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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Moonaura
The Dead Rabbit Society
#361 - 2012-01-19 13:55:18 UTC
I think several of the module and good ideas here, actually need their own new class of ship potentially.

Hows about a corvette class? Or some new forms of heavy T2 Cruisers or heavy T2 battlecruisers. This would help distinguish them on the field and I think would be far more warmly welcomed by the player base, than just the modules themselves.

So, if we're going to have something like a shield bubble, create a ship that gets a far bigger bonus for that module or a ship that reduced the activation times etc. And with any idea that changes the tactical situation, there should of course always be counters to those tactics, which ideally should rely on a human element to control them.

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

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#362 - 2012-01-19 14:07:49 UTC
Don't know if its been posted but warp disrupter drones.
Lights do .2 str(need 5 to point)
mids do .4 str (need 3 to point)
heavy's do .8 (need 2 to point)

Gallente drones so they would be slower than most.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Nova Fox
Novafox Shipyards
#363 - 2012-01-19 15:11:38 UTC  |  Edited by: Nova Fox
Anti-Emission System

Weapon Upgrade System
Reactive Module
Low Slot
Counter EWAR
Limit 1

Helps protect host ship from electronic warfare attack by passivly locking onto source of warfares and firing the weapons back at the target if activated regardless if ship has a targeting solution or not. If multiple sources exist closest source will be piroritzed. Also provides a marginal resistance against all forms of electronic warfare.

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Nova Fox
Novafox Shipyards
#364 - 2012-01-19 15:16:38 UTC  |  Edited by: Nova Fox
Emergency Booster

Emergency Series
Activated Module
Consumable Module
Self Destructive
Navigation

These emergency use boosters causes damage to modules hull armor and shields and generates a considerable amount of heat to boost the ship to extremly fast speeds in an attempt to get away from inderdiction methoods. Agility however is nearly nullified during the process as well making the ship entirely unturnable during the burnout. Warp command cannot be given for as long as its active which half operating on the burn and half colldown before ejection. Once internal module fuel tanks are exhausted the module is then ejected thus unfitting it and requires a replacment module to be fitted in order to be used again.

This makes the ship rather vunerable to long range snipers and very fast intercepts, nullifies webifiers very well.

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Nova Fox
Novafox Shipyards
#365 - 2012-01-19 15:22:16 UTC  |  Edited by: Nova Fox
Diverted Matrix

Dual Function Module
Fitting
Low Slot
Module Group

This module provides additional CPU to the ship until activated. Once activated the module stops providing CPU to the ship and takes up several other subroutines improving various ship performances from navigation or to weapons or shields. Individual modules for each type of bonus or mix of bonuses.

This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier cpu is not required anymore this module can go on being useful elsewhere.

As a safety percaution cannot be activated as long as there is a module that requires its cpu to be operational.
Overheat overrides the saftey, causing heat damage and generated heat on the most cpu intense module currenlty fitted,

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Nova Fox
Novafox Shipyards
#366 - 2012-01-19 15:32:36 UTC
Circuit Breaker

Dual Function Module
Fitting
Low Slot
Module Group

This module provides additional Power Grid to the ship until activated. Once activated the module stops providing Power Grid to the ship and takes up several other subroutines improving various ship performances from capacitor to shields. Individual modules for each type of bonus or mix of bonuses.

This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier powergrid is not required anymore this module can go on being useful elsewhere.

As a safety percaution cannot be activated as long as there is a module that requires its cpu to be operational.
Overheat overrides the saftey, causing heat damage and generated heat on the most Powergrid intense module currenlty fitted.

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Nova Fox
Novafox Shipyards
#367 - 2012-01-19 15:44:15 UTC
Emergency Circuit Breaker

Emergency Series
Evolving Module
Consumable Module
Self Destructive
Low Slot
Fitting
Local Logistics

This emergency module turns into a fused emergency circuit breaker when thrown. This module generate heat and lowers shield max and recharge rate for additional capacitor power initally and for its duration of use increased capacitor recharge rate. This module leaves behind a fitted trash module which is worthless after it deactivates, cannot be reactivated, reprocesses for much less than original module. Can be unfitted. Penalty caused by the module are passive and do not go away after the cruicut breaker expires.

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Mirajane Cromwell
#368 - 2012-01-19 16:06:46 UTC
Active Shield Extenders
- high slot
- low power grid requirement but uses cap to actively extend the shield amount
- does not affect passive shield recharge

Drone Hacking Device
- when activated, tries to hack enemy drones and send them against their owner or renders them inactive for short period of time
- uses drone bandwidth when active
- uses multiple types of "software ammo" (viruses, worms, trojans) for different purposes and against different types of drones
- area of effect so that you don't have to target individual drones
- high slot or medium slot

Firewalled Drone Communications
- protects against the above hacking device
- medium slot

Energy Destabilizer Smartbombs
- neutralizes a portion of the energy in all ships inside the area of effect
- much higher power requirement than in single target modules
- half the range than in single target module (5km)
- neutralizes smaller amount of energy than single target version
- longer activation time than in single target module
- high slot

Energy Vampire Smartbombs
- Drains energy from all ships inside the area of effect
- much higher power requirement than in single target modules
- half the range than in single target module (10km)
- energy transfer amount a fraction of single target module
- longer activation time than in single target module
- high slot

Energy Charge Dampeners
- when active reduces the effects of energy destabilizers and energy vampires
- with scripts can be set to be more effective against energy destabilizers or energy vampires and at the same time become less effective against the other
- high slot

New Weapon module group: Exotic / Experimental
- contains weapons that do not fit the normal categories laser, hybrid, projectile or missile weapon groups
- these would be hard to get weapons, perhaps T3 weapons

The following weapon types could belong to this group:

Chemical, Radiological and Nanobot cloud weapons
- disperse "toxic/radioactive/nanobot cloud" to the battlefield
- damages all ships (DoT effect) and distorts ships' sensors while inside the cloud (targeting delays etc)

Graviton Gun
- increases target's gravitational field over time by making it heavier and slower which causes increasing damage to ship's structure until it collapses under it's own gravity
- the bigger the target, the more effective this gun would be
- ignores shields and armor, causes direct structural damage
- effective as siege weapon, uneffective against small and fast targets
- would use some exotic and expensive material for ammo

Logitudinal EM Wave Interferometer (or Quantum Weapons or Scalar Interferometry weapons)
- creates electromagnetic fields at distance by using longitudinal waves, the energy is triggered to emerge from the local vacuum at the point of the targets
- sort of "arcing" weapon, would create those fields to all current active targets
- disrupts enemies electronic systems, like loosing control of the ship for short period of time, shutdown mwd/afterburner etc
- "infinite range" ie. as long as you can target the ship, you can hit it with this weapon

Dark Energy weapons
- changes the characteristics of normal space inside 100km sphere that originates from the player's ship
- for example the effect could reduce resistances of all ships inside the sphere

Wormhole weapons
- causes armageddon, total annihilation
- connects a star or a blackhole to wormhole's other end and transfers the energy from it through the wormhole to the battlefield
- the ultimate weapon against blobs, it actually could destroy everything inside a solar system if it lasts active long enough
- destroys also the capital ship activating it, thus the weapon itself is destroyed too after use
- requires Isogen-5 for activation, should be a very scarce resource so that there would be only a couple of these weapons in the game at the same time
Nova Fox
Novafox Shipyards
#369 - 2012-01-19 19:03:04 UTC
Dual Function Module Thoery

I strongly belive that all the dual function modules must function in such a manner that it becomes a real choice to select its mode of operation and not just a matter of convience that is more of a scripted function than dual module.

For example a module that flips resistances back and forth I consider not a real choice.

However a module that exchanges resistances for attack performance I consider a much better dual function module choice.

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

Nova Fox
Novafox Shipyards
#370 - 2012-01-19 19:14:53 UTC  |  Edited by: Nova Fox
Armored Vent Thrusters.

Dual Function
Navigation
Local Logistic
Mid-slot

This module provides 0.5MN 5MN and 50MN force for acceleration when activated.
When not activated this module adds armor amount and increases max armor.

Shielded Thruster Vents

Dual Function
Navigation
Local Logistic
Mid-slot

This module provides 0.5MN 5MN and 50MN force for acceleration when activated.
When not activated this module add shield points amount and increases max shileds and improves recharge rates.

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Eva Tara
Deep Exploration Projects and Programs
#371 - 2012-01-19 19:19:33 UTC
Warp bubbles that actual stop people whilst there in mid warp not just landing on grid Shocked
Nova Fox
Novafox Shipyards
#372 - 2012-01-19 19:28:26 UTC  |  Edited by: Nova Fox
(Photon, Projectile, Magnetic, Ballistic) Telemetry Calculator

Dual Function Module
Weapon Upgrade
Local Logistics
Low Slot

This calculator takes complex measurements of the entire envrionment and when inactive dedicates itself to arranging defenses to better brace incomming shots making resistances much more effective. This effect stack penalized against similar effects.
When activated this module then rediverts its calcuations into firing solutions providing optimal hit solutions improving accuracy and damage at the lost of resistance calculations.

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

Nova Fox
Novafox Shipyards
#373 - 2012-01-19 19:50:19 UTC
Emergency Surge Protector

Emergency Series
Local Logistics
Evolving Module
Consumable Module
Self Destructive
Medium Slot

When this emergency module activates, it turns into a melted surge protector which provides a surge of shield points increases max shields and provides a reasonable amount of resistances while active at the cost of capacitor cap rate and max capaictor. Once cycle completes the module cannot be reactivated and does not autorepeat, penalties are passive. The melted surge protector is a trash module and nearly worthless and unfitting it is desired. Unfitting without a maintenance array or hangerbay will not be possible

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

Nova Fox
Novafox Shipyards
#374 - 2012-01-19 20:27:37 UTC  |  Edited by: Nova Fox
Burst (Hybrid), Ricotche (Projectile), Fragmentation (Missile), Spark (Laser) Ammo

Long Range Ammo.
Chain Effect
Technology 2

These ammos have slightly less damage than comparable ammo of the same technology level, however they have a chance of hitting another target within the remaining optimal of the first hit object allowing the ammo to hit two targets at once with the second target having slightly lesser damage. Penalties are to the rate of fire as it has to cacluate how to angle the shot between the two targets.

Shots are very likely to hit friendly drones however.

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

Droxlyn
School of Applied Knowledge
Caldari State
#375 - 2012-01-19 20:32:45 UTC
I don't know if POS modules count but,
System Naming Module for a POS.
You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.

The longest running naming module wins the naming right for the system.
Nova Fox
Novafox Shipyards
#376 - 2012-01-19 20:38:18 UTC
ECM Resonator

Ewar
Midslot
Chain Effect

This Jammer attempts to jam the primary target and if the primary target is receiving eccm support will attempt to bounce jammer waves off the original target onto the booster. Because of the new behavior calculations and effects this module is not as strong as standard ECM Jammers.

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

Nova Fox
Novafox Shipyards
#377 - 2012-01-19 20:39:09 UTC
Droxlyn wrote:
I don't know if POS modules count but,
System Naming Module for a POS.
You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.

The longest running naming module wins the naming right for the system.



I think allaince capitols get the right to be named and once approved the name is pernament.

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

Nova Fox
Novafox Shipyards
#378 - 2012-01-19 20:50:16 UTC  |  Edited by: Nova Fox
External Logistics Pod

External Series
Pod module
High Slot
Remote Logistics
Consumable Module
Self Destructive

This confitti pack of automated platforms provides logistics support to all targets of host ship when ejected. Unlike most pods these cannot be destroyed. As with all pods they are stupid and do not perform range or friendly checks thus its possible for targets to be out of range or even hostile targets.

These logistics pods repair shields armor capacitor and provides counter warfare effects (but does not provide remote assitance) and last until thier internal stores and supplies are exhausted. If launching host ship dies or leaves the pods as a group will continue to assist thier targets until they are all destroyed or die themselves. Only the host can assign newer targets or reassign targets by locking or unlocking targets of his choice.

As with all ejected modules this module becomes unfitted thus destroying it. In order to reuse one must get a replacment module and reinstall the module.

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

Bubanni
Primal Instinct Inc.
The Initiative.
#379 - 2012-01-19 22:14:27 UTC
low slot that reduces signature by some %, maybe at the cost of max speed

improved active hull repaires
mid slot modules to improve damage/rate of fire on guns (as alternative to low slots) perhaps with scripts for either damage or rate of fire
salvage drones

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Mars Theran
Foreign Interloper
#380 - 2012-01-20 03:10:56 UTC
Droxlyn wrote:
I don't know if POS modules count but,
System Naming Module for a POS.
You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.

The longest running naming module wins the naming right for the system.


Please don't. Having stations named by players is bad enough.
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