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

First post First post
Author
Lfod Shi
Lfod's Ratting and Salvage
#1321 - 2014-03-11 13:27:27 UTC
A smaller MTU. Half the size, half the range, half the everything.

Pretty please? With sugar on top?

♪ They'll always be bloodclaws to me ♫

Iam Widdershins
Project Nemesis
#1322 - 2014-03-11 17:29:28 UTC
Sgt Ocker wrote:
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).

Just re-read your first reply to be sure, and yeah... no. Same as before. You suggested something that can transfer ownership to someone else in a mere 24 hours, precisely what I've been arguing against.

Lobbying for your right to delete your signature

Zillians
The Zillians
#1323 - 2014-03-12 21:15:07 UTC
I think a mobile reprocessing unit could introduce some interesting gameplay. Essentially, it would allow modules and loot to be reprocessed into minerals for easier transport in the field. The base reprocessing would be less efficient than a station, but would open up a supplemental means of income people who are nomadic and would normally leave loot behind.
Praxis Ginimic
The Scope
Gallente Federation
#1324 - 2014-03-13 01:35:08 UTC
I haven't read the whole thread but assume this post will not be original... just another vote for skirmish, armor, etc, link towers.
Sgt Ocker
What Corp is it
#1325 - 2014-03-13 06:07:18 UTC
Iam Widdershins wrote:
Sgt Ocker wrote:
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).

Just re-read your first reply to be sure, and yeah... no. Same as before. You suggested something that can transfer ownership to someone else in a mere 24 hours, precisely what I've been arguing against.

From my 1st reply.
Quote:
Take from hours to days for a successful hack

A pos that has only been offline for a couple of days to a week should take longer to hack than a pos that has been offline for months or even years. 4 days is a little long to be sitting around waiting for a result, 1 or 2 hours for those pos's offline for more than a month, 12 to 24 hours for less than a month but more than a week, 48 to 60 hours hours for newly offline pos's (less than 1 week).

It adds randomness to the equation because unless you have been watching the pos's for any length of time you won't know when it will be successfully hacked. Anywhere from 1 hour to 2.5 days.

The module itself would be destructable (HP of an ESS), one use only, accessible by anyone and sell for around 10 mil.

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.

Dr Cedric
Science and Trade Institute
Caldari State
#1326 - 2014-03-14 04:07:07 UTC
Totally didn't read the whole thing:

Mines...

Use the anchor mechanic to 'anchor' a 'space-mine.' Can't see it unless you/your corp/your fleet launched it. And it detonates when anyone gets close to it.

Damage similar to Stealth Bomber bombs. Takes 5-10 minutes to anchor (depending on skills?).

Upgraded version to do less damage, but detonates remotely (right click -> Detonate bomb) with a random 2-15 second timer.

:)

Cedric

Sibius Aidon
Ascendance Rising
Ascendance..
#1327 - 2014-03-14 14:12:26 UTC  |  Edited by: Sibius Aidon
I'd like to see some form of POS replacement. Instead of a control tower, a Mobile Control Unit that deploys a shield bubble same way as current POS system and same health stats but could be place anywhere except by gates/stations. Like could be placed in 'safe spots' when it comes to wormhole/null sec space. Also alternate modules to Ship Maintenance Array and to Hangars, to where any player can come in and drop their own Hangar/Ship Maintenance Array that connects to the control unit, maximum of 1 hangar/ship maintenance array per player per unit. These units would in turn use up a lot less power (by a lot) but in turn not able to store the 20 million m3 that the current version can. Mobile Hangar Unit and Mobile Ship Maintenance Array would only be able to be used by that specific player. The only issue I could see to this is space within the bubble, so perhaps modules could be placed side by side.

In the long run, I think the entire POS system could be replaced by Mobile Units that players could place without needing special permissions. In that sense if you wanted to provide a way to keep unwanted folk out of the bubble something like a password, corp/alliance usage option like the current system. And as long as a player has access to the MCU they can drop and anchor their own Mobile Units without the need of the permission system (in other words. Good bye permissions for POS related activities, well, sorta). What I mean by sorta in there is that perhaps whilst an individual Mobile Unit would not be available to everyone, perhaps a Mobile Unit dropped by someone that is allowed to control the MCU (leaving the Starbase Config Equipment role in play) could set Mobile Units he/she drops for corp/alliance usage, which would benefit R&D Corps.

Each MCU could have different presets to different functions which would in turn alter its attributes. Maybe a subsystem setup or just simply the option to do it at cost of extra fuel or isk. Each preset would alter its PG/CPU to allow different module types, so something like a Defense Preset would allow more shield hardeners, guns, or ECM modules, whilst a General Preset would balance things out and a R&D Preset would allow more Mobile Labs, Assembly Arrays, etc. Better yet, instead of simply having the PG/CPU cap a limit to how many 'utility' modules could be fitted to the MCU just like a ship, with the except of Mobile Maintenance Arrays and Mobile Hangar Arrays, where perhaps a limit on how many players an MCU (depending on size of MCU, so say you could have a small, medium, or large MCU) can handle. This would in turn dictate how many MMA's and MHA's an MCU can handle.

Another thing I'd like to see is Player Owned Billboards...players drop cans for recruitment anyhow so I wouldn't see why this could be an issue and it be easier for recruitment.
Rek Seven
University of Caille
Gallente Federation
#1328 - 2014-03-14 15:56:17 UTC  |  Edited by: Rek Seven
Wormhole Generator (WG)

A lot of people seem to be asking CCP to add duel statics to some wormholes that currently only have one. Instead of CCP forcing this change, why not put the choice in the players hands?

Here's a feature list describing how it could work:

1. The WG is manufactured using sleeper salvage
2. Can only be deployed in wormhole space
3. Can only be deployed at the sun
4. One WG allowed per system
5. 10 minuet spool up and shutdown time
6. Can be activated by someone in the owning corp that has required roles (anyone can pass through it)
7. System wide notification when new wormhole generation in initiated
8. 23 hour reinforce time
9. Hit points: Shield= 5,000,000 - Armor= 1,250,000 - Structure= 1,000,000
10. Drops sleeper salvage if destroyed
DrysonBennington
Eagle's Talon's
#1329 - 2014-03-16 01:34:42 UTC
This is not a request for a Mobile Depot but a request for a new cargo bay to be added to the Noctis for the Mobile Tractor Beam Depot.

The reason for the request is quite simple. When removing salvage and loot from the Noctis cargo bay the time management efficiency factor involved with transferring the cargo is reduced because of having to work around the Mobile Depot stored.

I usually select all and then Hot Drop O'clock everything into the station hangar and then reprocess it en mass. Without having the Empty Bee in its own cargo hold and being part of the dropped load the reduction in time management efficiency is once again reduced as is the risk of mistakenly selecting the Empty Bee and reprocessing it.

So in order to keep the skill level of time management efficiency comparable to the environment is the reason I am calling for the Noctis to have an Empty Bee (MTB) specific cargo hold added to it.

Good day.
DrysonBennington
Eagle's Talon's
#1330 - 2014-03-16 01:38:31 UTC  |  Edited by: DrysonBennington
Rek Seven wrote:
Wormhole Generator (WG)

A lot of people seem to be asking CCP to add duel statics to some wormholes that currently only have one. Instead of CCP forcing this change, why not put the choice in the players hands?

Here's a feature list describing how it could work:

1. The WG is manufactured using sleeper salvage
2. Can only be deployed in wormhole space
3. Can only be deployed at the sun
4. One WG allowed per system
5. 10 minuet spool up and shutdown time
6. Can be activated by someone in the owning corp that has required roles (anyone can pass through it)
7. System wide notification when new wormhole generation in initiated
8. 23 hour reinforce time
9. Hit points: Shield= 5,000,000 - Armor= 1,250,000 - Structure= 1,000,000
10. Drops sleeper salvage if destroyed



What about a Wormhole Locator Depot ? The WLD would be deployed much the same as any other depot is. The WLD would then deploy its own drones to locate a wormhole. The ability to find a wormhole using the WLD would be based off of the pilots probe abilities as well as the WLD skills associated with using the depot.

Another Depot Would Be the Scout Depot that after deployed it would launch Scout Drones that would scout the system for a time traveling to each asteroid belt and then sending the pilot a report on what was in each belt.

We also need a Troll Depot for Punkturis newborn to be incubated in so he can grow into a Master Troller.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#1331 - 2014-03-16 18:17:50 UTC
I was kicking around some ideas last night as I was trying to sleep so I decided to post them. I have read a lot of deployable suggestions both the humorous and the serious but I don't remember seeing these.


  • What about a one time use transport sled deployable with which you can send/jump limited sized cargo light years away without having to use a freighter or other ship other than to open and light a cyno beacon? It would have a suitable distance limitation from stations or larger interfering bubbles at the destination and not available into a high sec destination.


  • How about a one time use signature reducing deployable that reduces the sig size of all objects with in the area it effects?


  • How about a limited duration one time use deployable that feeds cap to all vessels within range? or it can even burst cap feed when dropped..


  • How about a limited time nav-sat deployable that mimics other ships to scanning? (I have seen this before but it was year ago)


I tried to come up with serious ideas.. though I do have plenty of non serious ideas rattling around in my head.. Smile

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

DrysonBennington
Eagle's Talon's
#1332 - 2014-03-16 18:57:10 UTC
Cloaked Mobile Depot - Special Operations Depot

I would like to see a variant of the Mobile Depot called the Cloaked Mobile Depot. The cloaked depot would only be able to be deployed in . 4 and below systems. The cloaked depot would have 2000 m/3 of storage volume along with a fitting station to allow for special operations to have a depot to change their ship fittings out at while performing their operations.

The Cloaked Depot would remain cloaked for 24 hours where it would then de-cloak. The Special Operations Depot would remain cloaked for a base of 24 hours plus an additional two hours for each level of Special Operations Depot Skill that the pilot learns.


Once cloaked the Cloaked Mobile Depot could not be uncloaked manually for at least ten minutes even if the ship comes to within 2000 meters of it the depot would still remained cloaked. After ten minutes the depot could be uncloaked either manually or through bumping and search techniques. After ten minutes the depot could be uncloaked and cloaked again as many times as needed for a duration of 30 minutes where the depot would then reset its cloaking mechanism.


The Special Operations Depot could not be uncloaked manually for at least twenty minutes either manually or if a ship comes within 2000 meters of it. After twenty minutes the depot could be uncloaked either manually or through bump and search techniques. After twenty minutes the depot could be uncloaked and cloaked again as many times as needed for a duration of 15 minutes where the depot would then reset is cloaking mechanism.
Last Wolf
Umbra Wing
#1333 - 2014-03-16 18:58:10 UTC
Mobile Smart bombs. Basically they deploy like warp bubbles, but deal damage in pulses to anyone with in range of their "bubble".

I'm sure this one has been suggested on every page so far, but :
Mobile Salvagers

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

DrysonBennington
Eagle's Talon's
#1334 - 2014-03-16 19:01:16 UTC
Barbara Nichole wrote:
I was kicking around some ideas last night as I was trying to sleep so I decided to post them. I have read a lot of deployable suggestions both the humorous and the serious but I don't remember seeing these.


  • What about a one time use transport sled deployable with which you can send/jump limited sized cargo light years away without having to use a freighter or other ship other than to open and light a cyno beacon? It would have a suitable distance limitation from stations or larger interfering bubbles at the destination and not available into a high sec destination.


  • How about a one time use signature reducing deployable that reduces the sig size of all objects with in the area it effects?


  • How about a limited duration one time use deployable that feeds cap to all vessels within range? or it can even burst cap feed when dropped..


  • How about a limited time nav-sat deployable that mimics other ships to scanning? (I have seen this before but it was year ago)


I tried to come up with serious ideas.. though I do have plenty of non serious ideas rattling around in my head.. Smile



I like this idea a Remote Cap Charging Depot that would require using Cap Boosters. The Remote Cap Charging Depot would randomly select ships to recharge unless the pilot has a special skill that allows the pilot to directly target a specific ship. These types of Depots could also come in Shield and Armor repair flavors with a total range of 45km.
DrysonBennington
Eagle's Talon's
#1335 - 2014-03-16 19:03:52 UTC
Last Wolf wrote:
Mobile Smart bombs. Basically they deploy like warp bubbles, but deal damage in pulses to anyone with in range of their "bubble".

I'm sure this one has been suggested on every page so far, but :
Mobile Salvagers




Maybe couple the Mobile Salvager Depot with Salvage Drones as well. You deploy the Salvager Depot and then place five Salvager Drones in the Drone Bay where the drones then automatically salvage anything that is within 25 km of the depot.

Could be nice idea to incorporate repair and combat drones in the same manner.
Wkar
State War Academy
Caldari State
#1336 - 2014-03-17 01:03:44 UTC
Mobile Modular Structure

comes in multiple flavors: low, med, high.

Allows user to fit a single module.

Making this item a completely modular design.

Allows for same basic fittings that any battleship slot would allow.

ie a "high MMS " would allow for a single cruise missile launcher or equivalent to be fitted and would act with the same mechanics as a drone would.

To keep it from being totally OP, it would have limitations as well. Such as only one module can be "fit" at one time, user must remain within a set control range, likely 10k from structure. As well as only allowing for the usual 1 per 5k limit. With a mass of around 100-200m3 per module, this would severely limit those attempting to use it as a pseudo drone but still allow for them to do so if they so choose.

Limits on max cpu and powergrid would also be in place to prevent other issues of OP possibilities.
Wkar
State War Academy
Caldari State
#1337 - 2014-03-17 01:25:15 UTC
Mobile Cloak Generator

Exactly as it sounds, with limitations.

Generates a 5k bubble in which all ships and structures that are inside are cloaked just as if cloaking with a covert ops cloak.

Movement speed is unaffected, however, warp is scrambled by an infinite point ( not affecting interdiction nullified ships ).

Any items exiting the cloak field will immediately become able to be locked and scanned.

A possible expansion would be a true cloak field which allows for an undetectable cloak just as a cov ops cloak does, where you are allowed to warp in/out undetected ( once you land only ).

As usual, you may not target from inside the cloak field and drones become lost as far as control

1 per 5k normal limits, 250m3, last for 15 minutes max, 180 sec anchoring/online time, around 5mil per.
Shannun Peoples
Cauldron-Born Legion
#1338 - 2014-03-17 05:48:06 UTC  |  Edited by: Shannun Peoples
Maybe if you were to add 1000s of new systems so that capital fuel is a big issue getting from low sec to DEEP null you could add a fuel station. corps could deploy and stock / sell capital fuel, Set the HP high enough that it wouldn't be easily destroyed and if it were the fuel would go boom with it.
Limit 1 per system
Change fuel to a fuel bay or fuel ship item only (couldn't be transported in a standard cargo hold due to it's unstable nature.)
Add a few hundred LY (1000s of new systems) to the outer edge of New Eden as to make the need for such a structure legit.(doing so will also let the little guys get a start in fresh null) also making WHs more sought after as means of reaching the outer limits of New Eden with greater ease.

It would open up more lines of "work" a corp could be involved in
Unkind Omen
State Protectorate
Caldari State
#1339 - 2014-03-18 05:41:06 UTC
Please add a constellation-wide resistance/damage disruption module.

The realization can be done the same way as it is done for Incursions although it should be deployable by players, unique per solar system and providing no distinction between players(no FoF detection).

Such module will allow players to organize their own incursions to harass sov holders who are not willing to protect their care-bears against such pirate blockades. This is a better solution for small PvP groups then station undock camping blockades as they are constellation wide and such a group can have a cyno ship per 2-3 solar systems instead of 10 people in each solar system in the constellation.

This will as well cause fleet fights over stations and Ihubs to spread around the constellation as those modules will effectively cause players to have too low DPS to kill the station in reasonable time with subcaps and too low resistances on their capital to risk those.

The modules should be rather expensive to prevent spam abuse. Optionally they might have versions to build up resistance penalty over time(1 hour) while having large HP pool in structure instead of having low HP but instant penalty application. Both versions should be around 50 mil ISK per deploy.
Martin T
Gnostic Ascension
#1340 - 2014-03-19 02:18:27 UTC  |  Edited by: Martin T
I for one would like to see a shield and/or armor structure that you can deploy around your other structures.
We can already refit in space with the new mobile depots. We can also anchor and access containers in space. It's almost like a cute tiny POS with a ship maintenance array and corp hangar. It lacks the defense that a POS provides though, since they can be put into reinforced mode or outright destroyed fairly easily. So this is where some sort of small force field generator or something similar could come in.

Besides, right now alliances get sov and stations, corps have POSes, but solo players do not have a way to really stage things in space for a longer period of time (the 30 day limit right now is perfect), which is the theme of the new ships.

It doesn't have to be anything powerful - certainly not something you would want to leave under attack for more than a few minutes at most. Maybe you get a notification when it gets attacked, so you can warp in and reconnect to your sentry drones. I think it makes for a decent addition as it adds some small optional excitement for pvp both 1v1 and fleet-wise (guerilla warfare anyone?) It's also something that can grow as the mobile structures get more powerful. They can easily serve a bunch of roles like refueling or ammo stations. There are already a few offensive and disruptive structures, so why can't we get a defensive one as well?

PS. I WANT ARTILLERY STRUCTS - BIG SPACE CANNONS AND LASORS THAT MAKE THINGS GO BOOM
or at least let you fit like one high slot module on them, maybe run them on cap boosters.