These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ideas for new modules

First post
Author
Mars Theran
Foreign Interloper
#381 - 2012-01-20 05:39:40 UTC
Reposted from a thread here: https://forums.eveonline.com/default.aspx?g=posts&m=678091#post678091

I liked the basic premise of the original idea posted; but disagreed with implementation as suggested. I've remodelled it in a fashion I thought would be more suitable to the game.



Local Scrambling unit, (as I see it):

Anchorable device. Requires Fuel. Online mode: Scrambles Local in Nullsec. Can be used by either system owners or invaders. Should be counterable. Must be anchored and onlined within a certain AU proximity to an IHUB or TCU. Visible and capable of being warped to.

Possible Counter: Sov Upgrades - Military.

Sov Upgrade that strengthens Communication channels in system. Can only be used by the Sov holder, (obviously). Has 5 Levels; each level resists the effects of Level +1 LSUs.

Local Activation unit, (again, as I see it); Wormhole Communications System:

POS Anchorable Device. Creates a Local Communication Channel that detects all ships within a certain AU proximity. Channel is only accessable for the Alliance/Corporation holding ownership of the POS. Should be capable of being accessed by Non-Corp/Alliance pilots. Visible POS device under current mechanics.

Reasoning: This is a communication and sensor device, and requires infrastructure and power/CPU to maintain it. Unlike broadcasting on all frequencies, it detects transponders of ships and accesses pilot information. An encrypted channel allows owners to see the results of these scans and communicate with each other, without alerting the detected non-owner pilots.

In a wormhole, accessing pilot information requires FTL communication with Empire databases used to identify pilots, and recover information on them for standard local communications channels. Deploying such a device without the proper infrastructure to support it already in place; would have similar requirements to deploying and onlining a small or medium POS.

That being said, this is possible.

Outside Access: Communications systems over-ride:

Similar to the Local Scrambling unit. This device must be deployed, anchored, and onlined within a certain AU proximity of a Wormhole Communications System. Requires Fuel. Can be Countered. Visible, but not capable of being warped to.

Accesses Wormhole Communications Systems, and allows the Corp/Alliance who deployed it to view that channel through relays in their own Communications channels.

Counter: Communications Systems Over-ride Countermeasures:

Detects access attempts and works to block them. POS Module. Visible under current POS mechanics. 1 counters 1 + 1. Under current POS Mechanics, this device would be required to be placed outside the POS shields. Requires Fuel.



I'd actually like to see something like this in game. The mechanics are workable I think, and it could add some interesting spice to both WH and Nullsec life.
zubzubzubzubzubzubzubzub
Takeshi Yamato
Ministry of War
Amarr Empire
#382 - 2012-01-20 12:37:38 UTC  |  Edited by: Takeshi Yamato
Modules for the heat mechanic:

1) A low slot module that increases the bonuses gained from overloading by %. Let's say 50%. This means an armor repairer would rep 15% more and have -22.5% cycle time instead of 10% and -15% when overloaded.

2) A mid slot module that consumes cap charges to dissipate heat from overloading. This reduces the heat that has already built up. Uses the same charges as cap boosters.

3) A high slot module that reduces the speed at which heat builds up.


Scripts

I would love to see scripts removed as physical items and have the respective modules come with full scripts built-in. Reasoning is, we're doing 3 market searches and buys to make use of 1 mid slot on a ship. It's just unnecessarily complicated.

Once this is implemented I wouldn't mind having more scripts for a variety of modules, though I can't offer specific ideas for now.


Lackluster modules revived

1) I would welcome a change to how Nosferatu modules work to make them a better counter to energy neutralizers.
- They should always be able to steal capacitor.
- The amount of capacitor stolen should be proportional to the capacitor percentage difference between the origin and the target ship and approach zero if both ships are capped out, and approach double the nominal amount when the origin ship is capped out while the target ship is full. Double nominal amount is possibly too good, maybe 150% nominal is more appropriate.

This is going to especially help small ships going up against a larger ship that can easily neutralize the smaller ship's cap to zero.

2) Capacitor Batteries are very underused. I believe they would become more useful with the following changes:
- Greatly reduced cpu requirements, slightly to moderately reduced powergrid requirements.
- Addition of an X-Large sized version
- The capacitor stored in the battery is immune to Energy Neutralizers and Nosferatus (if that proves to be too good, then it should be at least highly resistant). This battery capacitor would be visualized in the capacitor gauge with a different color than orange.

3) The Hybrid and Energy Algid Administration rigs are a bit too weak. Buff them from -10% and -15% cpu requirements to -15% and -20%.

4) The Energized Regenerative Membrane II is too weak to be worth fitting (other armor tanking modules are the better choice for the first 4 to 6 low slots and no serious fit uses more slots than that for tanking). It should be buffed to 20% bonus armor. It's smaller brother, the Regenerative Plating, should be buffed to 12% (0.8 times as strong as their resistance counterpart respectively)


EWAR

There is no working anti-missile EWAR in the game (Defender Missiles are broken). The Caldari use mostly missiles. Gallente are enemies of the Caldari. Sensor Dampeners are the Gallente racial EWAR. Sensor Dampeners are kind of bad. The Gallente should have anti-missile EWAR instead of Sensor Dampeners. Leave Sensor Dampeners as they are and add anti-missile mid slot EWAR and respective bonuses on Gallente EWAR.


Misc

Let us use our repair drones to repair our ship. It only makes sense.
King Rothgar
Deadly Solutions
#383 - 2012-01-20 15:12:41 UTC
1) Explosives pack: high slot module in small, medium and large variety. Detonates your ship upon activation inflicting AoE damage on all those within the blast radius. It should void insurance, have high fitting requirements and massive damage. Allah Akbar!

2) Capital class energy neuts, NOS, smartbombs, plates and shield extenders.

3) Capital class rigs.

4) t2 EW drones of all types.

5) Stealth combat probes: 1 AU max range, 0.5 AU minimum range, do not show up on d-scanner in either filtered or unfiltered view, sensor strength the same as normal combat probes at those respective ranges. Can detect cloaked ships.

6) Active omni resistance armor hardeners.

7) Passive omni resistance shield resistance amps.

8) Capital class point and webs: Ignore EW immunity, high PG requirements.

9) Radar: Highslot mod, informs player of all uncloaked ships wtihin 4au and grants an instant warpable point to them. Downside is it grants everyone within 8au a warpable point on you. Also alerts all ships within 8au that you are using radar.

10) ECM, err, a different ECM: Midslot module, blocks radar module described above from granting warpable points on you. Cannot be fitted to ships with radar fitted, it's one or the other.

11) NOT HERE!: Midslot module, removes player from local chat, also prevents player from seeing local chat. Passive module.

12) RAM coating (astronautics rig): Makes ship harder to detect with scan probes.

13) Rage (booster, slot 2): Grants RoF bonus to all weapons, 20% for standard. Side effects (for standard): -20% armor, -20% shield, -20% shield boost amount, -20% armor repair amount.

14) Brick (booster, slot 2): -20% damage from all weapons, +20% to armor/shield HP.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Shatter Aldent
The Scope
Gallente Federation
#384 - 2012-01-20 15:30:51 UTC
I would like to see a mine layer. it would be fun to warp into an area only too see a mine slowly (or quickly) moving in your direction.
Asuri Kinnes
Perkone
Caldari State
#385 - 2012-01-20 15:37:18 UTC
Sorry I haven't read the whole thread, used the search function and didn't find this.


Offline Pos - Hacking Module;


Mid-Slot;

Range 2000 meters (so no cloaked hacking);

1Min cycle time

Base 15% chance to take control of the tower

Make a new Skill "Control Tower Hacking", base 10 skill (requires hacking V)

-5% for Faction Towers

+10% to chance/level trained


Also related: Small / Medium / Large rig w/+10% bonus to base chance to hack a tower, with a - 10% CPU penalty


Again, sorry if this has been posted here already.

Bob is the god of Wormholes.

That's all you need to know.

Nova Fox
Novafox Shipyards
#386 - 2012-01-20 17:43:08 UTC
Stress Band-Armor
Stress Field-Shield
Stress Wave-Heat
Remote Logistics
Escort
Chain Effect
High Slot

These modules are last ditch attempts to save a ship in danger. They will share damage between the host ship and target ships. They only share damage with layer of tank being damage so armor can be damaged on a host ship even if his shields are max if the target is being brought down in armor. This does not share repair effects either local or remotes.
This DOES share any emergency based damage or self inflicted damage.

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

XXSketchxx
Sniggerdly
Pandemic Legion
#387 - 2012-01-20 17:50:22 UTC
Nikk Narrel wrote:
Here is one:

Set a module / rig on mining ships.

Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.

Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.

Intended for mining barges and exhumers.


This would be grossly overpowered.
Richard Feynmann
SKULL AND B0NES
#388 - 2012-01-20 18:22:33 UTC
Strategic Logistics Configuration (Skill)

Allow to use "Strategic Logistic Links" - (on Rorqual or maybee on a Carrier)


possible Links (Command Modules):

- faster POS onlining times Big smile
- hardener/HP boost for POS Shocked
- anchoring more than one module at same time Roll

Its also possible to create more "offensive" Modules for conquer
and more "defensive" Modules for reinforcement.


To bring it in line with the other "Command Modules" it
is possible to create also new LS-Skills or an Mindlink.

[b]Die Bundeswehr ist dazu da, um den Feind an der Grenze solange aufzuhalten, bis Millitär kommt.[/b]

Bienator II
madmen of the skies
#389 - 2012-01-20 18:36:34 UTC
transport drones.

can transport items from your cargo to a fleet members cargo, useful for ammunition, cap boosters etc.
(small, medium, heavy - cargo space, hp increases, speed decreases with size)

works like a container, only the target can open it and take items out of it. (would be cool however if the cargo window opens up automatically)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Nova Fox
Novafox Shipyards
#390 - 2012-01-20 19:13:30 UTC
Electronic Intercept

High Slot
Counter Ewar
Remote Logistics
Chain Effect.

This module takes a single effect on target ship and move it to itself denying the effects on targeted ship.
This is a short ranged system between host and target ship, does not effect the inflictor of original ewar on target ship's range.
Can be used offensively to deny repairs.
Can be used defensively to remove harmful effects on friendlies.
If intercept is deactivated with the source effect still on, will be returned to the original target.
Source Effect pilots who are attentive can quickly disable and renable system on thier target to cancel the theft effect.
Altneratively if a undesried effect was stolen the host pilot can deactivate and then reactivate to steal another one at random.
This makes ia bit wonky to work with.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#391 - 2012-01-20 19:13:31 UTC

Self-Implosion Module:

A module that when activated, destroys all cargo and instantly self destructs the ship.
Nova Fox
Novafox Shipyards
#392 - 2012-01-20 19:17:20 UTC
Modulating Shield Hardener
Modular Armor Energized Adaptive Nanomembrane

Tanking
Low - Armor
Mid - Shields
Scripted

These modules allow rapid resistance changes on the fly and provides a small boost to shield and armor hps when installed. They are however are not as strong in performance against invunerability fields of similar levels. When a specific script is installed they do offer almost competitive resitances to other cap activated modules of similar function.

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

Nova Fox
Novafox Shipyards
#393 - 2012-01-20 19:21:47 UTC  |  Edited by: Nova Fox
Stinger/Pike/Imp/Ardent Drones

Consumable Drone
Intercept
Counter Drone
Possible Counter Logistics

These sucidal drones will attack any inbound drone as an entire wing suiciding themselves against the drone. An entire flight is usually sufficent to destroy a drone of same size. They are smaller than normal attack drones and all other restrictions apply to them. Can be used to attack ships, behavior of these drones when ordered to will fly to the ship then target drones that are targeting the target ship within range. This drone is stupid and will attack friendly drones outside its flight wing.
This drone is also useful for destroying logistic drones.

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

Nova Fox
Novafox Shipyards
#394 - 2012-01-20 19:25:47 UTC
Auxillary Support Drones

EWAR
Drones

These drones provide any ship they attack/gaurd with an electronic support effects by flying to the ship and providing secondary cacluations to its systems thus improving any specific performance the drone is designed to support.

Effects such as sensor booster, turret tracking, remote eccms will be applied.

Skills required to match module performance is a bit more extensive from the point of being first usable, may require drone boats to match performance.


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

Nova Fox
Novafox Shipyards
#395 - 2012-01-20 19:39:54 UTC
Catapult Class Weapon

Large or XLarge Weapon systems
High Slot
Possible Multislot
Electronic Warfare
Tag System Use.
Grid to Grid weapon system

These cumbersome weapon systems allows launching of weapon systems from one grid to another in the same system. In order to avoid accidents they are not allowed in high or low security space.

When an off grid target is tagged by fire control systems or tag systems this module can then be activated on then activated on that target by hotting the gun then selecting the distant target on overview.

This process self tags the ship to the entire system for generating that much of an electronic foot print as the round is spooled which anchors the ship into place as it make the calcuations for the long range shot. The ship is also immune to remote support and cannot target anything else at the same time. Once the shot spooled up its then fired onto the target from off grid, then cycles down keeping the ship in place until the gun has cooled down sufficently enough.

Multiple systems can be grouped for single activation.

Would be useful in attempting to breaking up hostile fleets in order to deal with the 'firebase' or 'sniper nest'

These do high amounts of damage but leave the target vunerable and cannot attack anything within the same grid.

They can hit targets mid warp! All wrecks in warp however are destroyed instantly. Can be useful for destroying fleeing ships.

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

Zero Heart
Sebiestor Tribe
Minmatar Republic
#396 - 2012-01-20 19:57:38 UTC
Rek Jaiga
Teraa Matar
#397 - 2012-01-20 20:32:24 UTC
Aphoxema G wrote:
Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.

This would offer an incredible new strategy to be abused in piratey delight.


I'm still liking this idea. They wouldn't act like webs, merely slowing a target down. They'd actually pull the target in!

This would basically be like bumping, but easier to do. Of course it'd eat up a slot, but completely worth getting station huggers out of their comfort zones.
Daesul ShadoWind
Deep Core Mining Inc.
Caldari State
#398 - 2012-01-20 21:45:59 UTC
New Mod
Gravity Anchor
3 charge types
Type 1:
It's use is to make all wormholes carry unlimited mass for 10 minutes while forcing the hole closed at the end of those 10 minutes. This also allows for larger fleets to get through a hole without worry of forced closure by hostiles on the other side.

Type 2:
Would cause the wormhole to lose a portion of it's mass in exchange for extended time elapse, Possibly game breaking for wormholes that regenerate mass over time.

Type 3:
Third type being the most expensive would be a Gravity Mass Bomb, causing the wormhole to collapse instantly on use.
( This is probably game breaking but just make it not cost effective )
Solinuas
Viziam
Amarr Empire
#399 - 2012-01-20 23:32:35 UTC  |  Edited by: Solinuas
Daesul ShadoWind wrote:
New Mod

Type 1:
It's use is to make all wormholes carry unlimited mass for 10 minutes while forcing the hole closed at the end of those 10 minutes. This also allows for larger fleets to get through a hole without worry of forced closure by hostiles on the other side.


Lets not, i can see it now, find a c5 WH, drop an anchor and jump dozens of caps in.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#400 - 2012-01-20 23:51:19 UTC

WH destablizer bomb:

A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...