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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
Ben Ishikela
#1621 - 2014-10-13 01:36:15 UTC
Apollo Roe wrote:
Rixx Javix wrote:

• The Gate Jammer

Short-term deployable gate jammer shuts down a Star Gate for a timer effect, depending on skills or something. The effect doesn't last long, and the device is defenseless, but it works.



• The Dispensary

A Corporation based module that dispenses AMMO that has been pre-loaded, like an old cigarrette machine. Can only be used by the designated corporation.


• The Spider

A deployable tracker that attaches to the ship of the currently aggressed. Once attached, it will show the location of the ship on the Map for a period of time, allowing that ship to be tracked across space. Spiders are deployed one-per-ship and must be attached while the enemy is aggressed.


• The Jammer

An AOE device that produces a short-term jamming effect that screws up local for a short-period of time. During the effect and within the radius of its influence, local space is like WH space.



+1 to all of these Rixx!


+1 to these. +2! to the gate-jammer

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Gregor Parud
Imperial Academy
#1622 - 2014-10-13 08:24:49 UTC
No more deployables, it's getting silly.
Milton Middleson
Rifterlings
#1623 - 2014-10-13 16:43:22 UTC
So when do you suppose was the last time a dev looked at this thread?
Bagrat Skalski
Koinuun Kotei
#1624 - 2014-10-13 20:01:29 UTC
Anthar Thebess
#1625 - 2014-10-14 08:59:59 UTC
Communication scrambler.

Deployed on sun 14h lifetime, visible on OV.
While active no notifications are sent by structures , and no events are routed by emails or api:
- structure attacked
- new pos in SOV
etc.

When destroyed all events will be send from remaning structures.
Nick DeLorean
The Scope
Gallente Federation
#1626 - 2014-10-15 20:15:37 UTC
A cloaking bubble, last 2 hours, cloaks anything that does not have aggression timer on it, would be a very fragile device that
would be destroyed in 1-2 shots.

Very useful to warp into when you have a JF, would help miners.

Ship/drone repair unit, last 2 hours, repair hull/armor/shield in %/secs, would be useful for gatecampers/small gankers.

Sensor-booster structure. When you lock it, it locks you back and boost you. Up to 5 targets. Has inventory for scripts.

Position beacon. Last 24 hours. Broadcasts it's position scan on encrypted channel, for fleet/corp/alliance, can warp to. Useful for scanners that can scan let another fleet do the sites, could be used to mark WH entrances without the need of a ship with probes.

I believe those would be useful for smaller corps that would want to defend themselves, which is what ccp is looking to do with the new patches.

Would be nice if mobile tractor unit would loot disabled drones.
Vittoria Keen
Hel.inc
#1627 - 2014-10-16 11:40:31 UTC
upgraded MTU that also salvages
Belen Shields
Iskender Kebap Corp
#1628 - 2014-10-16 15:53:04 UTC
A mobile Decloaking device. It would show enemy cloakies in space but not on the Overview so you still have to pilot manually near them to decloak them. Usefull for Fleetfights and Jumpbridges or Gatecamps.
Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#1629 - 2014-10-16 17:16:32 UTC
There is an item in the database called a "Large mobile jump disruptor" that i've been linking in chats sometimes.
This would be interesting; preventing someone from being able to use MJDs inside a bubble.
If that's even what it's supposed to do.
Dustpuppy
New Eden Ferengi
#1630 - 2014-10-17 13:51:08 UTC  |  Edited by: Dustpuppy
A mobile "cloaky" ship hangar as long as this automatic POS info to the SOV owner exists :p

Currently I cannot launch a POS in enemy space without automatically being detected with 100% chance if a TCU exists in the system. This limits longterm nullsec explorations to NPC space (no infomail, no visitors..) or being forced to use a mobile platform for bringing in my ships.

A Mobile platform like the orca now makes a second account almost mandatory except I want to risk the ship, eject, use a ship I store in the hangar during travel and then do what I want (e.g. shoot rats). It also has a very limited hangar size. 2 cruisers, a catalyst for salvaging and a cov op for scanning and it is full.

Solution: a mobile ship hangar (similar to a secure container) I can anchor in the system which cannot be probed down and where I can store my ships while roaming around in another vessel.
Dustpuppy
New Eden Ferengi
#1631 - 2014-10-17 13:58:23 UTC
Steve Ronuken wrote:
Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered?


Exactly. a mobile compression unit would render some miming ships useless because the cargo space wouldn't matter any longer. Even a venture with 5000 m^3 space could store 500000 m^3 ore after compression. To make it worse you can combine a compression array with a MTU. Just compress, eject and let the can be pulled into the MTU automatically.

if something goes wrong and your ship is ganked the MTU will survive this and the content can be retrieved within 24(?) hours while it is in reinforcement mode. Just use a a heavy plated BS to collect the ore while watching any camper being killed by Concorde....
Dustpuppy
New Eden Ferengi
#1632 - 2014-10-20 07:45:01 UTC  |  Edited by: Dustpuppy
Dustpuppy wrote:
A mobile "cloaky" ship hangar as long as this automatic POS info to the SOV owner exists :p


See idea two entries above for the basic idea.

I would add maintenance costs to this kind of hangar starting at around 1/2 of the costs of a POS (e.g. for fuel blocks used to keep the cloak running) and then reduce the costs based on the level of the anchoring skill (5% less costs /level) . With anchoring V the costs would be around 30 million/isk for the fuel which would be ok for me because this mobile hangar has some limited usage compared to a POS. When running out of fuel the hangar would become visible and could be scanned down.

Based on the packed volume I wouldn't make it too small so people are forced to bring it with a bigger ship (around 8000m^3 to 10000m^3 -> similar to the ship maintenance array) and to make it a bit more interesting to move the hangar to null. Hangar size also would be similar to the ship maintenance Array of a POS (20 mio m^3)
DrysonBennington
Eagle's Talon's
#1633 - 2014-10-20 22:05:51 UTC
Endurheimta - Mobile Rigging Stripper and Ship Repackaging Mobile Depot

Ties in with the Endurheimta Salvager and Reclamation Ship idea - https://forums.eveonline.com/default.aspx?g=posts&m=5136177#post5136177

This Mobile would be able to be carried in the cargo hold of the Endurheimta ship or any other ship and perform the function of stripping the rigging off of ships and repackaging them in space once the modules have been removed.

This depot and the ship of the same name could only be used on abandoned ships left in space.

Rig Stripping values

Small Rigs - 5 minutes per T1 rig, 10 minutes per T2 rig
Medium Rigs - 7.5 minutes per T1 rig, 12 minutes per T2 rig
Large Rigs - 10 minutes per T1 rig, 15 minutes per T2 rig
X-large Rigs - 15 minutes per T1 rig, 20 minutes per T2 rig

Repackaging Values

Small Ships - 7 minutes for T1, 10 minutes for T2
Medium Ships - 10 minutes for T1, 15 minutes for T2
Large Ships - 20 minutes for T1, 25 minutes for T2
X-large Ships - 45 minutes

T3 Battlecruisers - add an additional five minutes for rig stripping and ten minutes for repackaging
Strategic Cruisers - add an additional ten minutes for rig stripping and ten minutes for repackaging

Depot would be 350 m/3 volume, have a cargo bay of 250 m/3 and cost 30 million ISK.
Shirolayyn
Nemesis Logistics
Goonswarm Federation
#1634 - 2014-10-22 09:52:44 UTC
Hi all,

I would like to see encounter surveillance systems not linked to the empires but the pirate factions (thus generating pirate faction loyalty points for the local pirate faction). The security status gain model should be changed in that case to loose CONCORD security status when under other circumstances this status would be gained (e.g. for destroying a battleship rat in asteroids), in case CONCORD ships are attacked.

- Rats should be changed as well, as CONCORD ships start missions to establish a presence in the system and convert it to CONCORD controlled territory
- There could be both anomalies for battling CONCORD as battling local pirates
- It would be gorgeous to be able to actually battle CONCORD ships (scaled down to "normal" difficulty - well, maybe a little bit more potent) and having a range of CONCORD module drops.
- Depending on whether players help CONCORD or local pirates system status should change. Example: effective security status might temporarily be lowered if Pirates receive help, thus rallying more pirates to the system (with all other related effects, like enable more and more potent anomalies).On the other hand, if Pirates are continued to be eliminated while this structure is in place, CONCORD gets more hold, and in addition to "normal" anomaly mechanics, the CONCORD status gains also occurrs in anomalies, not only in asteroid belts.
- Imperial faction status may or may not be improved as well (maybe with CONCORD escalations in 0.0, trying to bring "civilization" into the lawless reaches of space)


Additionally I would like to have a structure (maybe some kind of scanning array) that exposes the big pirate activities, using their pirate capital assets. With that array in system, anomalies including capital pirate faction ship assets will spawn, and capsule pilots may combat them using their own capital ships (and might receive special modules aimed to specifically help capital ships as loot). Of course, also (groups of) smaller ships might tackle these anomalies, but it should be quite difficult to solo them in subcapitals. There might also be anomalies that are too difficult to solo in capitals, intended for supercaps and groups of capital ships. This would be nice to get capital ship experience in fight settings outside of PvP and would provide more opportunities to generate small scale to medium scale capital ship fights.

Mind the combination of the above two modules, providing the opportunity to combat CONCORD capital assets..... I guess people would love it. I certainly would.
afkalt
Republic Military School
Minmatar Republic
#1635 - 2014-10-22 10:10:52 UTC
Ones that block on grid [ONLY!!] probing.
Milo Caman
Anshar Incorporated
#1636 - 2014-10-24 14:34:12 UTC
Being able to launch mobile depots for fleet/corporation would be pretty nice, and would make them far more relevant as dropoff points in space/staging locations. Smile
Lurifax
Deep Core Mining Inc.
Caldari State
#1637 - 2014-10-29 10:36:46 UTC
Personel poses.
13kr1d1
Hedion University
Amarr Empire
#1638 - 2014-10-30 19:51:39 UTC
Player owned stations that actually look like space stations.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#1639 - 2014-11-03 07:06:00 UTC
I would like to see a mobile HQ that has a fleet hangar for the storage of unpackaged ships and can provide small percentage fleet boosts in the system. Basically a stationary Orca.
Kroton Zateki
Stronghelm Corporation
Solyaris Chtonium
#1640 - 2014-11-05 04:08:10 UTC
My suggests are:

  • Mobile Salvage Unit

  • Self explanatory

  • Wormhole Stabilizer Unit

When deployed on both sides of an unstable wormhole, reduces the deterioration, and increase the lifespan. Works by sending a constant stream of (TBD) particles through an unstable wormhole. Using more than one on each side could have unpredictable results, such as simply closing the wormhole or creating a pocket of damaging radiation field that makes it difficult to recover the mobile unit.