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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
Lothrus Andastar
Doomheim
#1481 - 2014-05-28 14:14:25 UTC
Would a MTU that focuses only wrecks with loot be considered too powerful?
Gaijin Lanis
Gallente Federation
#1482 - 2014-05-28 21:14:00 UTC  |  Edited by: Gaijin Lanis
Mobile jump portal/bridge generators.

Materials required: a couple covert jump portal generators, some T2 targeting salvage, a decent sized wad of fuel, some capital fusion reactors, and a smattering of minerals to glue it all together. Probably around 100m total cost.

Limited to sub capitals, but otherwise unlimited. 60 seconds to online, goes online in a standby mode for up to 3 hours until bridge is activated, bridge stays up for 15 seconds, then smartbombs everything within 2500m for around 200 omni (800 total) as it explodes.

Skills required: Thermodynamics 5, Jury Rigging 5, Jump portal generation 1

Basically duct taping a couple covert jump portal generators together, rigging up a makeshift fuel container, jamming in some fuel, strapping some fusion reactors to them, then overloading everything when needed. As this game desperately needs more "inventive" makeshift structures.

Just to throw out (or copy/reiterate) what is quite possibly the worst best idea possible.

The above was written and posted with nothing but love in my heart for all.

Tarra Firma
WildFoul
#1483 - 2014-05-28 22:08:59 UTC
Deployable Radar Unit

- emits a radar pulse once a minute-
this pulse detects the presence of cloaked vessels within a 150km radius
it howerver WILL NOT cause them to decloak
ctx2007
Wychwood and Wells
Beer needs you
#1484 - 2014-05-29 20:15:29 UTC
Mobile Bar and Brothel...... extra income from pimping Big smile

You only realise you life has been a waste of time, when you wake up dead.

Carniflex
StarHunt
Mordus Angels
#1485 - 2014-05-30 07:38:14 UTC
Would it be asking too much to be able to launch some of the structure for the corp instead of individually. I mean mobile tractor unit, in particular. Sure, the one who launched it can just scoop it (which drops stuff in it into jet can so another guy can pick it up) but it would be so much simpler to be able to just launch it for corp. So that another guy can do a walkabout at some later date collecting the mobile tractor units once they have done their magic (assuming no one has bothered to probe em down and kill them).

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Noxisia Arkana
Deadspace Knights
#1486 - 2014-05-30 13:57:54 UTC
Would like to see some passive income structures anchorable only in 0.0 or lower that can't be guarded. If no - one pops them, you make a little cash - if someone pops it - they get some loot pinata.
Aareya
Dynamite.
Tactical Narcotics Team
#1487 - 2014-06-02 14:19:25 UTC  |  Edited by: Aareya
Expand upon the Mobile Cynosural Inhibitor and provide a lower cost, weaker version for small groups.

Stats of Current Module
EHP: 170,000
Estimated Cost: 40-50 million ISK
Disruption Range: 100 km
Placement Restriction: No closer than 200km
Lifetime: 1 hour

New Module: Mobile Small Cynosural Inhibitor
EHP: 10,000 ehp
Estimated Cost: 2-5 million ISK

Benefits:
1. Small gang and/or solo pvp can use this to prevent escalation of fights.
2. Small gang and/or solo pvp can also reasonably kill the inhibitor while in a fight.

Role Change (for both variants): Cynosural disruption includes covert cynosural fields.


Obvious Impact of Role Change: Covert Hotdrops

Current Engagement Strategy: While cloaked, approach target, decloak, warp disrupt/scramb, light covert cyno.

Potential New Engagement Options:
1. While cloaked, approach target, decloak, warp disrupt/scramb, kill inhibitor, light cyno
2. Get 100+ km out, decloak, light cyno, tackle burns to target to warp disrupt/scramb
3. Get 100+ km out, decloak, light cyno, MJD on top of target (giving up the option of using MJD to escape)
4. Get 150+km out, decloak, light cyno., tackle warps down to target to warp/disrupt

Twitter:   @AareyaEVE

afkalt
Republic Military School
Minmatar Republic
#1488 - 2014-06-03 13:28:43 UTC
Mobile remote rep inhibitor. Yes I know the carnage one could sow with yes. Yes, this is a large part of why I think it'd be great.
Ray Kyonhe
Aliastra
Gallente Federation
#1489 - 2014-06-05 00:32:07 UTC  |  Edited by: Ray Kyonhe
Some kind of mines mb? Like those you can encounter in some missions, but cloaked ones. It can be used as subterfuge tools, dropped by fleets of cloacked vessels on supposed root the enemy will move along. After being droped they start to slowly move closer to each other forming a net with some predefined cell's size. On activation they for a brief moment will jam/damp/disrupt their weapon systems, block propulsion, create temporal warp bubbles and the like.

Ability to designate some labels to them, like "field1", "field2" and get notifications like "Activation on field1!"

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Rusty Waynne
Deep Core Mining Inc.
Caldari State
#1490 - 2014-06-09 11:47:42 UTC
Bairfhionn Isu wrote:
Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan.
Make it big and expensive so you need some serious logistic to have it

It could make things way more interesting in Low/Null


I don't like that one much.

It'll mean alot less titan kills. Not only that, but Titans already don't get much play as it is.
Arthur Aihaken
CODE.d
#1491 - 2014-06-11 10:09:11 UTC
Are any new mobile structures planned or is this basically it for the foreseeable future?

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

Arthur Aihaken
CODE.d
#1492 - 2014-06-11 10:09:41 UTC
Double post.

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

Udan666333
Strategic Isks Investments Corporation
#1493 - 2014-06-12 05:36:31 UTC
Hi
I play some time with Tractor Unit and Mobile Depot, and have some issues with them, if this is intensional then apolagize for bothering.
Tractor Unit have very big volume, BS have abaou 500-600m3 cargo, flaying around doing staf i get that i sometimes have need to take even 11 of Tractor Units that's 1100m3, plus amo and other thing, for bs it is little to much, it is possible to change volume of Tractor Unito to 20m3 or 30m3 or something like that? for example is better to do caple mission and later pick couple units by one course, then changing ship every time after each mission and make one aditionl flith after each mission, it also give more time for Tractors Units to pull wrecks.
Other thing abaut it, that cloud be posible availble for friendly characters to get acces to it, fleet members but not corp members, and or corp members, friends, friendly char, outside of corporation can use, launch it or thake it. it, one char drop it and difrent char can pick it, something like "lauch for fleet" members usable only or "launch for corporation option" members usable only? I will be bery glad to get this.
Mobile depot - smaler volume be nice ? and shorter onlining time abaut 10-30 secs? and smilar option like for Tractor Unit "option for launching for fleet" and/or "lauch foor corporatiom" to give fiends acces to it.
or maby you can make fitting drones with option to use it by yourself or asist to other ship for fiting in space, one drone give option to change fit to one ship, and taractor meam drones, and option to move drones form cargo bay to dron bay and from drone bay to cargo bay? for me it sonuds logical? what you think?
Bal'Ayle
Epicentre Syndicate
The Singularity.
#1494 - 2014-06-12 11:52:39 UTC  |  Edited by: Bal'Ayle
CCP Fozzie wrote:
.... A decoy structure that imitates a specific ship on probe and d-scan?....



I know im really late to this discussion - But I have wanted this since I joined eve, this would make baiting so so much fun with cloaky ships.

Or similarly, A device you can deploy that STOPS you showing up on d-scan or Probes. Something akin to a Mobile warp disruptor. You cant warp away while inside it but you cannot be scanned down while your inside it.

OR even better, You cannot warp while inside it. And it gives out the signature information of a ship of your choice, based on the BP that you load it with.

that way if you do get caught out and attacked and lose, the winner gets a BP as well as the device :D
Klatu Satori
Shadows of the Black
#1495 - 2014-06-12 18:20:49 UTC
Change local chat mechanics in sov-null to what they are in w-space. Then:

Broadcast Tower
Anchorable/deployable by anyone but only in claimable space. Uncloaked players on grid with one of these shows up in local chat. If a Broadcast Tower "sees" a player exit via a gate or wormhole, they are removed from local. If a player logs out they are removed from local, but if they log back in they are immediately placed back in local unless the tower that saw them has been taken down or destroyed. One per grid.
w3ak3stl1nk
Hedion University
#1496 - 2014-06-13 11:11:26 UTC
Mobile Webber... like mobile cyno, but web instead.

Is that my two cents or yours?

Khan'Wulf
Ministry of War
Amarr Empire
#1497 - 2014-06-13 13:18:52 UTC
Tarra Firma wrote:
Deployable Radar Unit

- emits a radar pulse once a minute-
this pulse detects the presence of cloaked vessels within a 150km radius
it howerver WILL NOT cause them to decloak


This would be fine if the DRU (deployable radar unit) emitted a sound tone and highlighted the cloaked ship with a directional beam (showing vector). The DRU would also need to be not un-anchorable, or very expensive.

I have a similar idea:

Local Gravitic Pulse Generator (LGPG)
The LGPG emits mass-disruption pulses about every 40 seconds that destabilize the fragile cloaking mechanisms of ships, causing them to temporarily deactivate (30 seconds), rendering the cloaked ship visible. The LGPG consumes fuel while operating and is relatively fragile and expensive. Range of pulse would be current grid.



Aaaand another one:

Compact turret
Anchorable some distance from objects only, must be loaded with charges/etc. Will acquire and fire on ships aggressed to owner/owners' corp/alliance. Obviously not something that could be deployed in Highsec.


--Khan'wulf
Veinnail
Caldari Provisions
Caldari State
#1498 - 2014-06-13 15:47:33 UTC
Mobile Repair Unit seems like a viable concept considering the realm.
DrysonBennington
Aliastra
Gallente Federation
#1499 - 2014-06-13 22:48:16 UTC  |  Edited by: DrysonBennington
Mobile Gunner's Depot

The MGD would be similar to a POS weapon system except that the only way it would function is if it was manned by a pilot.

To man the MGD you would have to have the same skills to necessary to be a POS Gunner.

The MGD would come in two sizes small and medium or medium and large ammo use.

An additional set of skills associated with the MGD would need to be learned in order to have bonuses to damage, tracking and optimal range, number of targets locked, lock speed and shield and armor systems.

The MGD would have enough ship hangar volume to fit a Cruiser without rigs as well as a fitting facility cargo bay of 150 m/3 and an ammo bay of 200 m/3

The MGD would cost 35 million and decay after three days of deployment and anchoring.

The fighting mechanics would be the same as if the MGD was a ship where it could attack any criminal with a - Red Dead status, Faction War Target, War Target, or someone that has attacked the depot itself.

If the MGD attacks a neutral target Concord would show up and destroy the depot including all items and any ships within the ship hangar. If the pilot tries to eject after engaging in criminal activity they are locked into the depot by a command override and would not be able to access the ship in order to get away from Concord.

If the MGD is left unoccupied then it and its contents can be looted simply by boarding the MGD and then wait for the boarding timer to count down and then exit the depot and scoop it causing all items to be ejected into space except for any ships which must be removed first.

Anchoring ranges would be the MGD would be the same as the Mobile Depot.

The benefit of the MGD is too help protect miners against ganking attacks as well as providing support against gankers attacking the shipping lanes at system gates.
Rommiee
Mercury Inc.
#1500 - 2014-06-16 07:07:40 UTC
T2 Mobile Tractor units that also salvage wrecks