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Player Features and Ideas Discussion

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Ideas for new modules

First post
Tenga Halaris
Galactic Traders Union
#321 - 2012-01-18 11:56:07 UTC  |  Edited by: Tenga Halaris
How about a dedicated Drone Damage Mod?

"Advanced Drone Controller II":

+7,5% Damage Modifier
-5% Cycle Time
CPU req.: 30
PG req.: 5

On Paper, Drone Ships like the Dominix put out a Lot of DPS, but since Heavies are dead slow and Sentries are stationary, it's way less arriving DPS.


The medium and Heavy Drones need more Basespeed. 25% for Medium and 50% for Heavies would be nice.
The Dead Rabbit Society
#322 - 2012-01-18 12:23:19 UTC  |  Edited by: Moonaura
Nestara Aldent wrote:

Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did.

Hmmm think you're being a little mean spirited here and taking it off topic, but to confirm, the ship classes are almost identical to the roles used in naval warfare, and even in game factions are called things like the Amarr Navy. So, it is not to much of a stretch to suggest that destroyers, who hunt 'stealthy hidden' submarines in naval warfare, hunt 'stealthy hidden' stealth bombers in the science fiction world of EvE. I can't see what is wrong with that suggestion.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Amarr Empire
#323 - 2012-01-18 12:39:22 UTC
Gerrick Palivorn wrote:

Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.

Good luck

Now if local is removed as a intel tool a lot of what makes W-space unique is gone, and besides, it cuts both ways evenly you can use it just as much as other people can.

However i do support anti AFK cloaking measures
The Dead Rabbit Society
#324 - 2012-01-18 12:40:48 UTC  |  Edited by: Moonaura
Gerrick Palivorn wrote:
Moonaura wrote:
But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.

There are thousands of killmails on battleclinic that directly opposes that satement. Bombers can kill a BS 1v1 easily.

I like the idea of anchorable beacons that ping the system for cloaked ships.

Well, given that drones can easily kill a stealth bomber, I'm going to have to assume that either the battleship pilots in question were both poorly fit, or did not warp away, given that the stealth bomber cannot point and use target dampening enough to both hold and solo a battleship with complete immunity. Stealth bombers combined, well that is a different story of course, although something like an Arazu is still handy in the gang to provide the pointing.

Anchorable beacons would probably push the game of cat and mouse, firmly in the cats direction, where as a destroyer is a vulnerable ship in a fleet engagement, and would have a very specific, human controlled role against stealth. Again, I only suggest this as an alternative to those suggesting there should be the ability for all ships to probe out cloaky ships system wide. Intelligence plays a key role in EvE, and cloaky ships are needed, and sat miles away from anything, in a safe spot, should indeed feel very safe. The risk should come into play if they approach an actual ship or fleet.

Regarding local, I have previously suggested a temporary local jammer for black ops class ships, therefore retaining local in existing game play, making it different from WH space, and making it more interesting and useful to fly a black ops ship and fleet.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Jade Mitch
An Empire of One
#325 - 2012-01-18 12:45:24 UTC  |  Edited by: Jade Mitch
Chemical Countermeasures
Dedicated CC Launcher, fits in a medium power slot
Uses two kinds of ammo:

Smoke screen
Creates a 5 km radius cloud of smoke centered on your ship.
Then cloud is stationary, doesn't move with your ship.
The center of the cloud can be selected and approached.
Nothing within the cloud radius can be targeted (data appears dimmed in the overview and in space).
Nothing within the cloud radius can be pinpointed with probes or scanned (but the cloud itself can be).
No ships within the cloud radius can target anything inside or outside the cloud radius.
Exiting the cloud allows you to target and makes you targetable.

Launches a small, bright, sparkly decoy that floats off in a random direction from your ship.
Brakes all locks on your ship and redirects them to the flare, including drones.
Flare has 1m signature radius and travels 1 km/s for 5 seconds or until destroyed.
Klytior Am'jarhs
Amarrian Retribution
#326 - 2012-01-18 14:59:47 UTC
Deployable Cyno Jammer is really something that sounds great. Will protect the little guys when doing pos siege on the (big alliances pos). And large moving fleets won't have any advantage using them.

They do need a online delay think (minutes)
And only 1 on grid.
And not to though so it dies to some alpha damage..
Strata Maslav
#327 - 2012-01-18 15:47:05 UTC  |  Edited by: Strata Maslav
Solinuas wrote:
Gerrick Palivorn wrote:

Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.

Good luck

Now if local is removed as a intel tool a lot of what makes W-space unique is gone, and besides, it cuts both ways evenly you can use it just as much as other people can.

However i do support anti AFK cloaking measures

Wormhole space has many unique features other then the local mechanic. That being said the removal of local intel without the addition of another better means of gathering system information should be avoided.

The one big difference between 0.0 and W-space is that people travel through 0.0 to get to other systems. This traveling is often solo and without the use of a scout. Local being great tool for understanding potential activity within a system.

Lets get back on topic. So modules...
Lummerland GmbH
#328 - 2012-01-18 16:06:42 UTC  |  Edited by: Meditril
Here is my list of modules I would like to see for small scale deep space operations:

  • Ore Refining Module: Allows refining of ore from cargo hold slowly and with bad factor.
  • Ammo Building Module: Load with ammo BPO/BPC and build slowly a small charge of ammo.
  • Drone Building Module: Load with drone BPO/BPC and build slowly a drone.
  • Remote Fitting Bay: Allow refitting of nearby ships which have no capsuleer onboard.

For pvp operations:

  • Web Nullifier: Reduces the effectivity of enemy web on your ship by 50%. Implement with stacking penalty.
Fidelium Mortis
Minor Major Miners LLC
#329 - 2012-01-18 16:37:23 UTC

Decoy Ships - a decoy ship that is anchored in space for 10 minutes and shows up on D-scan and overview as a regular ship, but with a paper-thin tank. Only 1 decoy can be deployed per individual at any time, but once they move out of system their name remains in local for the duration that the decoy is active.

Remote Sensor Overload Module - essentially places active electronics upgrade modules and ewar modules into the same state as an overloaded module, if the module is already overloaded the chance to receive heat damage is doubled.

Sonar Bomb - can be launched in any security space (give SBs a reason to equip a bomb launcher) - does no damage but does allow cloaked ships to show up briefly on D-scan within a 14 AU radius (they remain cloaked).

Assault FOF Missiles - Rockets, Torps, and HAMs could use some FOF lovin'.

Fix FOF/Defender Missiles - not a new module, but the current implementation is fairly unused. Also could use some faction or T2 variants (once the mechanics are fixed).

ICRS - Intergalactic Certified Rocket Surgeon

Nova Fox
Novafox Shipyards
#330 - 2012-01-18 16:48:21 UTC
T.A.G. (Targeted Ampflied Guidance) System

High Slot
Chain Efffect
Requires Tag Shot Ammo

This Gun 'tags' targets making their signature larger than usual.
This effect stacks.
This effects counters any module assisted stealthing completely nullifying it for the duration of the tag.
This effect doesnt counter rig, skill, ship based stealthing.
In low stacks not as effective as painter.
Requires multitude of stacks to outperform target painters.
This effect has stacking penalties.
Prevents Cloaking in the event of escape.
Individual stacks are individually timed and do not refresh if a new stack is applied.
Stacks wear off eventually.

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

Nova Fox
Novafox Shipyards
#331 - 2012-01-18 17:01:46 UTC
Disinfectant Launcher

Sanitizer Beam

High Slot

These systems actively remove any lingering effects on targeted ship preventing downed systems, detatching shield or hull leeches and restabilizing systems.

Launcher system is long ranged option but only removes 1 effect per hit.

Beam systems are short ranged but removes several effects per cycled attempt.

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

Borg Stoneson
#332 - 2012-01-18 17:05:11 UTC
I like the idea of a heatsink module that uses coolant, I'm not sure why the game doesn't have this anyway, or more ingamey, why pod pilots haven't rigged up a coolant system already.
Zimmy Zeta
Caldari State
#333 - 2012-01-18 17:25:17 UTC  |  Edited by: Zimmy Zeta
Don't know if it was mentioned yet, I have to admit that I did not read the entire thread.
I would like to see a module like a shield disruptor- a targeted high slot module that dramatically decreases the enemy's shield recharge rate.
Currently active tanks can be pretty easily neutralized by - yeah , you guess it: Neutralizers!. But there is no module to hamper passive shield tanks, wich makes those often overpowered compared to active tanks.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Aurum Gallente
The Scope
Gallente Federation
#334 - 2012-01-18 17:30:12 UTC
new modules

pvp tractor beam S\M\L that will push you to victim and victim to you. S\M\L Beams should differ by power and optimal range. Some ships like recons and proteus should have bonus to beam's optimal. This module should NOT affect to moving direction of victim and possibility of warping.

"black hole module" . Russian pilots talk a lot about this. It should be gravitational bomb that will grab ships to the center of explosion. And one more bomb that will push them out of explosion. That modules should affect vector of aligning.

+1 drone module to sub capital ships.

targeted modules for logistics ships that will boost resistances and another attributes of target.

remote warp stabilizer that will add +1 to warp str of target.

new turret that will destroy incoming missiles and protect members in watch list.

damage mods for smartbombs.

reworking modules

Let automated targeting systems to be immune to jamming.

Let lasers do damage to victim's modules randomly.

boosting Electronic Warfare Drones but not ECM drones.

boosting Defender Missiles and let them protect fleet members that in the watch list.
Nova Fox
Novafox Shipyards
#335 - 2012-01-18 17:32:06 UTC  |  Edited by: Nova Fox
Nanomist Launchers
Energized Nanomist Missile
Polarized Nanomist Missile
Magnetized Nanomist Missile

Missile Launcher
Long Range

Launcher does not auto refire. Reloads much quicker than standard launchers, limited magazine.

This is a long ranged logistics option that come in a form of missiles which deliver a mist of nanobots which attach themselves to nearby objects of targeted ship.

Magnetized Nanomist missile repairs armor over a period of time and reduces the chance of being hit within the cloud.

Polarizied Nanomist missile repairs shields over a period of time and reduces the signature size of targets splashed by the cloud.

Energized Nanomist missiles restores capacitor over a period of time and reduces the effect of electronic warfare against effect targets but does not neutralize the effects entirely.

Effect does not stack.
Rehitting the target refreshes the effect.
Can hit hostile targets wihtin range of original target.

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

Nova Fox
Novafox Shipyards
#336 - 2012-01-18 17:43:09 UTC
Emergency Bulkheads.

Consumable Module
Low Slot.
Local Logistic.

These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection.
Restores a 25% of armor.
Reduces Hull by 50%
This module activates once hull starts to take damage.
Module self destroyes entirely when activated.

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

Scrapyard Bob
EVE University
Ivy League
#337 - 2012-01-18 18:00:12 UTC
Hull tanking modules - right now, all we have is the +25% Reinforced Bulkhead II series and the Damage Control II.

It would be nice if we could get some modules like the armor plates to boost the raw HP in the low-slots. Or bigger variants on the RB concept. Make the current RB2 module a "small", then add:

Medium Reinforced Bulkhead II - +50%
Large Reinforced Bulkhead II - +80%


Small Bulkhead - +1000 HP
Medium Bulkhead - +2000 HP
Large Bulkhead - +5000 HP
corvus acanum
Caldari State
#338 - 2012-01-18 18:10:00 UTC
I have a couple of ideas.
One idea is a hauling "drone" it would take your drone slot but it could not shoot or defend you and it could not be brought into your drone bay. these drones would follow you through stargates and such and basically be giant secure containers or something similar with engines. These would be mostly useful in pve to pick up loot afterwards or for miners to store minerals in.

another idea I had would be a special tractor beam that would allow you to tractor something while you warp. Obviously it would have to be expensive and hard to use.

I would like to see a new ewar module that would disrupt the funtion tank items. for instance a emp pulse that lowers shield resists or a nanite weapon that lowers armor resists something like that.

Another ewar mod that would be nice is a device that releases a sphere of energy based on your ship that disrupts remote shield/armor reppers.

Another nice mod would be one that increases the size of your drone bay and the banwitdth that way if you wanted you could say remove some armor from your ship to make room for extra drones and the ability to launch drones one size larger then what you currently can. obviously this would not include fighters or bombers. and a new class of drones would have to be made that is a little bigger then heavies and smaller then fighters.

another cool idea would be a mod that would be a one time use and disable a ship entirely. i am not talking about like ecm i mean it completely shuts the ship down engines guns fitted mods everything. obviously it would have to leave the basic ship functions intact and the base shield as well. this mod would have to be expensive to use and probably need to have some pretty high ew skills and cap requirements as well. maybe it could even be an aoe device that would affect your ship if caught to.
I dont know if any of these have been mentioned and I am sure that they are pretty far fetched but its just some ideas.
Nestara Aldent
#339 - 2012-01-18 18:25:42 UTC  |  Edited by: Nestara Aldent
There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
Cold Moon Destruction.
#340 - 2012-01-18 19:26:14 UTC  |  Edited by: Xtover
CCP SoniClover wrote:

We're looking for anything ranging from small variations of existing modules to completely new functionality.

I haven't read the thread yet, but what do I want?

I want my SEBO, hardeners, DCU, ECCM, and other non-target related modules to remain on from session change to session change, only to be broken by cap drain, docking, ejecting, or turning them off.

edit: cloak does not fall into this list.
edit 2: MWD/AB either