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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Savannah Zateki
Whispering Fang Syndicate
#181 - 2012-01-17 02:26:48 UTC  |  Edited by: Savannah Zateki
Nova Fox wrote:
Improved FoFs have a fatal flaw I forgot to mention. If launching ship is painted guess where the missile is going? Or if launching ship's logistics partner was also painted and its much closer to the intended target of the launching ship.


What if both sides are target painting each other? It would make them useless and nobody would risk using them. Therefore, why even implement them?

Nova Fox wrote:
External Magazines are one use only though interrupt the firing by any means and bye bye module and it eats up a high slot and probably enough cpu and pg to prevent a triple WUM upgrades. This is more designed for smash and bash fleets.


Suicide gankers only need one shot though. Imagine having a Tornado with that thing equipped. Any subcap undocking from Jita would be able to get blown up with even a couple of those.

Nova Fox wrote:
Digital Fortress only works on the host ship, it only clears out current effects applied to the and provides a temporary protection. Turning on a Fortress on while being alphaed is a bad idea becuase this thing turns off all of your remote support and self buffer tanks. Also the effect is temproary and only once. Its meant more of an disengamgent means i fyou think you can risk the temporary vunerability it brings to your ship and escape go ahead and press it. This is more of a skirmish and industrial module than a fleet module. Also the fact it eats up a mid slot for one use only where more useful modules can find itself there.


So essentially, a terrible ECM burst? Why even implement it then?

Nova Fox wrote:
Pumps and Batteries, Yes it would its your fault for not seeing the external pumps and batteries at least on said bait ship (all exteneral modules should have models as well) They're also one use shot. if you see him activate it run away and then come back after it depeletes. These modules cannot be turned off and self destroyed. It also eats up a high slot as well.


I'm thinking more in fleet engagements than a lowsec bait ship. Bring a Scorpion with a bunch of shield mods plus those, and it'll absorb a ton of damage until the fleet switches targets.

Nova Fox wrote:
It seems you dont fly covert ops all that often too many times have I slipped by some very busy gate camps before. I just want something that would get somone away from the keyboard, just like afk miners afk cloakers need to die just as easily. This wouldnt work on an active scout or somone at controls at all. But you're right could be a bad thing who knows.


I fly CovOp and Force Recon ships all the time, so I know what i'm talking about. However, I'm not talking about cloaking mods when I refer to gate camps. When you jump through a gate, it flashes on both ends, and once you land you get 30 seconds of cloak. With your new little feature though, a seconds after a camped gate flashes in low or null, someone will launch one of your probes to uncloak the ship and then proceed to do their thing.

I understand what you mean by self destructing. However, remember that the first few minutes are the most critical in any battle. by using these self destructing mods in the first minute or two, both sides will just be at a stalemate until the mods get self destructed. Then, it'll just be like any other fleet battle.
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#182 - 2012-01-17 02:33:46 UTC
Gate Probes - Target gate deploy probe, it jumps through and d-scans at a set range, it then burns back for gate and if it jumps back through returns the results of the d-scan.

Cloaky Probes - All this technology and no ones invented cloakable probes yet WTF.

Speed mod half way between AB and MWD.

Also. Beware of of mods that change slot layouts. Drakes dont need anyway to get an extra mid even at the cost of a low slot or two. Same goes for a number of ships.



Montevius Williams
The Scope
Gallente Federation
#183 - 2012-01-17 02:53:12 UTC
Nova Fox wrote:
Defense Grid

Capitol ship module

Provides a damaging screen of flack fire against all allowed targets within range.

Mostly effective against bombs missiles and drones.

Does not target other ships.

Adds in cool factor and capitol ship feeling.

Racially themed. (clustered lasers for amarr, flack fire for minmatar, depth charges for caldari, plasma flak for gallente)



I like this one

"The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB

Teshania
Aliastra
Gallente Federation
#184 - 2012-01-17 02:55:20 UTC
Not a new Mod but revamp the cloak.. I've seen a few good posts in here for mods/Scan probs ect. to find a cloaked ship. Instead i say make cloaked ships burn fuel.. Not cap but fuel..

Ok For ships that get a Covert op cloak They get a fuel bay!

Of Those just slapping a cloak onto there ship cause they can i'm sorry but you are going to have to use your cargo hold.

Skills

Cloaking will Reduce fuel consumption of using the cloak.

The skill needed to fly that particular Cloak ship you love so much, Well reduce the fuel Cost even more.

So Ideally The max time Someone can stay cloaked up with max skills, is 2~3 hours. that should be more the enough for needed ops.. Don't run the cloak unless you need too..

Big smile

We need a Bounty Button on the Forums

Teshania
Aliastra
Gallente Federation
#185 - 2012-01-17 03:02:24 UTC
Malakai Asamov wrote:
Gate Probes - Target gate deploy probe, it jumps through and d-scans at a set range, it then burns back for gate and if it jumps back through returns the results of the d-scan.



That could be Extreamly Useful.. Though They would have to make the Probe target-able so the people gate camping can blow it up, if they so choose too.

Being able to blow them up comes as a double edge sword.

The person that launched it, won't know WHATs over there. Just that there is Something/Someone over there.

Could make for some very interesting game play on gate camps that way.

We need a Bounty Button on the Forums

Infinion
Awesome Corp
#186 - 2012-01-17 03:22:23 UTC  |  Edited by: Infinion
When you guys post ideas you really have to think to yourselves "Does this idea have scalability?" or in other words would the idea break down once dozens of pilots used the module together to exploit its benefit to the point that its just stupidly broken and one-sided?

Also think about how it impacts the roles of other existing game mechanics. Does it replace the need for a scout? Will this make eve more tactical or more automated?



Also If you come up with an idea after you've already posted DO NOT make a new post, it is extremely annoying to scroll through and read! Edit your original post and keep the thread clean from idea spamming
Nova Fox
Novafox Shipyards
#187 - 2012-01-17 03:50:42 UTC
iFoFs are not for fleet war thats for darn sure. Either way the iFoFs are much more reliable than regular fofs at least you have an idea who the missile will be hitting and if you stay out of thier painters optimal thier missiles reverte back to standard FoF behavior anyways so if the fleets start mixing it up point blank its going to be choatic regardless and in skirmish warfare not everyone fits to counter EVERYTHING.

Suicide Gankers already can kill thier targets regardless of what thier targets do, Why not make it arbitarly a bit more expensive skill point and material wise at least?

Becuase its a one shot chance risk of either losing ship or escape. ECM burst is less likely to save one's rear hide as this thing.

Well we can prevent it from activating on grid with any massive object in it. such as accel gates, planets, moons, stations, star gates that restriction is possible.




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Nova Fox
Novafox Shipyards
#188 - 2012-01-17 03:58:27 UTC  |  Edited by: Nova Fox
I already explained ccp is just harvesting things to poke with chances are theyll like a certain portion of an idea and toss it around the office tweak it to something they like then impliment it themselves. I mean what if one of them liked the idea of multiple slot modules but didnt like any of the implimentations I suggested and comes up with entirely new stuff becuase of it? Who knows?

Right now I am blitzing ideas not letting them stew or brew as ccp is more likely to be cooking the final products and anything suggested in this thread wont be final or anywhere near what we originally imagined them to be.

Impact for some of these ideas are nearly immasurable community will find ways even after ccp hammers it out.

Idea per post is more economical allows for ccp to toss specific post links and instead of getting a 8000 character idea they get a short sweet message they can work with. Im sorry this isnt easy on your eyes patience or expectance but the way ccp works they toss posts at each other and sometimes read the whole thread either way the are busier and dont have time to swim though wall of text or towers of text just for a small fragment of an idea somone suggested in that 8000 character post while trying to get past the stuff they are not interested in.

If you let me stew any of the modules I suggested I can come up with so many effing options for balance it wont be funny in the end, I can easily go back and turn each one of my posts into the 6000 character idea which you'd would abhore reading though 30 pages of words. Ifyou dont like it why not give a shot at stewing or brewing some balance in or taking a part of the idea and running off with it on your own?

Don't dare me to do such either you wont like end results when I acutally sit down and think of so many other spinoffs and give them each thier own post. I have been known to make some very epicly long idea posts.

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doombreed52
TunDraGon
Goonswarm Federation
#189 - 2012-01-17 04:21:36 UTC
nothing against ya nova but really cant you slow it down a bit ffs i mean really we dont need 30 pages of your run-away ideas mate.
Nova Fox
Novafox Shipyards
#190 - 2012-01-17 04:29:54 UTC  |  Edited by: Nova Fox
Somone gave me a jolt cola today... sorry...

I am also going apologize tommarow isnt looking good either as I am going to sleep on some of these ideas and come up with even more messed up things for tommarow. :(

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

doombreed52
TunDraGon
Goonswarm Federation
#191 - 2012-01-17 04:31:34 UTC
just go to bed or something jeez let ppl read it with it never ending. and some of your ideas are stupidly op.
Nova Fox
Novafox Shipyards
#192 - 2012-01-17 04:36:34 UTC  |  Edited by: Nova Fox
doombreed52 wrote:
just go to bed or something jeez let ppl read it with it never ending. and some of your ideas are stupidly op.


I wished I could
I guess I could go find myself a gate camp to go harass in alt's my covert ops go orbit something at a random far off distance and blast the eve music to full and lull myself to sleep with that.

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Ila Gant
Hedion University
Amarr Empire
#193 - 2012-01-17 04:41:11 UTC  |  Edited by: Ila Gant
Bienator II wrote:
mobile force field generator

creates a force field around a ship like we know it from a pos. Very high energy consumption, long cooldown, stops when capacitor is empty.
range is skillbased... must be balanced properly

can:
- trap enemy ships next to your ship
- separate fleets
- be activated mid fight to give your fleet time to repair/wait for reinforcements

counter measure:
- energy neutralizer with sufficient range applied on the emitting ship
- high dps (shield has HP)
- other generators fired up next to the active shield (increases energy consumption per intersecting field by 100%)
- patience

So that'd be like a deployable version of my earlier suggestion:

Ila Gant wrote:
Shield Projector: High-slot module projects a shield around a target, with normal shield effects (including diminishing strength with damage), switches off after half a cycle and can be enabled again after cycle completes. Alternatively, may use charges. Cycle time 30 seconds (15 seconds of shielding, 15 seconds of cool down, overheating increases shielding time and reduces cooldown).

Remote Thermal Modulator: Dramatically reduces the effects of overheating on a single target, while increasing the effectiveness of module overheating on targeted ship beyond the ordinary benefits allowed by skill level. High slot module.

Both of these modules would be aimed at Logistics cruisers but usable on ordinary ships. Small, medium and large modules provide corresponding benefits.

The Shield Projector potentially provides a strategy to counter blob warfare. The RTM could develop spider-ganking fleets. Would be interesting.

Also similar to what Nova called a "Defense Grid." The trapping feature would imply that you could not fire out of the shield bubble, effectively creating a temporary private battlefield. No RR unless it's in there with you... etc. Interesting.
Merritoff
Zod's Minions
#194 - 2012-01-17 05:02:10 UTC
idea1
A hi-slot module for hacking an off-lined/abandoned POS with the aim to unanchor and steal said tower. (plus modules). racial scripts for faster take down.

idea2
tech2 Command CoProcessor with lower CPU requirement.

idea3
micro-towers. powered by a nearby ship throu specialised module "Tether" - limited to one or two nearby anchorables.
J Kunjeh
#195 - 2012-01-17 05:11:01 UTC
I think I am crapping my pants. Not only is a Dev posting in the F&I section, but this awesome Dev actually started a thread asking for features and ideas from the players? Holy shat...I think I DID shat myself.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

J Kunjeh
#196 - 2012-01-17 05:19:09 UTC
How about a module that prevents Nova Fox from posting any more ideas in this thread...

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Gunther Hlaegus
Deep Core Mining Inc.
Caldari State
#197 - 2012-01-17 05:23:24 UTC
Transport Scan Inhibitor I

A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to cargo hold scanners.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Bonus: 10% Chance to block cargo hold scanner attempt per level of Electronic Warfare Skill


Combat Scan Inhibitor I

A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to ship scanners.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Bonus: 10% Chance to block ship scanner attempt per level of Electronic Warfare Skill


Scan Deflection Circuit I

This ship modification is designed to increase a ship's chance of defeating scan attempts by ship and cargo scanners at the expense of CPU/Power Grid usage of weapons systems.

Bonus: 15% chance to block scan attempts by cargo and ship scanners. +10% CPU and Power Grid needed for combat weapons of all types, -1% penalty to CPU and Power Grid needed for combat weapons of all types per level of Electronic Superiority Rigging.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


Scan Masking Circuit I

This ship modification is designed to increase a ship's chance of defeating scan attempts by NPC customs ships at the expense of CPU/Power Grid usage of weapons systems.

Bonus: 15% chance to block scan attempts by NPC customs ships. +10% CPU and Power Grid needed for combat weapons of all types, -1% penalty to CPU and Power Grid needed for combat weapons of all types per level of Electronic Superiority Rigging.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


Note: these are just suggested draft bonuses – obviously some additional bonuses would be applied to specialized ship types (maybe even new ships)


I wanted to avoid having to add new skills into the game, but am open to suggestions that would make this proposal better. In particular I need help determining what CPU/Grid/Capacitor requirements would be best for the 2 modules and what slots they would best be placed in, e.g. high/medium/low. Thanks!

If this is not an original idea (as I am sure its probably not) I apologize to the original poster whom suggested this..but I felt strongly enough about it to suggest it once more.
Jade Mitch
A Problem with Authority
#198 - 2012-01-17 05:38:10 UTC  |  Edited by: Jade Mitch
Reduce the volume of packaged cargo containers by 90%.

A script that turns any electronic warfare module that can accept scripts into an area of effect module.
Radius of effect at 1/3 of optimal range.
Ampoliros
Aperture Harmonics
#199 - 2012-01-17 06:13:18 UTC
I would agree with other posters that the most prudent course of action is to iterate on existing items first, then deal with new stuff. There are plenty of items that just plain suck, that are missing faction variants, t2 variants, or just don't exist at all (many types of capital sized mods, for example).

There are some potential opportunities for 'new' stuff to be included with that; eg, you could have a t2 interdiction launcher that fires a cynosural-jamming warp probe - but starting with the basics seems like the more prudent course.
Nova Fox
Novafox Shipyards
#200 - 2012-01-17 06:42:53 UTC  |  Edited by: Nova Fox
I rather post in this thread than bury it by bumping every other thread within the last five pages which I am more than capable of doing. Since this non sticked thread isnt top page retaining.

I have to also agree there are some modules that need more love they're not common scene enough.

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