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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
Cassini Valentine
The Scope
Gallente Federation
#1421 - 2014-05-07 19:35:13 UTC  |  Edited by: Cassini Valentine
Radiation Detection Unit (Mobile Geiger Counter). (Designed for W-Space)

Seeing as NPC kills are being removed from api for W-Space because it's an unfair advantage to have free intel that ruins the lore aspect and immersion of w-space I would like to introduce the idea of a Radiation detection unit.

When sleepers die they emit a radiation from their core capacitor systems that leaves it's radiation signature in the system. The idea being that you can use the deployable device to measure the relative levels of radiation to pin point the time at which a magnitude of sleepers were killed. This deployable would have a data collection time of 20 minutes and would be able to detect PvE activity from up to 12 hours ago (to be tweaked). The deployable will be recognisable on d-scan and combat scanner probes.


Designed idea would be good because:

  • Reduces seemly emptiness of w-space through encouraging player interaction and content around the unit. W-Space is empty enough as it is PvP is very difficult to come by.
  • Comes to a compromise on the free intel / NPC kill information to be available for W-Space whilst in keeping with lore.
  • Is not an advantage provided by a 3rd party.
  • Used by attacking groups but gives the defenders a heads up of incoming hostilies/activity to prepare for a fight/gank.
  • Systems with lots of radiation (lots of PvE) are more at risk of being attacked (more PvE corresponds with increasing PvP danger)
  • Cannot be used to monitor NPC kills away from system for log off traps if defenders destroy the unit (log off traps will require the appropriate planning for time to gather intel).


W-Space should be dangerous, difficult and unknown. The current changes with the discovery scanner makes mass PvE too safe for its relative reward (~700 mil per capital escalation). Intel should only be gained through meaningful interaction and this deployable ensures that.
Maldiro Selkurk
Radiation Sickness
#1422 - 2014-05-07 20:01:53 UTC
Drone repair: put them in there, press button and accept costs, needs to be small.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Arthur Aihaken
CODE.d
#1423 - 2014-05-07 22:52:56 UTC
Mobile casinos.
http://www.space-readyroom.de/images/ep_rr.jpg

I am currently away, traveling through time and will be returning last week.

Sorcess
The Haunt.
#1424 - 2014-05-08 08:21:08 UTC  |  Edited by: Sorcess
Please return "Intelligence" mission devision.
Then provide players with Corp-specific anchorable structures that gather data, that need to be anchored at distant system (enemy faction hisec, enemy faction lowsec, null) certain belt, moon , planet and need to be protected for some short time. It will gather data needed by mission objective or just will count enemy npc faction kills done by you in that system. For hi level ones send people to 0.0 sec.
After completion of count/gathering data (ending of timer/counter) player will be informed and will need to unachnor structure, and deliver it to mission agent.
This will create nice mechanic, alot of content, and possibility of interaction between different zone dvellers

from full post: https://forums.eveonline.com/default.aspx?g=posts&t=342873&find=unread
Viserys Anstian
Wayward Chickens
#1425 - 2014-05-08 17:59:26 UTC
Integrate salvage with the MTU. Maybe make it an option to turn on and off in the MTU.

Or just add a mobile salvage unit, but not something that takes up 100M3...
Belinda HwaFang
Garoun Investment Bank
Gallente Federation
#1426 - 2014-05-09 10:21:26 UTC
Arthur Aihaken wrote:
A communications structure that completely disables local while deployed.


Would love this!

Would take, say, 15-30 mins to online and not that hard to kill, but would would be very handy to encourage renters to pvp or dock up.
Lena Lazair
Ministry of War
Amarr Empire
#1427 - 2014-05-09 17:19:59 UTC
As mentioned over in the FW changes thread, a mobile structure that is used for capturing plexes (instead of the current button mechanic). Never hurts to ask twice :)
Cylin Rath
#1428 - 2014-05-10 02:45:12 UTC
A mobile structure that replicates the natural phenomena which causes deadspace pockets and limits warping would be interesting
Spugg Galdon
Last Rites.
Villore Accords
#1429 - 2014-05-10 10:57:08 UTC  |  Edited by: Spugg Galdon
Mobile Repair Depot

Similar to a mobile depot but has no storage.

Can't be placed within 150km of a station or stargate.

60 second deployment

Requires a ship to "dock" with it. - 500m activation range
** Docking with a Mobile Repair Depot would be activated like a MMJD.
It would render you stationary for the duration of the repair.
It would reduce active targets to 0 (zero) and disconnect you from your active drones.
It will repair hull and armour and recharge shields and capacitor but not repair modules.
It will repair drones that are in your drone bay.
George Gouillot
MASS
Pandemic Horde
#1430 - 2014-05-10 11:43:19 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....


mobile warp core stab scrambling unit - can only deployed within fw complexes
Alexei Stryker
Council of Stellar Erections
#1431 - 2014-05-12 12:16:39 UTC
A Wormhole destabilizer / liquidator

Designed to close a wormhole. The side effect will be that the wormhole will explode destroying everything in a radius of 100km. Twisted
CETA Elitist
The Prometheus Society
#1432 - 2014-05-12 14:06:42 UTC  |  Edited by: CETA Elitist
deployable logi!

Mobile Fighter Base:

a deployable that would give me a decent use for my rattlesnake's cargo hold.

Deploy MFB, transfer fighters from cargo to MFB, deploy fighters!
Ivan Tukachev
The 1st Regiment
Brave Collective
#1433 - 2014-05-12 17:26:24 UTC  |  Edited by: Ivan Tukachev
By disabling some intel gathering options from the EVE API, and creating mobile structures to gain the would be restricted information could create a new motivation for recon missions and scouting which could lead to more conflict and action.

Problem: Even these days there is too much information which one can obtain with zero action and energy investment. There is just too much info in the EVE API which can be easily accessed through several tools, even like the ingame map, or via Dotlan.
A few examples for these: NPC kills, Jumps, PvP kills, Active cyno fields... This free information contradicts the Risk vs Reward style of this game, as people can easily access vital information without taking any risk at all...

Solution: All these data could be disabled from the API and instead all the vital information could be gain through deploying new mobile structures.
These structures could come in different forms of detection arrays and listening posts and each should last for several days after deployed.
By giving these modules a bit longer online time could lead to nice and welcome conflict as the owners should need to defend these structures in order to gain access to the desired information.
Once a structure is deployed it could read 2-3 hours data history back regarding the system, and could keep gathering vital data which could be accessible for the corp or alliance members of the owner entity.

This could lead to actual scouting missions where the objective is simply to deploy these kind of structures or patrol mission where the objective is to destroy or reinforce them. This could be a major conflict driver around parts of 0.0 and low sec, space as vital war information could be accessed through these intel gathering structures. It could even lead to special class of satelite layer ship which could carry more of these structures and should be escorted for maximum efficiency.

By allowing these modules to browse back only 2-3 hours of history and not the last 24 hours could lead to the point that if you want to gain some intel regarding the NPC kills of a system or jumps of a system the players need to be deploying these structues during the most active prime times for the best intel, which again could lead to combat and conflict.
Lady Aesir
Ghost Recon Inc
#1434 - 2014-05-13 18:39:03 UTC
Not sure if its been mentioned before but it would be really nice to see a mobile unit like the Siphon unit but one that syphons Strontium at a random rate.

No more fixed timers, you could conduct a pre-emptive siphon strike to drain a tower prior to a fleet attack.
Odithia
Ministry of War
Amarr Empire
#1435 - 2014-05-14 09:11:01 UTC
I would like to see a mobile structure that would reduce the effect of bombs in a certain radius around it.
It would need some limitations such as setup and duration timer but I believe it could make battleships more relevant in null sec.
Tier 3 battleships are somehow ships of the line but they are too vulnerable to bombing run.
Anthar Thebess
#1436 - 2014-05-14 09:32:20 UTC  |  Edited by: Anthar Thebess
Wormhole spawn unit - can be deployed near the sun in k space - it have:
- 1% chance of spawning WH to Higscec
- 2% chance of spawning WH to Lowsec
- 3% chance of spawning WH to WH Space
- 85% chance of spawning WH to Null Space.
- 10% of a failure

Cost 10mil , but you have to fuel it up using heavy water ~ around 50mil cost
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#1437 - 2014-05-14 10:48:50 UTC
Potentially wild idea incoming:

A deployable that provides capacitor to nearby ships. With a damn big generator or solar panels.

The problem with this one and other logistics-related deployable ideas is they should not overlap with logistics ships. Their power should be balanced with them. The only difference is that they need to be deployed and they don't move; imagine it as a gas station.

Things to consider about this one: it would easy things up for putting modules online/offline, or recovering from fights, or from jumping through a cyno... while being detectable through D-Scan and Combat Probes.
Ralph King-Griffin
Lords.Of.Midnight
The Devil's Warrior Alliance
#1438 - 2014-05-14 11:53:04 UTC
Mobile tooltip inhibitor.
Willmahh
#1439 - 2014-05-14 13:05:11 UTC
Whatever new Mobile structures CCP decides to go with (and there are a few here that are good and a few that are terrible) my only request is that they all be hackable using the standard Relic/data hacking minigame.

If they are containers, let them be hackable to get to the juicy center.

if they are ewar, guns, projectors etc... let us hack them to turn on their owners without the need to destroy them.

why not just destroy them, you say?

tactically, as bait, deception, or just plain old tomfoolery.


imagine the scenario where the enemy sees their module and thinks its working, but the module is actually working for you.



Sizeof Void
Ninja Suicide Squadron
#1440 - 2014-05-15 04:57:27 UTC
I'd like to see a Mobile Structure which bubbles only players with neg sec status - ships and pods - and can be deployed in high-sec, next to gates and stations.

This would encourage high-sec players to engage in non-consensual PVP against the outlaws. :)