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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#341 - 2012-01-18 19:39:30 UTC  |  Edited by: Nova Fox
Nestara Aldent wrote:
There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!


Why dont you fix them?

Also going back to edit all of my ideas to be a bit more.... Clear and uniform I guess before I start my next round of ideas.

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

Zircon Dasher
#342 - 2012-01-18 21:55:34 UTC
OMGWTFBBQ I

AoE weapon that puts down immense raw damage pulse over the entire grid.

Balance it by making it only available to Titans + 12hr cool down + 1hr immobilization



OMGWTFBBQ II

Higher damage pulse over grid+adjacent grids.
Only fittable by new class of ship called a "SUPER-TITAN" + 48hr longer cooldown + immobilization for 5hrs.



Lol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Gevlin
Pator Tech School
Minmatar Republic
#343 - 2012-01-18 22:44:45 UTC
Nestara Aldent wrote:
Moonaura wrote:
Regarding stuff for decloaking cloaky stuff, may I suggest it is a module type and skill tied to destroyers, and perhaps a new T2 Destroyer variant. This is the historical comparison of what destroyers did in a naval fleet role, with anti-air secondary.

I am against anything that is basically a click this to win button. It should be cat and mouse, just like the submarine warfare, cloaky ships already resemble.

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.

If there is a anti-cloaky mechanic, I would like to see it tied to the tactical overlay, and act as a sort of 'ping' mechanic which only works on grid, with only a rough idea where a cloaky ship is located increasing as the destroyer closes in, but pings can only be done every couple of minutes or so. In addition, the de-cloaking mechanic should remain (have to get in range), small smart bombs should get a range bonus on new/existing destroyers, which makes them more useful and gives them a sort of depth charge ability to hurt cloaky ships while not revealing them.

I think it would be fun for all involved.


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.


Ah but using the elements of WWII and placing different names and changing things slightly, Will give it depth and make it more of a part of the actual game vs a mini game

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gevlin
Pator Tech School
Minmatar Republic
#344 - 2012-01-18 23:00:13 UTC
Anchorable Item

Decloaking Beacon
-it emits a constant sensor that will detect (Decloak) ships but will de-activate for 15 seconds something is detected.
So Warp Bubbles, cans, debris etc will prevent the sensor from becoming active.
32 Diameter bubble.

A cloak ship can take some effort get around these bubbles with out decloaking

and sneak behind another ship to sneak the sensor bubble

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

John Maynard Keynes
Science and Trade Institute
Caldari State
#345 - 2012-01-18 23:37:20 UTC  |  Edited by: John Maynard Keynes
1) Give all Gallente gun boats a web range bonus as the second bonus and remove one of the actual two

2) A "Ping" module for the Interdictors that allows them to detect (not decloak) cloaked ships within directional range and then warp to this location. --> only not moving ships can be easily killed this way

3) A "siege module" for dreads that allows them to cause area damage (low damage) as a counter for blobs

4) A drone dmg module

5) Anti Capital + Super Capital Bombs for bombers (focused damage instead of area damage). Obvously such bombs should be useless against sub-capitals

6) Cover Ops bubbler/ tackler that can tackle supercaps. (allows easier ganking of lone supercapitals, and we have too many of those)

7) Scripts for the webifyer module. One for range and one for strength.
John Maynard Keynes
Science and Trade Institute
Caldari State
#346 - 2012-01-18 23:47:50 UTC
Nova Fox wrote:
Emergency Bulkheads.

Consumable Module
Reactive.
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.

Or you simply use an armor plate.
Nova Fox
Novafox Shipyards
#347 - 2012-01-19 00:02:00 UTC  |  Edited by: Nova Fox
John Maynard Keynes wrote:
Nova Fox wrote:
Emergency Bulkheads.

Emergency Series
Consumable Module
Reactive.
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.

Or you simply use an armor plate.


I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.

What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?

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

John Maynard Keynes
Science and Trade Institute
Caldari State
#348 - 2012-01-19 00:29:11 UTC
Nova Fox wrote:
John Maynard Keynes wrote:
Nova Fox wrote:
Emergency Bulkheads.

Emergency Series
Consumable Module
Reactive.
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.

Or you simply use an armor plate.


I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.

What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?


Like overheating Roll
Iris Bravemount
Golden Grinding Gears
#349 - 2012-01-19 00:51:53 UTC
CCP SoniClover wrote:


  1. Conditional effects
  2. Dual-function modules
  3. Reactive modules
  4. Damage over time
  5. Chain effects
  6. Deployable terrain



Chain effects

High end chaining remote repair effects. They would repair another nearby damaged ship (smart selectrion) after the target, with reduced effect. Like a chain heal spell from another famous MMO. Wouldn't bounce from undamaged primary targets to avoid exploits.

Same thing for high end EWAR. (There already is AoE EWAR in game, so why not ?)

Deployable Terrain

Deployable grid sized WH/Incursion effects for a new class of capitals.

Deployable (stationary) cloaking fields. From afar, you could only (but easily) detect that there is a field, not what's inside. Shouldn't be big enough to hide medium POSes and bigger objects. Could be a nice for small POSes in dangerous areas.

Deployable deadspace (incoming warp and MWD don't work inside, but you could still warp out)

Deployable light sources (people will find a use for it)

Deployable warp beacons which will appear on overview systemwide. This could also be a nice thing for distress calls.

Deployable drone scrambling fields in which drone control range is reduced and drone MWDs don't work.

Deployable gravity wells (technical limitations ?). Deployable inverted gravity wells ?

If there was a line of sight system, there would be infinite possibilities. But since there isn't, I won't iterate on those.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Moonaura
The Dead Rabbit Society
#350 - 2012-01-19 02:38:09 UTC  |  Edited by: Moonaura
Nestara Aldent wrote:
There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!


I was going to suggest a new 'Toilet' module. I mean, I know the saying 'Real pilots do it in their Pod' is all macho and stuff, but ewww!

Docking doesn't help either; There isn't even a toilet in the captains quarters. I end up hanging my caboose out over the side of the railings and letting gravity take care of it... unfortunately sometimes it gets sucked into the ship docking clamp and sits out there spinning around.

So a new Toilet with a Flush mechanic would be awesome, which when activated, releases a cloud of s**t behind you and temporary 'repaints' any ships following. Minmitar ships would of course be immune, because they already look like s**t. Smile

Naturally, it should come with an appropriate sound effect so everyone is clear a flush has taken place and can try to avoid it.

Anyway, don't worry Nestara, it's called creative thinking where no idea is considered 'bad', but is just an idea (or in my case, something stupid you come up with 2:35am in the morning) and it is good to air, because sometimes wild ideas can lead to interesting places that are more realistic. I agree there are lots of 'Lets create a module that means I instantly win', but its fine to counter those ideas with solid arguments.

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

Sinfulness
Federal Navy Academy
Gallente Federation
#351 - 2012-01-19 03:22:02 UTC
Thanks for looking.

Cloak Hunter
Cruiser Class Ship

This ship would be similar to a Heavy Interdictor but for de-cloaking "local" ships, with max skills one could "ping" and hutn down ships within a certain "AU" to the hunter.

Can Fit Following Modules / Scripts

*Cloak Ping (ping would utilize the "survey" skill and additional advanced survey skills to speed up return signal, and accuracy)

A module that can be fitted to a particular ship, to "ping" a certain area for cloaked ships.

*Cloak Destabilizer (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-

Destabilizes the ability for ships to cloak within a certain range around the emitting ship.

*Cloak Disruptor (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-

Disables a ships ability to cloak within a certain area around the emiting ship.

--

Local Space Time Ripper
Cruiser Class Ship

This ship would be a whole new class of ship, it would have the ability to launch a probe in the direction the user is facing/clicks. This probe would have a travel time and a range based on its selected ammo type and the users skills. Upon the probe reaching said spot, the ship could then lock onto the probe, and "open" a local warp tunnel that any ship in it's gang could utilize to warp to the probe. The ship itself would not be able to warp to the probe as it would be in a "siege" mode to keep the tunnel open.

Can fit the following modules / scripts

Tunnel Probe Launcher

Tunnel Probe (ammo) (would have various ammo types for different ranges)
IE 50km - 100km - 150km - 200km Tunnel Probes

Tunnel Lock Module (requires ship to enter siege mode to maintain the warp tunnel)

--

Drone Related

Nano Mites

These drones would be capable of damaging a ships modules, not the ship itself. IF a ship over-heated it's systems while these drones were on it, the damage would be intensified.
(an effective way to introduce sub system targeting / combat)

Nano Mite Drone Categories
Weapon Systems
Propulsion Systems
EWAR Systems
Shield Systems
Repair Systems
Sub Systems

--

Tech 3 Nano Mite Cruiser (to go along with the above)

This cruiser would have the ability to utilize the above nano mite drones in combat. This cruiser would be a cross platform ship, and could be introduced as a "sleeper" technology ship. Enabling a NEW branch of skill training to utilize the ship itself.

--

Tech 3 Battle Cruiser
Gang Support Battle Cruiser (limited offensive capabilities)

This ship could also be a "sleeper" technology discovery / engineered ship. It would have the ability to "protect" ships within a certain radius of it. By emitting a "damage reflection shield". This shield would disable the ability for those within to fire their weapons, however sub-systems such as repair systems would still be active, HOWEVER at a slight increase in capacitor due to the high energy emissions of the shield emitter. This shield would also require the battlecruiser to go into a "siege" mode, in which it would use a fuel from a limited fuel bay, more fuel would be consumed if the shield was taking damage, however the shield could take a large amount of "buffer" damage before breaking. Once the fuel/shield run out, the battlecruiser would not be able to re-siege for 5 minutes. It would also have to come out of siege mode to move which would take 60seconds. (new skills could manage all of these abilities)


--

Module Ideas

T3 Propulsion System (capable of loading scripts)
Scripts: "0-Max Speed Increase" || "Top Speed Increase" || "Transversal / Manuverbility Increase"
Each script would benefit a certain aspect, and withdraw from others

T3 Weapon Systems (capable of using sub system damaging ammo's - see drone nano mites above for ideas)

T1/T2 "ramming spikes"
Module would have to be activated, upon activation the faster a ship was moving into another targeted ship the more damage that could be done to the affected ship, as well as possibly halting both ships ability to move until the module deactivated.

Module would have a 30 second cycle time, and a delay in reactivation.

T1/T2 Repair Destabilizer
Module would have the ability to "disrupt" Repair devices on affected ship.

T1/T2 Local Burst Propulsion System (frigate / cruiser modules only)
Propulsion system that would "boost" a ship an increased distance, however after boosting the ships mass would be destabilized, increasing it's align time, decreasing mobility for several seconds, and not allowing activation of repair sub-systems within this time.. The device would have a cooldown/reactivation delay.

IE. A ship could effectively "burst" away from "direct" combat, but with the potential of being even more vulnerable than before.

T1/T2 Local Jump Drive (frigate / cruiser only)
Propulsion based system that would allow a ship to "lock on" to an object in local space, and after a spool up time, warp to it at increased speed. Spool up would be dependent on ship size.

IE A frigate could activate it's local jump drive, and after 15seconds warp at 2 or 3x the speed to an object.
(new skills could decrease this by 1 second per skill level, @ level 5 it could take 10seconds OR less/more based on game balancing)

T1/T2 Local Jump Drive Inhibitor (above)
Jams local jump drives

T1/T2 Scanner Beacon Intensifier
This module would allow fitted ship to activate the module, and any gang members utilizing scan probes would get an increased scan strength if scanning around this ship.
(this could be used in-conjunction with the above suggested Cloak Hunter as well)
Sinfulness
Federal Navy Academy
Gallente Federation
#352 - 2012-01-19 03:28:58 UTC  |  Edited by: Sinfulness
More...

T1/T2 Cloak Enhancer (Frigate/Cruiser Only)
This module could be run in-conjunction with a cloak, to increase the cloaks strength, to prevent it from being un-cloaked by enemy ships systems/ships. This module would require fuel to run.

T1/T2 Hull Flex
This module would allow structure hits to do slightly less damage.

T1/T2 Electro-Feedback
This module would be passive, and activated only when a hostile ship activated a module such as an energy destabilizer. This module would damage any hostile modules currently affecting it.

T1/T2 Propulsion Re-verb
This device would be passive and only activated when a hostile ship activated a propulsion inhibitor on the affected ship. This module would emit a re-verb back to the attacking ship, slowly damaging the inhibiting module.

IE. A Ceptor tackles a ship that is utilizing this module, overtime that ceptors propulsion inhibiting system will be critically damaged, fail, and shut off. Thus allowing their victim to escape. Also allowing for the ability to prevent "endless" tackle.

Electro Propulsion Grease
This would be similar to nanite paste, however with the ability to "grease" the ship to be less effected by Stassis Webs, however it would decrease the ships defensive capabilities slightly. Making it more vulnerable.

T3 POS Location Device (covert-ops / logistic based ships only)
This device would allow for a ship to scan the moons within range of a planet, and gather information about those structures


Other Ship Ideas

Abdomen
Industrial Class Ship

This ship would resemble a "termite/insect" abdomen. It would be able to process ore into minerals in space. However at a decreased yield. (ship levels, and industry skills could increase this yield)

Guillotine
Destroyer Class Ship

This ship would be similar to an interdictor, however rather than emitting a bubble it would be able to "siege" and increase it's rate of fire, tracking, or range, via scripts. However the ship itself would sacrifice it's natural defense for increased offence.
(similar to the new tier 3 BC's)

This could be one of the first suppression firing ships in eve, they could be used to destroy frigates, drones, and fighters.

New Ship Classes

Fleet Platform Ships (anti-capital | anti-station | anti-POS)

These ships alone would be fairly week and un-capable of offense,defense, and support alone. However by linking/connecting three of these ships together, modules "platforms" could be activated on the "linked platform" These ships would have a "linking" delay in which they'd connect to one another, siege timer, and module activation. (vice versa when unlinking)

These ships would be for fleet combat and would have little effect on sub-capital ships.
Only 3 of these ships (1 complete platform) could be fielded within a certain range of one another. (to prevent spamming)

It would require 3 total pilots to field 3 of these ships to link and create 1 anti-capital platform.

These platforms would have limited mobility, but would be able to move none the less. (20-50ms)


Dragon
Damage Amplifying Ship

This ship would be a close range ship, although it would be about the size of a BC, and slow. This ship once within an optimal range of a ship would be able to blow a "flame" onto a targeted ship in which while this flame is active, that ship would take increased damage.
Mars Theran
Foreign Interloper
#353 - 2012-01-19 03:49:17 UTC
Alternate Modules: Low Slot Module Warp Disruption and Webifier Units

New Warp Disruptor could have range of a scrambler and 1 point of disruption, but effect all ships in proximity to it, including the ship using it when activated.

New Webifier unit that has short range AOE like the disruptor above, but limited velocity penalties of 15-20% Also affects ship using it when activated.

Might be an interesting option for Shield fits which are usually gimped by fitting Warp Disruptors, Scramblers and Webifiers.

zubzubzubzubzubzubzubzub
Nova Fox
Novafox Shipyards
#354 - 2012-01-19 03:59:25 UTC  |  Edited by: Nova Fox
John Maynard Keynes wrote:
Nova Fox wrote:
John Maynard Keynes wrote:
Nova Fox wrote:


Stuff about an emergy armor restore

Or you simply use an armor plate.


I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.

What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?


Like overheating Roll


Well if overloaded switched on, it would just add ALOT of heat for its one shot use which can be inconveint if it was activated since its a activate on hull damage and you are overheating something else at the same time. I havent consider overheat for these modules yet. Hmm interesting notions here. But yeah one shot systems I would find having 100% effective increase or duration of effect and emergency systems could suffer less of a penalty when activated.

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

Nova Fox
Novafox Shipyards
#355 - 2012-01-19 04:54:44 UTC  |  Edited by: Nova Fox
External Gun Pod

External Series
Pod Type
Self Destructive
Consumable Module
Weapon System

This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.

These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide an option for a hit and runs.

Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it.
Ejecting Module is considered a hostile act cannot immedialy redock or jump after doing so.

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

freed0m rus
Iris Covenant
The Gorgon Empire
#356 - 2012-01-19 06:18:10 UTC
hey
why do CCP need new modules, when they have plenty of cool stuff lying around unreleased, hidden in the client?

such as

Active Stealth System I, s, m, and l sized, which reduces sig radius by 20, 40 and 80%
Capital rigs, which seem completly logical
short duration attribute/combat boosters
bloodline/race/faction passive bonuses
quite strange booster effects, such as claustraphoby, which destroys your pod if you dont dock being in pod for 30 mins
5mn/15mn/50mn/ prop modules, which would also fit in greatly
3200mm plates, X-L shield extenders, etc (dunno if these are present atm)

would also with great pleasure see coolant tanks people talk about, which work passive and give same bonus t3 Coolant Injector Subsystems have
Mars Theran
Foreign Interloper
#357 - 2012-01-19 07:26:34 UTC
Nova Fox wrote:
External Gun Pod

External Series
Pod Type
Self Destructive
Consumable Module
Weapon System

This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.

These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide an option for a hit and runs.

Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it.
Ejecting Module is considered a hostile act cannot immedialy redock or jump after doing so.


I'd take this idea one step further, and make it an anchorable device with it's own shields. Load it up once anchored with fuel, (Faction Isotopes and Stront.), and online it; then pop in your ammunition and set to attack aggressors. Basically, anyone who goes flashy to you gets shot at while you're on grid.

zubzubzubzubzubzubzubzub
Awatar
Black Flag Operations
#358 - 2012-01-19 09:01:23 UTC
Sinfulness wrote:
More...

Wall Of Ideas



Queit a few of them has actually crossed my mind, a fair number of times.

I especially like the:

- "Shielddome" ship that has an AOE shield that negates incoming damage (cause we need more utlity in the game)
- The "Fleet Platform" cause interlinking ships to make big badda boom is so COOL (more techporn)
- The pinging ship

A way of finding cloakieships like finding submarines would be cool, and would introduce a "counter" to cloakie ships at celestials. atleast.
Sascha87
Aliastra
Gallente Federation
#359 - 2012-01-19 10:30:50 UTC
Do something against full cloaker, who bloked mining systems,

How : change the cloaking device, you should remove the auto reapeat effekt, same like the portal gen. Aktivate, 5 or 10 miniutes cloaky and than you have to but it back online,

That will live ppl a chance to fight against bomber s and stuff like that. Who ar permanent cloaked in the system.
Cause they are more afk as they are playing the game ..

Out-of-Space Rekrutiert !  https://forums.eveonline.com/default.aspx?g=posts&t=370887&find=unread http://oos-corp.com/index.php?page=Portal

myFORUMalt alts
Doomheim
#360 - 2012-01-19 13:00:39 UTC
Drones
I either want CCP to declare that they don't like drone usage, or recognize them as a primary weapon systems.

Drone should have,
drone damage rigs (other then sentry ones)
Low slot drone damage module
T2 fighters/Fighter bombers
Drone focused marauder (im thinking something in the 750-900 dps drone platform, something lower than carrier, but better than dominix)
T3 Drone cruiser



And while were at it, sentient drone spawns are the worst thing in the game. When in bounty space you get 10mil faction spawns + valuable loot + t2 salvage. When in drone regions your faction spawn is worthless. No loot worth anything, no bounty and unless you get super lucky with the t2 salvage 3/4's of the time its worthless too.

Oh and since you took away tier 3 missile based battlecruisers, give us one of those too.

Yes, I complain about things I don't like.