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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
Eiken Song
SKULL AND B0NES
#1381 - 2014-04-13 22:33:33 UTC
I would see a Support/Protect Unit. For example:
All miner in icebelt assist theyr drones/modules to the unit and if some player get global aggression all drones and assisted moduls will activate in the criminal.
DrysonBennington
Eagle's Talon's
#1382 - 2014-04-14 23:03:07 UTC  |  Edited by: DrysonBennington
What about a Mobile Asteroid Scan Depot?

The depot would be placed close to an asteroid belt and would then scan each asteroid within its range to return a scan result of the roids?

Does anyone know why a red - symbol would appear in the upper right hand corner of an avatar and then disappear?
Bland Inquisitor
Ministry of War
Amarr Empire
#1383 - 2014-04-15 01:14:58 UTC
a deployable that when placed between two celestial bodies, pulls ships out of warp. Think of this as a drag bubble but in a safespot. Its easy to avoid by pinging around it just like a drag bubble and will make direct travel potentially more of a risk for faster travel.
DrysonBennington
Eagle's Talon's
#1384 - 2014-04-15 22:11:57 UTC
A Mobile PI Depot that could bet to automatically receive shipments from your PI on a weekly basis.

The basic unit would last for a month and be able to hold 2500 m/3 of a single type of PI - Cost 15 million ISK.

The second unit would last for 20 days and be able to hold 3500 m/3 in two holds (1750 m/3 each hold ) of two different types of PI - Cost 25 million ISK.

The third unit would last for 20 days and be able to hold 3000 m/3 in three holds ( 1000 m/3 each hold) of three different types of PI - Cost 35 million ISK.

These units would need to be anchored at 65,000 km from the planet and not within the range of 30,000 km of another similar Depot.
Vulfen
Ministry of War
Amarr Empire
#1385 - 2014-04-17 18:21:24 UTC
1. How about a mining siphon unit

So you place it in a belt and ift someone uses a strip miner it breaks away some of their ore, you are imediately flaged against this person's corp and a legal target. the structures should be fairly weak say about the HP of a Destroyer so a miner with drones can kill it. 1 time usage

But if they attack it you are then allowed to attack them. Adding risk to mining.

2. Sensor re-calibration unit

Everyone in it's radius (15km or so) gets a 25% boost to sensor strength but suffers a 15 % loss in lock range & 10% loss in scan resolution. Also a structure that can do the opposite. Reuseable

Xe'Cara'eos
A Big Enough Lever
#1386 - 2014-04-20 18:18:16 UTC
mobile loot scooper
kinda like the MTU - but works better with a noctis - does not tractor anything, but will loot all applicable wrecks/cans within it's 2500m radius, 50m3 or less, with 27,500m3 cargohold, decays after 5 minutes, has a 'loot all' button, and is re-usable (anchoring/unanchoring delay of 30s, tops)
should be somewhat cheaper than an MTU, but not too much.

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Aegis Angelica
Caldari Provisions
Caldari State
#1387 - 2014-04-21 23:00:41 UTC  |  Edited by: Aegis Angelica
I would like to be able to have businesses in stations - a passive income generator which is based upon how many ships visit the station in 24 hrs (ships have many crew remember, not just us - the pilots)...

Each business costs X (isk to set-up) + Y ( isk to maintain) + Z (isk to rent) per month (like an office).

I would open a Roadhouse which sells virgin pina-coladas and cheese nachos grande.
DrysonBennington
Eagle's Talon's
#1388 - 2014-04-22 01:09:17 UTC
I would like to see Mobile Depot Skins similar to the ship skins be created so we can create a unique look for our depots.

The Mobile Depot Skins would be similar to the Ship Skins. Then there would be the Battle Damage Mobile Depot Skins that would show damage to the depot.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#1389 - 2014-04-22 03:44:12 UTC
Mobile Sentry Battery

A deployable turret that is used to support mining operations in low, null, and wh space. The idea is to provide small groups of miners some protection against the constant NPC's that spawn in the belts. The turret would be able to fire upon suspect/criminal flagged players as well, but the tracking and/or damage would be laughable against anyone who has a properly fit ship. These turrets would take some time to anchor and set up in position, but would be a benefit to organized miners who want to take excursions into more risky areas for the better rewards.

  • Is used to support miners during their mining operations against NPC spawns (not used to replace defense against other players)
  • Can only be anchored in asteroid belts and gravimetric sites
  • Can only be anchored in low, null, and wh space
  • Turret size is 7,500m3 packaged
  • Anchor and Online time would be 5-10mins altogether
  • Limited to 2 turrets per asteroid belt
  • Turrets must be loaded with ammo similar to pos modules
  • Turret EHP is considerably low: 1-2.5k EHP (easily destroyable by players)
  • Turrets would survive in space for 24 hours before breaking down but can be scooped
  • --------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------

    erg cz
    Novus Unitas
    Synergy of Steel
    #1390 - 2014-04-22 13:18:33 UTC
    Khador Vess wrote:
    Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....


    This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build.
    SpaceSaft
    The Scope
    Gallente Federation
    #1391 - 2014-04-22 18:51:44 UTC  |  Edited by: SpaceSaft
    I know it's been brought up before but a mobile store would be insanely handy.

    Mainly not to buy from but to sell to.

    Imagine how easy it would be to organize mining ops with a proper payment mechanism! Instead of tedious jetcanning or flying back to a station or POS to dump stuff.
    Arronicus
    Caldari Provisions
    Caldari State
    #1392 - 2014-04-22 20:06:27 UTC  |  Edited by: Arronicus
    erg cz wrote:
    Khador Vess wrote:
    Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....


    This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build.


    How do you figure? control towers must still be anchored at moons, and nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it. Just because the standings requirement was dropped, doesn't mean there's going to be any new pos locations, I doubt more than a hundred new towers will go up, total.


    Yun Kuai wrote:
    Mobile Sentry Battery

    A deployable turret that is used to support mining operations in low, null, and wh space.
  • Turrets must be loaded with ammo similar to pos modules
  • Turret EHP is considerably low: 1-2.5k EHP (easily destroyable by players)



  • So, the turret gets 1-2 shot by a pack of sleepers/nullsec rats. What's the point?
    erg cz
    Novus Unitas
    Synergy of Steel
    #1393 - 2014-04-23 07:10:31 UTC
    Arronicus wrote:
    erg cz wrote:
    Khador Vess wrote:
    Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....


    This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build.


    How do you figure? control towers must still be anchored at moons, and nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it. Just because the standings requirement was dropped, doesn't mean there's going to be any new pos locations, I doubt more than a hundred new towers will go up, total.



    1. Players with one man corp like my own will get new toy to play with. Even without standings. So we will spam new towers :)
    2. Right now it is impossible to anchor POS in 0.9 or 1.0 systems. After the patch it will be possible.
    3. "nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it" - and many of them are abondoned, without fuel and shields. That is the very reason why we need POS salvaging mobile device. Hack it, unanchor it, sell it or use it. Go to the next one. The whole new profession, one would say.
    Greviouss
    Ashfell Celestial Equilibrium
    #1394 - 2014-04-24 01:38:10 UTC
    good evening

    cloak pulse (and added mini game?) ok people dont liek this idea and i know which ones of you you are. were not after you. were after that biowaste sitting in a cloaky afk watching your home system traffic and reporting it to YOUR ENEMIES! took me 2 years to devise this one... and here it is..

    a POS deployable that requires alot of science cloaking and various other skills to manipulate. the better the skills the better your odds of winning. the better the skills of the afk biowaste the better his chances of not having his cloak go offline and need to be turned back on. player A operates the POS module and a pulse goes out across the system. The biowaste cloaky gets a 10 second warning that his cloak is being hacked. this begins a two player minigame that resembles the existing hacking system. the difference is that the cloaker places his firewalls and cloaking core on the board (30 seconds to do this?) attacker gets a "loading hack" message while he sets his defenses. then the game proceeds liek any normal hack accept the player can choose where to start. you can add various different implants or variations on the pos module and a midslot anti hack module would make for varying degrees of options for both sides. you can base attack strengths on a multitude of skills to acquire varying numbers of attack and defense.

    again this is not to kill all the cloakers. but .. can REMOVE AFK CLOAKYS ALTOGETHER (no response no minigame and the attacker wins automatically deactivating the cloak) or at least have a BALANCE against their ability to watch everything you do and you can do nothing about it. to be fair the POS module should have a 1 hour cooldown timer if it fails to win the hack on a cloaked ship, and eat a ton of fuel. you can have a t2 variant of the POS module that is designed to work against cov ops (and doesnt work against non cov ops cloaks) also you can only have one online in any system at a time, and have a 30 minute onlining time. there see not so bad considering the drawbacks. 1 has to manually operated, 2 is expensive as u can imagine, doesnt blanket all cloaks with one item, doesnt prevent you from cloaking anywhere in the system at any time unless its being operated. and even then it cannot be operated 24 hours a day cause of failure or fuel.

    deployable (> 0.4) or modifiable (HS) billboards there are billboards all over eve in hi sec, allow capsuleers to make thier own advertisements on them for whatever, look to entropia unverse for the model for this as i see it in my head. allow pilots to choose the billboards that run thier ad in cycle with others for an isk fee per day. for null, same principal but allow the deployment of billboards, billboards last various times based on the bpc used to build it (week, month, 3 month) fuel them with mechanical parts ;)

    deployable broadcast towers - a devoted channel opens if there is a broadcast tower up . make it fueled, and make it eat fuel fairly quickly. it should be expensive to automate a message to an entire system, and the entire system should b able to ignore it. it causes suspect status for destroying, it lasts upto 60 minutes, eats like 100k water or ozone or consumer electronics

    mobile dscan (from lots of posts) PLEASE GIVE US A WAY TO AUTO DSCAN OMG PLEASE. mice everywhere will rejoice, as will pointer fingers of miners around the globe. requires skills, primary of which will reduce the amount of time between auto dscans

    the beacon from #39 - deployable that you your fleet your corp and your alliance can warp to about the size of a drone... it does not show up on any scans. extremely low HP no status change for destroying it

    reflector deployable (reflects one or two types of damage(randomly determined at manufacturing time?))

    black market hub (max 5 items / 5km3) cannot b launched in any system containing a station. raises suspect status for destroying. requires trade, and manufacturing skills which can effect the items and mass allowed. does not leave behind any items when destroyed, but could be suceptable to a variant of the already released sucker deployable that siphons off 5% of the isk sales.

    drone hive a deployable that auto agresses any attacker of it, the owner, or owners fleet with up to 5 drones at a time. fueled by robotics and BYODrones 100m3 drone bay

    modularize the mobile depot currently only seems useful for griefers n pirates? u can use H/M/L & PG/CPU like ships fit create a whole new tree of skills if you wanted to for it. create any item ingame or being discussed as plugins for it expanded cargo etc. make these things NOT function AND UNREMOVABLE if the reinforcement mode begins, just the basic module as it is now. scooping the mobile depot with mdules attached puts them in a container UNPACKAGED in space. this leaves everything you had in it vulnerable to being taken and or destroyed. you want it you better be able to defend it.

    grid detector (pretty much only useful for WH - puts anyone who passes in local for 1 hour and if connection with the ship is lost the name is removed from local)


    WH stabalizer A (fueled, extends WH life indefinately as long as anchored, has like 5 hitpoints, costs millions requires insane science skills and jumpdrive skills, expires after 120 hours, only one allowed in any system at any time, cannot be used with version B) (would b funny if attempting to place a second causes a massive explosion for real destroying the launching ship - people make mistakes ...) (removing this item instantly collapsees the closest WH)
    WH stabalizer B (fueled, increases the amount of mass of the WH can withstand for collapsing, cannot be used with version A, only 1 allowed in system at a time

    MOBILE GUNS MISSLES AND MINING ARRAYS ARE A NO GO

    WTF this is EVE and I ran out of space?
    thanks Big smile
    Freelancer117
    So you want to be a Hero
    #1395 - 2014-04-24 11:54:04 UTC
    a Personal Deployable Structure that can use mineral compression blueprints Cool

    Eve online is :

    A) mining simulator B) glorified chatroom C) spreadsheets online

    D) CCP Games Pay to Win at skill leveling, with instant gratification

    http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

    http://bit.ly/1egr4mF

    Althalus Stenory
    Flying Blacksmiths
    #1396 - 2014-04-24 12:42:04 UTC
    Some kind of "trading array" or "public hangar".

    The idea here is to have an anchorable structure somewhere around POS (not too far too) that people can use as "courier contract" dest (reachable easily from courier bookmark).

    Then this structure can be (or not) linked to some hangar array to automatically move item from the "trade array" to the hangar.

    The main issue will be abuse from corp settings bad standing and shooting people doing the contracts, so it will require some kind of "peace time" until contract is fulfilled and only for industrials (not to have a fleet using this courier to "safe warp on a POS")

    *stop dreaming*

    EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

    Jeanne-Luise Argenau
    Brutor Tribe
    Minmatar Republic
    #1397 - 2014-04-24 21:31:35 UTC  |  Edited by: Jeanne-Luise Argenau
    mobile compression unit

    as the name states a structure which can compress ore without the need of a pos

    if posted before count this as support for it Roll
    Kyle Wildfire
    Doomheim
    #1398 - 2014-04-26 07:01:27 UTC
    A Mobile hanger, to suplement the mobile depot then solo players can make a base out in the middle of nowhere.
    Mikhem
    Taxisk Unlimited
    #1399 - 2014-04-27 16:58:05 UTC  |  Edited by: Mikhem
    Could mines return as deploydables?
    https://forums.eveonline.com/default.aspx?g=posts&t=327700&find=unread

    Mikhem

    Link library to EVE music songs.

    IDGAD
    The Scope
    Gallente Federation
    #1400 - 2014-04-28 17:09:31 UTC
    Mobile POS! Slap a jump drive on that B1tch