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

First post First post
Author
Arduemont
Rotten Legion
#1301 - 2014-03-08 14:59:33 UTC
A 'Habitation', and 'Establishment' structure.

Yes, that's a WiS quip.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Zappity
New Eden Tank Testing Services
#1302 - 2014-03-09 01:50:45 UTC
Deployable billboards.

Zappity's Adventures for a taste of lowsec and nullsec.

Sgt Ocker
What Corp is it
#1303 - 2014-03-09 07:34:13 UTC
Iam Widdershins wrote:

I really don't think so. All it needs to do is send a mail to the POS's owner when the anchorable is first put down.

You've missed an important point: PVP is what happens when uncertainty is introduced. There's nothing very uncertain in transferring the ownership of an offline control tower. But when four days go by where people are aware that towers are going to be scoopable soon? An unanchoring control tower that people know about is one of the greatest locuses of PVP that I've found in the game, with a great prize at the end. Absolutely anyone can scoop it, and nobody can make the timer stop.

I think the whole concept of "hacking" towers is exceedingly silly.

And what happens after it sends a message to the pos owners?? Ahh yes, it creates uncertainty, if the owners are still active and want to keep the pos, they will turn up to defend it (pvp). If the corp is no longer active or simply don't care about the pos, the hacking module showing up on everyone in local's overview (like an ESS or pos syphon) is quite likely to encourage a fight, whether it be over the isk value of the pos and modules, the value of the moon or simply because there is something to shoot.

Not sure where you got the 4 days from, my thinking on the "Hacking Timer" was between 2 and 3 hours, up to 24 hours if the pos has only been offline for a short (48hrs) period of time.

I recently went for a little hunt through lowsec.. In 5 systems found 7 offline pos's belonging to corps now closed and many more that are simply offline "holding moons". I have lived near this lowsec pocket for just over 12 months and these same offline pos's have been there the whole time.
You say an unachouring pos will often bring a fight, I totally agree. Thing is though, how does a pos belonging to a closed corp ever do anything other than take a place on a moon?? There is no-one to unanchour or transfer it.

"Hacking offline pos's is exceedingly silly??" Please tell me why you think this. Simply saying hacking is silly, is extremely silly without explanation, or maybe with a little thought, an alternative?

The ability to hack an offline pos with a deployable is a great way to encourage PVP. Did you not understand the concept of hacking otherwise useless structures?? Personally I would rather hack an offline pos, sell it and have the isk, than have to spend and hour or so shooting a 300 mil isk pos, so I can gather up the far less valuable modules.

" PVP is what happens when uncertainty is introduced." So introducing a way to hack something at a random time does not bring with it uncertainty ?
Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Little Dragon Khamez
Guardians of the Underworld
#1304 - 2014-03-09 12:14:42 UTC
I don't know if anyone has suggested it yet but a mobile mining array.

It mines when you are gone, is completely hackable so that other people can steal the array or lootable so that players can steal the ore. Give it a 50,000 m3 ore bay and let it work automatically to mine whatever ore you set it to i.e pyrite etc.

However it would put an end to the in game disgrace of afk mining as miners could find something better to do with their game time instead of watching youtube and netflix.

Dumbing down of Eve Online will result in it's destruction...

Iam Widdershins
Project Nemesis
#1305 - 2014-03-09 15:04:46 UTC
Sgt Ocker wrote:

Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..

That's exactly what I did, or weren't you reading?

Lobbying for your right to delete your signature

DrysonBennington
Eagle's Talon's
#1306 - 2014-03-09 22:21:04 UTC
I would like to see the Kermit the Frog Depot that when approached at a range of 2500 m Kermit would pop out from one of the cargo bays yelling "...and now introducing FOZZIE BEAR....YAAAAAA"

No but seriously folks lets get down to business.

What about Mobile Rental Depot's?

A Mobile Rental Depot would contain ten cargo holds each being able to store 2,000 m/3 units of what-ever. The pilot pulls up to the depot clicks on it and the available slots for rent appear.

The pilot then rents out a single slot or all of the slots for x amount of hours that is established by the depot owner. The pilot then has x hours to use the depot where after the time has expired the loot inside is ejected into space.

The Mobile Rental Depot would be good for rookie pilots just starting out as well as veteran pilots to store ore in while at a belt mining.
DrysonBennington
Eagle's Talon's
#1307 - 2014-03-09 22:23:02 UTC
Zappity wrote:
Deployable billboards.


Deployable corporate billboards with an audio recording and animation of the speaker when activated.
Zappity
New Eden Tank Testing Services
#1308 - 2014-03-10 00:41:57 UTC
DrysonBennington wrote:
Zappity wrote:
Deployable billboards.


Deployable corporate billboards with an audio recording and animation of the speaker when activated.

Yeah, what he said.

Zappity's Adventures for a taste of lowsec and nullsec.

Dunpeal Hunter
Zervas Aeronautics
#1309 - 2014-03-10 05:12:20 UTC
This one goes hand in hand with the walking in stations feature:

Deployable Gallente brothels. For all your little (dirty) fantasies you might have regarding Gallente hookers and/or damsels in destress.
http://i.imgur.com/S6DMbEi.jpg

Deployable Caldari casino. For chasing that one hand on the blackjack table, that will change your life forever. Where you promise yourself you will quit after loosing most of your life-savings, after just one more hand....
http://i.imgur.com/RW8IBW6.jpg

Deployable Minmatar Blackmarket. For buying everything that is not legal in empire space. For that one drug that will bring you to the top of the universe and where the next day you wake up (hopefully) in a pool of your own puke and a massive headache.
http://i.imgur.com/trrn2PY.jpg

I dont know if this is important or not, but i have chickens.....

Sgt Ocker
What Corp is it
#1310 - 2014-03-10 05:14:01 UTC
Iam Widdershins wrote:
Sgt Ocker wrote:

Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..

That's exactly what I did, or weren't you reading?
So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.

All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module.
Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize".
If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Iam Widdershins
Project Nemesis
#1311 - 2014-03-10 09:26:38 UTC  |  Edited by: Iam Widdershins
Sgt Ocker wrote:
So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.

All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module.
Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize".
If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.

Let me lay out the obvious, easy, default assumptions and stop this absurd overcomplication and confusion you seem so invested in before it goes too far.

The module can be found via d-scan. When viewed on grid, perhaps it shows an exact timer or perhaps it shows an estimated one (less than 4 days, less than 2 days, less than a day, less than 12 hours).

Sometime after it's anchored it sends a mail to the owner of the offline POS in question. When the timer finishes (72 or 96 hours or some such) the tower simply starts unanchoring, at which point the owner is moot. (It sounds like you've never actually seen a control tower unanchor in empire, or don't know how it works. Anyone can scoop an unanchored tower, and nobody can stop it from unanchoring; ownership is irrelevant.) Perhaps the fuel is ejected into cans, perhaps it goes into the anchorable, perhaps it is destroyed.

There is absolutely no reason for it to take a different amount of time to take the tower based on how long the tower has been offline.

Lobbying for your right to delete your signature

Sgt Ocker
What Corp is it
#1312 - 2014-03-10 10:52:19 UTC  |  Edited by: Sgt Ocker
Iam Widdershins wrote:
Sgt Ocker wrote:
So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.

All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module.
Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize".
If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.

Let me lay out the obvious, easy, default assumptions and stop this absurd overcomplication and confusion you seem so invested in before it goes too far.

The module can be found via d-scan. When viewed on grid, perhaps it shows an exact timer or perhaps it shows an estimated one (less than 4 days, less than 2 days, less than a day, less than 12 hours).

Sometime after it's anchored it sends a mail to the owner of the offline POS in question. When the timer finishes (72 or 96 hours or some such) the tower simply starts unanchoring, at which point the owner is moot. (It sounds like you've never actually seen a control tower unanchor in empire, or don't know how it works. Anyone can scoop an unanchored tower, and nobody can stop it from unanchoring; ownership is irrelevant.) Perhaps the fuel is ejected into cans, perhaps it goes into the anchorable, perhaps it is destroyed.

There is absolutely no reason for it to take a different amount of time to take the tower based on how long the tower has been offline.
Well I'll be damned.. Pretty sure if you read my 1st post, that is around about what i said. What you just described is a module to hack an offline pos over a period of 4 days (too long if you ask me).
I believe it was you who was not reading.

Oh and if you haven't noticed when dealing with some devs, it helps to have a clear idea of what you would like and put that in your suggestion. Otherwise you end up with things like RLML, RHML and the Nestor.

Oh and if you plan on salvaging the Stront from an offline pos, be sure to have a freighter or at least an orca with you.

NB; I run 15 towers moon mining + 2 research towers, 1 in lowsec 1 offline in Amarr space (which has been offline for over 12 months).

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1313 - 2014-03-10 17:36:47 UTC

So, there are several deployables on our overview configuration screen not yet "in game".

How soon until we can get a dev blog or F&I Post describing your vision of the:

Mobile Micro Jump Drive Inhibitor
and
Mobile Decoy
LarpingBard
Science and Trade Institute
Caldari State
#1314 - 2014-03-10 19:37:54 UTC
Will get trolled for this....

Mobile cloak detection grid emitter.

Must be deployed in groups of 3 or more. Does not decloak anyone, but does have them show up on grid as an un-targetable object, which can be approached. Cloaked object must pass through the triangle made by the three emitters. Emitters are very thin tanked (maybe even low enough for newbie ships to break) as shields, armor, and even the mass of structure interfere with the very precise measurements needed to detect cloaked ships. Too wide a net? Very easy to destroy as one cannot respond. Pos games, station games, mining, gate crashing, all becomes more interesting.
LarpingBard
Science and Trade Institute
Caldari State
#1315 - 2014-03-10 19:42:58 UTC
Scorched Earth PI Inhibitor

Inhibit the scan-ability of Planets, making PI almost impossible on a planet when deployed en masse.
LarpingBard
Science and Trade Institute
Caldari State
#1316 - 2014-03-10 19:52:45 UTC
(Black Ops) Acceleration Gate, Dead Space Generator

I have a love/hate with mission acceleration gates, but it would be awesome to make a little mini dead space pocket in the middle of nowhere for our little city. :) There would have to be a legitimate tactical reason to deploy these....like a dead space pocket where MWD don't work (like oldschool) but you can still warp out...protect our little deployed cites in space.
LarpingBard
Science and Trade Institute
Caldari State
#1317 - 2014-03-10 20:00:17 UTC
IHub hacking unit. Messes with IHubs. :)
Paul Alpha Walker
Star Squad SDF-G1-W1-S6
#1318 - 2014-03-10 22:27:26 UTC
I would like to suggest Mobile covert op depot. And before everyone goes off the deep end let me explain some features to balance it out... when you place it down you get a bookmark only you can see... when you're sitting next to it in your ship it gets decloaked but you carry an option to dock to it. Once docked the depot and your ship that is attached to it cloaks up again, while cloaked it has zero shields and no reinforce... Same as when you're away from it and it's cloaked only when it's visible as a normal depot does it's shields activate. The depot would be designed specifically to only work with covert ops ships equipped ships. if the ship you dock to it does not have a cloaking device than the depot does not cloak
LarpingBard
Science and Trade Institute
Caldari State
#1319 - 2014-03-11 00:15:20 UTC
Planetary Defense Platform...

A platform to defend a null-poco or a corporate planetary bombardment platform.
Sabriz Adoudel
Move along there is nothing here
#1320 - 2014-03-11 03:28:58 UTC
I know the Mobile Mining Depot was a joke, but I could honestly see it working.

1HP so it dies if either a player or a rat sneezes at it, takes 60 seconds to get the ore out of it, and in highsec, removing ore from it makes you suspect flagged so lots of freighters get blown up.

I support the New Order and CODE. alliance. www.minerbumping.com