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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 Ataru
Zervas Aeronautics
The Bastion
#1141 - 2014-01-16 18:37:40 UTC
Mobile sig booster that makes all ships on grid get a added % to the signature radius.

Would be fun to put one or more on grid and help take out the new interceptors with the added new boosts.

Could make a new role in PVP someone to have all kinds of mobile structures.

There is a possibility of many mobile structures with lower speed to all ships like bubbles do but a stasis web effect.

Million possibilities here except this will get abused if added.
Dinsdale Pirannha
Pirannha Corp
#1142 - 2014-01-16 18:42:36 UTC
I would like to see a mobile structure that reverses the effects of any changes made by a dev, or suggested by a dev, in the past 6 months.
Rekkr Nordgard
Borderland Militia
Zero Hedge Union
#1143 - 2014-01-16 18:54:51 UTC
I'd like a deployable that is so broken that no one will ever use it, but CCP will still try to force us to use by nerfing nullsec ratting 5% across the board.


...said no one ever.
Ayumi Shekki
Thee Almitee Ones
1st Naval Alliance
#1144 - 2014-01-16 23:32:13 UTC
Dear CCP,
Would like to see a

Deployable Shield Gen,

When you use it,
you will get a tiny Shield dome just the size of the ship of a battleship to fly in to,
the shield Dome to have a limited HP pool to take the damage of the incoming fire from the other ships
when the shield takes the number of limited damage the Shield Gen will go offline
which then will to to be scoped back to the ship,



Lamajagarn McMyra
Caldari Provisions
Caldari State
#1145 - 2014-01-17 05:12:03 UTC
I would like to see:

A deadspace complex gatebreaker. This deployable should when ancored show up on the general overview and allow people to warp directly to it even when in places like missions and deadspace complexes. This would help removing the tedious process of burning through acceleration gates after a warpout again with battleships. It would also add some well needed risk to running gated complexes. Pirate
Yuelen
Perkone
Caldari State
#1146 - 2014-01-17 10:16:04 UTC
With alot I have been seeing I now think it would be interesting to bring a new ship in later on maybe next Expansion.

Its sole (maybe) purpose is to deply deployables and ammo and bubbles and such. That is if we get enough structures.

You could call it a Battle Transport! Could give purposes to the Deep Space Transports and such.

Along the lines of the thread, I would like a Target Pointer Structure and a Shield Gen for smaller fleets. For like Cruisers and down.

The first for battle and the second for possible staging. Could use a combination of Modules to make a quick little safe for risky areas.

All of these could really open up hit and run Fleets and or Safe spots for people in conflict areas.

Not everyone can afford a POS and safely get to a Station.
Irya Boone
The Scope
#1147 - 2014-01-17 10:25:13 UTC
Mobile structure to improve Drones UI and droneboats

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Batelle
Filthy Peasants
#1148 - 2014-01-17 18:31:20 UTC  |  Edited by: Batelle
deployable decoy ship.
deployable proximity sensor
deployable beacon - could appear on overview but subject to spammage, perhaps something that makes a warpable location for anyone in system via ship scanner.
deployable forcefield - prevents locking, long anchor time, perhaps expensive and not reusable.
Mines, but with some kind of proximity restriction to stargates and NPC stations (not player owned stations), probably restricted to nullsec.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Duke Mineiro
Saimyosho
#1149 - 2014-01-17 19:50:28 UTC
Mobile Industry Lab Independent of Corporation/Faction Standing

There needs to be an alternative to a corp-owned POS, or waiting 20-30 days for an empty slot at an NPC station, just to work on a BPO's material research, time efficiency research, copying, etc.

So - how to solve the problem?

1) The Mobile Industry Lab would be a deployable structure that still needs fuel blocks to function; 48 hours without fuel would induce an expiration timer, and the player would lose the Mobile unit and its contents upon expiration if the unit is not re-fueled and/or picked up. (This automatically places emphasis on a monitoring of the structure, keeping it active in the game, and bringing an economy boost to the manufacturing of fuel blocks across all races).

2) It would have strong defenses, the ability to reinforce itself (if the means are available), but no offensive means. (This would rule out suicide-gank attacks in high sec, but not in low sec. Furthermore, a corp truly bent on destroying any one specific unit could War Dec its owner's corp, etc.)

3) Be subjected to CONCORD parameters, low sec parameters, and so forth. (Meaning, depending on the security state, attacking the unit would bring in CORCORD, etc).

4) Be limited to ONE structure per player, player CANNOT be on Trial. (To prevent endless spamming of units, exploits, etc.)

5) Be limited to .7 sec or below, with substantial distance from Stations and POS's. (To finally occupy the deep, empty space that makes up most of EVE in any given system at any given time.)

The Mobile Industry Lab would enable the solo-player to participate in the vast Industry market that is EVE. Furthermore, the ability to do so independently of a Corp. enables a more flourishing market, deeper interest in Industry and development, and a rewarding sense of accomplishment.

Zander Kumamato
The Chaos Void
#1150 - 2014-01-17 19:56:33 UTC
Duke Mineiro wrote:
Mobile Industry Lab Independent of Corporation/Faction Standing

There needs to be an alternative to a corp-owned POS, or waiting 20-30 days for an empty slot at an NPC station, just to work on a BPO's material research, time efficiency research, copying, etc.

So - how to solve the problem?

1) The Mobile Industry Lab would be a deployable structure that still needs fuel blocks to function; 48 hours without fuel would induce an expiration timer, and the player would lose the Mobile unit and its contents upon expiration if the unit is not re-fueled and/or picked up. (This automatically places emphasis on a monitoring of the structure, keeping it active in the game, and bringing an economy boost to the manufacturing of fuel blocks across all races).

2) It would have strong defenses, the ability to reinforce itself (if the means are available), but no offensive means. (This would rule out suicide-gank attacks in high sec, but not in low sec. Furthermore, a corp truly bent on destroying any one specific unit could War Dec its owner's corp, etc.)

3) Be subjected to CONCORD parameters, low sec parameters, and so forth. (Meaning, depending on the security state, attacking the unit would bring in CORCORD, etc).

4) Be limited to ONE structure per player, player CANNOT be on Trial. (To prevent endless spamming of units, exploits, etc.)

5) Be limited to .7 sec or below, with substantial distance from Stations and POS's. (To finally occupy the deep, empty space that makes up most of EVE in any given system at any given time.)

The Mobile Industry Lab would enable the solo-player to participate in the vast Industry market that is EVE. Furthermore, the ability to do so independently of a Corp. enables a more flourishing market, deeper interest in Industry and development, and a rewarding sense of accomplishment.




Sounds like a great idea. I have nothing more to add to this idea I would like to see at this time.
Aliastae Monck
Mekalon Industry
#1151 - 2014-01-17 22:20:37 UTC
hi, i get a crazy idea for wormholers! "The mobile wormhole stabiliser."

it a mobile unit that you anchor near a wormhole and keep it active as long a you provide it whit fuel. Mean you can stop it from disapearing over time but not the mass stability (that will refresh every downtime).

it can be crash whit the mass (like whit a orca) or the mobile behing destroy (in this case the wormhole will disapear after is time).
Gloria Stephson
Star circle
#1152 - 2014-01-18 05:45:35 UTC
Just give me a new and better POS system
Atonepoint
Quebec's Underdog League
Quebec United Legions
#1153 - 2014-01-18 07:19:48 UTC
Gloria Stephson wrote:
Just give me a new and better POS system


The POSes.. oh .. my.. god... just fix them instead of introducing new stuff... What?
May Arethusa
Junction Systems
#1154 - 2014-01-18 18:07:35 UTC
Gravity Wells: Negatively impacts agility and speed.
Mines: Negatively impacts your face.
NMDanny
The Scope
Gallente Federation
#1155 - 2014-01-18 20:07:26 UTC
Mobile Deployable Ship Docking Hangar:

  • Can hold a specific m3 of assembled ships, the higher the size the more cargo.
  • Attacking/Hacking it in hisec is a GCC action, and in lowsec is a suspect action.
  • Can be hacked, hacking takes a long amount of time(several minutes) and the chance of success depends on the hacker's skill and hacking device, and on the hangar's size.(Higher size equals higher hacking resistance)
  • Upon destruction, all contained ships are destroyed.
  • Even when packed, these take a relatively high amount of volume.
  • When they begin getting attacked/hacked, their owner(s) get notified.
  • Can be set to be usable by self, corporation, list of specific people. (And combinations of those)
  • Stays in space for at least 90 days while any ship is inside, time depends on the total volume of ships inside. Time is extended by using it. While it's about to expire, several notifications/mails are sent to its owner(s).



Mobile Ship Anchor

  • A single ship can be anchored, it stays up at least 90 days while anchored, time depends on the total volume of the anchored ship.
  • While a ship is anchored, it may not be accessed by other people until hacked/destroyed.
  • Attacking/Hacking it in hisec is a GCC action, and in lowsec is a suspect action.
  • Can be hacked, hacking takes a medium amount of time(several minutes) and the chance of success depends on the hacker's skill and hacking device, and on the hangar's size.(Higher size equals higher hacking resistance)
  • Upon destruction, anchored ship takes a set amount of damage relative to the anchor size. (BIgger anchor=more damage), therefore ships with tanky fits will be more prone to survive. Once destroyed, the ship is simply ejected.
  • When they begin getting attacked/hacked, their owner(s) get notified.
  • Can be set to be usable by self, corporation, list of specific people. (And combinations of those)
  • A small anchor can contain a BC sized ship, a medium anchor can contain a BS sized ship/barge, a large anchor can contain a capital.
  • Easily destroyable compared to a mobile ship hangar.
  • When packed, these take a relatively small amount of volume.


Mobile Deployable Protector Platform

This can be set to automatically attack whoever is attacking/hacking/looting the owner's deployable structures or his company's deployable structures. It will not attack in any other case.
The small variant is mostly effective against frigates and destroyers in close ranges, it also webs them.
The medium variant is mostly effective against cruisers and battlecruisers in close/medium ranges.
The large variant is mostly effective against battleships in close/medium/large ranges.
Owner can set whether it also warp disrupts the attacker or not.
Attacking it only grants a suspect timer and not a GCC, hacking it disables it, but it will never attack its owner's deployables.
Overall it can be easily beaten by a properly fit/skilled pilot, it's mostly meant to deter cheap/noob ships and provide the owner time to defend it as well as engage the aggressor(which may deter him in the first place)

JD No7
V I R I I
Dead Terrorists
#1156 - 2014-01-19 18:24:13 UTC
MWD disabler. Disables all MWDs within 20km. Viva la afterburner!

HandelsPharmi
Pharmi on CharBazaar
#1157 - 2014-01-19 19:26:02 UTC
AskariRising wrote:
A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km.

you can warp away from it, just not to anything around it.


You are talking about a 250 km huge T2 Heavy Interdictor bubble?
BogWopit
Star Frontiers
Brotherhood of Spacers
#1158 - 2014-01-19 22:50:31 UTC  |  Edited by: BogWopit
2 quick thoughts, apologies if already suggested but 58 pages.....ugh TL:DR

AoE web structures, similar to and unable to anchor within range of a warp bubble.

Decoy beacons, when anchored the person doing so can select a name based on the list of celestials, stations and stargates in that system.

Cheers

B
Hasikan Miallok
Republic University
Minmatar Republic
#1159 - 2014-01-20 00:18:18 UTC
Deployable smart bomb with a proximity sensing trigger.
Hasikan Miallok
Republic University
Minmatar Republic
#1160 - 2014-01-20 00:19:25 UTC  |  Edited by: Hasikan Miallok
JD No7 wrote:
MWD disabler. Disables all MWDs within 20km. Viva la afterburner!




So a deployable scram ?

That would make HICs rather OP