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Player Features and Ideas Discussion

 
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EWAR additions

Author
Connor Mena
Royal Amarr Institute
Amarr Empire
#1 - 2014-03-03 04:08:55 UTC
phantom fleet module- a module that fires sig dummies that randomize ship types on scanners and leveling the skill for it increases the total amount of dummies you can have in space at any point in time if you leave the system or dock you lose connection with them and they appear normal on scanners. (DON'T ROLL THE WH there are just 2 dudes)

overview scramblers- an aoe module that randomizes the "loss" of friendly/enemy ship/s on overview to all caught in its effective range and removes its marker from the hud can be countered by manually selecting a ship in space and targeting. ( a figment of you imagination)

tags- ammo that "tags" a ship a create a warp beacon to their ship only available from the scanner hud and also prevents them from using a cloak the level of the skill dictates the time the beacon stays active 1 min per level (OMG MY MANTICORE IS USELESS)

decoy launcher- if you have this module on your ship all locks of your ship are forced to this mods missile that when fired goes off in a straight line and takes hits from locked ships weapons but if you do not fire it before a volley is fired at you the volley hits you instead. the level of the skill increases the rate of fire of this mod initially a extremely slow cycle. ( the proverbial rabbit in the hat)

i think these four mods would make for some really interesting times and change how people address situations and it would make the dreaded cloaker a little more vulnerable on gates