored at less than 250km of another Propaganda Generator.

How awesome is it ? Bear

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marVLs
#1083 - 2014-01-09 12:03:14 UTC
I would like to see structures that will allow eve players to play game in way of those fb games ;) i mean lots of eve players are farmers (missions, mining etc), hell most of players everywhere are farmers, and grinders, that incredible addicting type of gameplay (see WoT grinding, farmville or viking gone wild on fb).

It could be something new, fresh in eve world. Something like automatic mining structures that will mine veeeeery slowly, and they need to be emptied every few hours (not reusable, can be shooted by others etc) with other structures that can refine on grid, or even produce some stuff, all of this upgradeble with many levels etc.

Whole idea is around giving players something to grind, that's the most addicting thing, so they will need to log in at least every day, and not only to click some stuff but actually transport, resuply etc. they will have their own part of space.

Well i don't have time so i describe it all bad and those grammatik, language errors...
Altrue
Exploration Frontier inc
Tactical-Retreat
#1084 - 2014-01-09 12:37:01 UTC  |  Edited by: Altrue
Mobile Anomaly Propagator :
Can only be anchored near wormholes, in the W-space side. Propagates the Wormhole system anomaly into the Known space system the wormhole connects to. Twisted

Wears off if the structure is destroyed or if the wormhole is closed. Once dropped, can only be scooped if the wormhole is closed. (Owner cannot deactivate the effect at will)

A structure quite expensive (~100mil), no decay (or something like 30 days but the point is that it stays as long as the wormhole is open), affects the whole known-space system regardless of the distance with the WH.

Does not provide any indication of where the wormhole is if you do not have probes. Creates a permanent covert-jump-bridge-like lighting effect around the wormhole in which there is the Anomaly Propagator on the other side.

It's a structure with Battleship EHP and 50% resistances. (so, same EHP than a structure without resist, but with less raw HP)

Bonus interesting point : And since you anchor it on the W-space side, it works in high sec ! (Generates faction police inside the wormhole around the structure that tries to destroy it. Strength of the police dependant of the sec status of the target system). Police quickly respawn if destroyed.
Can be an interesting conflict driver to force high-sec player to unite and go fight people trying to put an anomaly into their system.
Can give an interesting strategic value to wormhole for K-space FCs if you are able to control in which system the engagement will take place in low sec or null sec. Because then you can scout wormholes around your staging system, looking for anomalies, then try to force the engagement into the system that holds a nice anom for your fleet.

Bonus effect if you are a Wormhole Space fleet : Makes you feel a bit like Sansha Kuvakei. (Maybe the BPC could only be dropping in incursions by the way ! As Sanshas are using both wormhole technology and constallation-wide anomaly technology.)

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mr roadkill
Silent but Violent
#1085 - 2014-01-09 13:00:39 UTC
Altrue wrote:
Mobile Propaganda Generator :
Will probably not make its way into the game but...

Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil.
Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?).
Cannot be anchored in high sec.

Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it.
Cannot be anchored at less than 250km of another Propaganda Generator.

How awesome is it ? Bear


For a minute I thought this was going to be a module that automatically posted smack about an alliances members to local, and could be configured to do so to certain forums as well.
Altrue
Exploration Frontier inc
Tactical-Retreat
#1086 - 2014-01-09 13:20:16 UTC  |  Edited by: Altrue
(haha :D)

Mobile Location Manager :
An efficient way to share bookmarks with your alliance !

Cheap (1mil) cannot be anchored at less than 250km of the same structure. Decay after 24hours without interaction. Does not decay if inside a POS shield.
Put bookmarks in its cargo, every player can access the structure and receive in its people and places a copy of one or multiple or every bookmarks that are present inside the structure. Less can spamming if you need to give locations to people. Less stupid copy of locations in people and places to then jettison them.
50m3

Note : Bookmarks are now called Locations, in game. But I'm a bittervet.

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Altrue
Exploration Frontier inc
Tactical-Retreat
#1087 - 2014-01-09 13:52:05 UTC  |  Edited by: Altrue
Let's make some area of effect structures !
Welcome to Fields Online !

Mobile Disruption Reflector Field:

Creates a special bubble where every ship receiving or emitting E-war effects inside the field, sees these effects also affecting the person activating them.

Mobile Hyperspatial Acceleration Field:

Any ship inside the Acceleration field initiating warp will see its warp speed doubled. A tool for ambushes off grid ! And people could even try to put a network of these to accelerate travel inside their space. Thus, can be anchored near stargates.

Mobile Capacitor Consumption Field:

Any ship inside the field requires twice more capacitor to fuel its modules.

Mobile Capacitor Harmonization Field:
(Would enable awesome gameplay but probably very hard to code)
Every ship inside the field adds his own remaining capacitor to a common pool. Every module activation drains the pool. Every passive and active capacitor regeneration fills the pool.

All field structures are anchorable and unanchorable like mobile warp disruption bubbles. Forbidden in low and high sec.

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stoicfaux
#1088 - 2014-01-09 15:52:45 UTC
Space Beer Keg Dispenser - anyone who clicks on the SBKD becomes inebriated. The higher the state of inebriation, the more likely it is that when you press a key, the UI instead 'presses' a different key, e.g. you press F1 for guns and instead the UI turns off your shield hardener or off-lines your guns.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

stoicfaux
#1089 - 2014-01-09 15:55:21 UTC
The Machine That Goes Ping - A deployable that goes "PING!" in local.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

stoicfaux
#1090 - 2014-01-09 15:59:43 UTC  |  Edited by: stoicfaux
Scan Probe Bookmark - Drop this long term deployable and it creates a "bookmark" for your scanning probes. From the probe interface you can tell your probes to deploy around this "bookmark".

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Hasala Xi
Raumpatrouille Orion
#1091 - 2014-01-09 17:32:37 UTC
Mobile Cloaking Devise Interruptor

A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.

I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem.
mr roadkill
Silent but Violent
#1092 - 2014-01-09 20:21:57 UTC
Hasala Xi wrote:
Mobile Cloaking Devise Interruptor

A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.

I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem.


*nice idea, however I must assume your ratters are all AFK in station because of the AFK cloaker (otherwise they would be out ratting with backup to kill said cloaker when he stops being AFK right?.... right?). So what good would this do if your all AFK as well?

Anyway sorry for the highjack lol
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1093 - 2014-01-09 22:59:26 UTC  |  Edited by: Gizznitt Malikite
I'd really love to see a Mobile Logistics Inhibitor.

Single use module, 2 hr duration, 15 minute anchor time, moderate 100k or less EHP, Grid-wide effect.

Every Ship on field cannot receive remote assistance (Remote Shield Transfers, Remote Armor Reps, Remote Energy Transfers, Remote Sensor Boosting, Remote ECCM, etc).

*edit* This would need some solid limitations or it would be broken as hell.
I enjoy Watermelons
Collapsed Out
Pandemic Legion
#1094 - 2014-01-10 02:23:46 UTC
Mobile drone nerf.

Prevents asisiting of drones within range.
Nav Shadow
University of Caille
Gallente Federation
#1095 - 2014-01-10 11:34:21 UTC
I would like to see this structure in Wormhole:

MOBILE WORMHOLE STABILIZER

1) U launch it near the wh. It has shields, armor...
2) It needs some kind of fuel for:
a) to prevent wh from collapsing or
b) to increase mass for passing ships
c) easly destroyable(without reinforced mode)?



Altrue
Exploration Frontier inc
Tactical-Retreat
#1096 - 2014-01-10 13:09:13 UTC
Nav Shadow wrote:
I would like to see this structure in Wormhole:

MOBILE WORMHOLE STABILIZER

1) U launch it near the wh. It has shields, armor...
2) It needs some kind of fuel for:
a) to prevent wh from collapsing or
b) to increase mass for passing ships
c) easly destroyable(without reinforced mode)?



It has already been proposed. A version without mass increase, a version with mass increase.

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Hairpins Blueprint
The Northerners
Pandemic Horde
#1097 - 2014-01-10 13:27:26 UTC
DarklordKarn wrote:
Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !! Bear


with build cost of a titan, that would be fun :D
Dracvlad
Taishi Combine
Astral Alliance
#1098 - 2014-01-10 13:50:22 UTC  |  Edited by: Dracvlad
Mobile Cyno Gen
Instead of having to sit in a ship and wait ten minutes for someone in a sabre to come along bubble up and blast you and your pod how about this:

A mobile cyno gen that is linked to the ship that launches it, it immediately lights the cyno, the Mobile Cyno Gen will only work while the person who laucnhed it is within 3km of it, if he moves out of that range or docks then the cyno ends and the MCG can be scooped. A person attacking the cyno can attack the ship next to it or the mobile cyno gen itself, make it so the module has the same EHP as a frigate. Linking it means that the current mechanic of jumping to the person in fleet works.

This will improve gameplay a huge amount, I absolutely detest the current mechanics which really is a pain in the butt and I waste a lot of time waiting for my cyno to finish.

EDIT: Someone else suggested it but said it should not be possible to have it next to a station, in which case it will never get used. You have to make it so that it can be next to the station otherwise you should not even bother.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

james Sotken
Doomheim
#1099 - 2014-01-10 16:04:52 UTC
CCP, you're looking at this the wrong way.

You must have some idea's yourself, and there's nothing wrong with asking the community for input, but each player knows hardly a fraction of the total play styles in the universe. If you really need player input, go ahead, but please get some focused feedback on how it will be used and some idea of stats before you go ahead and make it. That way if it's too OP as a basic idea you won't have to nerf it into uselessness to avoid admitting your mistake.

Also, please remember that anything that anything that aids traps, also discourages PvP since people will always know they are traps, or they will be hilariously OP. This includes anything that distorts local, D-scan, or Probes to some extent. These things need to be very carefully implemented so as not to clash with current mechanics and balanced to be dangerous to use if countered. The current iteration of the MSI works because it blocks outgoing D-scan too IMO and is now a good example of this balance.
Wild Dreams
S.N.O.T
S.N.O.T.
#1100 - 2014-01-10 18:21:47 UTC
Mobile mining station (can fit mining crystals as ammo)

Mobile salvage unit (works well with mobile tractor unit)

Mobile Lab (1x me 1x pe 1xc opy 1x invent and can activate like pos labs with bpo's/bpc's in station in same system with skill)

Mobile weapon platform (for mining defence)

Mobile jump bridge (for bs below and usable in highsec requires one in destination system)

Mobile repair units ( Armour shield and hull for u fellow gallant pilots)

Mobile probe scanner units ( uses pilots skill level and u need to fit probe launcher and probes auto scanns system slower than a player but allows you to do other things)


these are a few ideas i have some may of been posted already but oh well :P