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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
XXSketchxx
Sniggerdly
Pandemic Legion
#421 - 2012-01-21 16:56:24 UTC  |  Edited by: ISD Tyrozan
ITT Deleted | ISD Tyrozan spamming
Nova Fox
Novafox Shipyards
#422 - 2012-01-21 16:56:42 UTC  |  Edited by: Nova Fox
Gravity Explunger Probe

Anchorable
Terrain Control
Counter Navigation

This anchorable emitter severly destabilizes warpsheres that are active within range of the deployable depleting the capaictor entirely of any ship that warps into the effected area.

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

Nova Fox
Novafox Shipyards
#423 - 2012-01-21 17:55:54 UTC
Gravitron Disharmony Probe

Anchorable
Terrain Control
Counter Navitation

This anchorable emitter causes so much powergrid disruption during formation of a warpsphere the ship will take damage if it warps or activates a microwarp drives off within its range of effect.

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

foxnod
Perkone
Caldari State
#424 - 2012-01-21 19:21:23 UTC
A few things.

T2 warp disrupt probe launchers and T2 warp disrupt probes.
Faction (Shadow Serpentis, Federation Navy) Damage controls
Faction (All Navys) Racial ECCM
Faction (Caldari Navy) Shield Flux Coil
T2 Capital Modules with T2 Xlarge ammo
Xorth Adimus
Caldari Provisions
Caldari State
#425 - 2012-01-21 20:54:39 UTC  |  Edited by: Xorth Adimus
crazy module and rig ideas:

*Macro citadel torpedo launcher + torps (fits on bomber only) useless vs anything sub cap but capital ships pos sov etc

*Large bomb same as normal bomb but takes up the whole bomb launcher:
*Large damage bombs does more damage but only to large targets, work on the basis of large sig radius 20km radius

*Large void bomb removes 25% of targets cap as opposed to a set amount (ie scales with size of cap and ship)

*Large lock breaker bomb - only works on caps but also works on caps immune to EW


*New charges for a new T2 interdiction probe launcher:

*Interdiction subspace charge - drops a probe that decloaks all cloaked ships (not including jump cloak within 30km
expended on launch

*Wormhole interdiction launcher - drops a probe that prevents the use of a wormhole (from the side it is placed) duration 30 seconds

*Nullspace charge - prevents probing of any ships within 20km - duration 30 seconds

*ECM mine - lockbreaking within 10km set off when any hostiles are within 10km, dormant duration 2 minutes

*Static mine - activated on non blue standing 9km proximity 10km web (30%) range- dormant duration 2 minutes active duration 30 seconds


*T2 HIC interdiction generator -
New scripts:
*T2 focused range 35km

*T2 Sector jump Interdiction script - Prevents capitals within 50km jumping out and prevents cynos being created within 50km

*T2 Singularity subspace scrambling script - 50% chance to shut down low sec gate for 30 seconds - cooldown of 15 minutes


*Low slot module, 3200mm plate 2x the hps for 2.1x the fitting

*Low slot module, hull bulkheads S M L Xlarge increases base hps as per plates but less effective (x0.9)

*Mid slot module, X Large shield extender 2x the hps for 2.1x the fitting

*High slot module, Nano bot emitter increase local and remote armour rep amount by 20%

*High slot module, shield boost emitter increase local and remote shield rep amount by 20%

*High slot module, Drone sensor augmentation (S , M , L) increase to drone (size of drone effected based on size of module) effectivity by 10% - high CPU cost

*S, M, L T3 heavy weapon systems - Plasma cannon - Flak cannon - MIRV launcher - Energy lance
Only as effective as vanilla T1 1.5x the fitting costs - short range only, only fire at end of cycle
10% Reduction in heat damage
Can use T3 charge:

*T3 Hybrid 'plasma' ammo 5% of damage bypasses shield increased damage to successive hits upto +125%
*T3 Hybrid 'blast' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage

*T3 Projectile 'piercing' ammo 5% of damage bypasses armour increased damage to successive hits upto +125%
*T3 Projectile 'shrapnel' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage

*T3 Launcher 'Hellfire' ammo 5% of damage bypasses armour increased damage to successive hits upto +125%
*T3 Launcher 'Brimstone' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage

*T3 Laser 'Phased' ammo 5% of damage bypasses shield increased damage to successive hits upto +125%
*T3 Laser 'Void' ammo 10% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage and 5% cap recharge reduction


*S, M, L T3 point defence systems - Forced plasma gun - Phalanx gun - Defender missile (not new... just now used for something useful!) - Multi facet pulse laser
Only as 1/2 a effective as vanilla T1 weapon 0.75x the fitting costs - short range only
*10% Reduction in heat damage
*10% Increased damage to drones and fighters
*25% Higher tracking
*25% Reduction in falloff and range


*Armour hardener rig - prevents armour piercing whilst active tank is in place

*Armour fortification rig - increases armour resists by 15% whilst active tank is in place

*Shield hardener rig - prevents shield piercing whilst active tank is in place

*Shield fortification rig - increases shield resists by 15% whilst active tanking is in place


T3 modification rigs, only one can be fitted at a time, increases any heat damage by 10%:
*T3 Hull enhancement rig - Removes mid slot for low slot, 27.5% reduction in cpu (linked to rig skill 5% reduction per level)

*T3 Bulkhead expansion rig - Removes low slot for mid slot, 27.5% reduction in PG (linked to rig skill 5% reduction per level)

*T3 Hardpoint reduction rig - Removes high slot for mid slot, 27.5% reduction in signal resolution (linked to rig skill 5% reduction per level)

*T3 Hardpoint rienforcement rig - Removes high slot for low slot, 27.5% reduction in signal resolution (linked to rig skill 5% reduction per level)

*T3 Thermic shielding rig - prevents external heat damage, reduces heat damage by 10%


No rig allows extra hardpoints for obvious reasons, cannot be fitted to any ships where it would increase a slot count beyond 8.

*S, M, L Hull energised adaptive nano reinforcement modules (non-active resists) low slot fit
less effective then energised adaptive nano armour resists but lower fitting costs

*Full range of hull rigs to support hull (hero!) tanking
Reilly Duvolle
Hydra Squadron
#426 - 2012-01-21 21:34:20 UTC
Brainstorm mode on:

CIWS - Close in weapon system. Highslot module, auto-targets and destroys enemy drone and missile within 5 km, it doesnt matter if those drones and missiles are targeting your ship or not.

Missile Control Jammer - midslot module, jams the missile control of the target ship making its missiles loose its lock (only works on targeted missiles, i.e standard, heavy cruise. Rockets, HAMs and torps unaffected)

Drone Control Jammer - midslit module, jams drone control systems of the target ship causing uts drones to return to orbit. Does not work on sentries.

Decoy launcher - highslot module, deploys decoys (fake ships of the same type as the ship with the launcher) that for a set period of time (60 seconds) fools enemy targeting systems (pilot will be doubled or trippled in the overview). Only 2 active decoys at a time. Weapons hit for no damage aganist decoys, but if hit, the decoy will disappear.

Missile Control Enhancer - lowslot module, enhances the flight speed of missile systems, extending their range.

Missile Control Computer - scripted midslot module, enhances flight speed and explosion velocities of missile systems. can be scripted for double of one effect for none of the other (like tracking computers)

Heat sink - midslot or highslot module that greatly increases the ships ability to overload its modules (current heat sink renamed to energy field stabilizer)

Distortion Detection System - midslot module that detects distortion fields within 100 km and gives a rough direction (say 90 degress cone). Using 2 ships will pinpoint a cloaker to a 20 km radius area, which stealth bombers can use to launch AOE bombs. Eanbles pairs of stealth bombers to works as hunter/killers.

Scripts for NEUTs and NOS, for range and drain amount.

Scripts for ECM for range or strength

Scripts for target painters for range and strenght

Scripts for omnidirectional tracking link for range and tracking

Scripts for webs for range and speed reduction factor

Scripts for remote armor repairers, remote shield transfers and remote energy transfers for range and transfer amount

Scripts for microwarpdrives for speed and sigradius increase (but still big bloom compared to ABs even if scripted)

Scripts for smartbombs for range and damage
Hirana Yoshida
Behavioral Affront
#427 - 2012-01-21 21:45:50 UTC
Slot retro-fit.
- Damage control type of deal with just one possible per ship, if fitted in lowslot it opens up a midslot and vice-versa.
- Has extreme drawbacks, as in halving capacitor size, abnormally high fittings (not to high for frigs sake!), etc.
Caveat: Can't exceed 8 slots of any given type.

eWar modifier modules/rigs for TDs, Damps and TPs, similar to what is available for ECM.
Possibly also for neuts, webs and points but will likely have consequences that are too difficult to account for.

Blink-drive, aka. a proper micro-warp drive.
- Near instantaneous trans-location of ship (probably best if limited to specific hulls) at ranges 0-100km. Subject to all normal warp inhibitors.

In case gang-link mods are not made on-grid in near future:
- Command and Control Jamming module.
Blocks all (friendly and hostile alike) gang-link communications from off-grid.
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#428 - 2012-01-22 02:28:50 UTC
Microjumpdrive
Instantly travel about 100km or so
Must have massive cap requirements and effeted by warp scramblers
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#429 - 2012-01-22 02:34:53 UTC
Targeting link
Your ship and targeted ship share all targets
Any kind of ecm disables
Limit chain of links to 3 ships
Vance Armistice
Republic Military School
Minmatar Republic
#430 - 2012-01-22 04:06:32 UTC
Transponder scrambler

When activated the module affects the target ship's transponder causing any "warp to fleet member" initiated on the victim to deviate based on a formula derived from a combination of the ship's sensor strength and the aggressors appropriate EW skill (add new skill or use ECM skill?).

This would conceivably cause anyone coming to aid a victim to warp in at indeterminate ranges that may or may not effect their ability to help their fleet member.

Counter would be high sensor strength and proper preparation (bookmarks warp ins etc...)
Swiftsoul Tian
Hardcore Smoochies
#431 - 2012-01-22 07:45:25 UTC
I really missing only one module: An ID-Blocker!

Function: Makes it impossible to identify the ship type and pilot's name, even when targeted. The ship is not cloaked and can still identified on sight - just the board computer it not able to identify the type of ship or pilot. Only the signature radius or direct visual checking may give a hint what type of ship it is.

So if you targeting it - you don't know if it's a frigate, freighter, destroyer, cruiser, battleship or what ever - until you destroyed it ^^



Mag's
Azn Empire
#432 - 2012-01-22 14:26:28 UTC  |  Edited by: Mag's
This is not a new module, but more a change to the present Cyno generators.

My idea is as follows:

The Cyno generator gets a activation delay of one minute, until the jump to it is enabled.
This delay is reduced with a bonus only on the recon ship.

It could be either 10 seconds per level of recon, leaving a 10 second delay at level 5. Or a 20% per level of recon, leaving no delay at level 5.

This would mean the recon cyno role, would be come very situation and tactical. You can still use a throw away alt and frig, but it means waiting a minute until the cyno is jump enabled.

Edit: Covert cyno gen would remain the same, or get a 10 second delay as standard.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Nova Fox
Novafox Shipyards
#433 - 2012-01-23 01:25:40 UTC  |  Edited by: Nova Fox
Argos\Valiant\Odynere\Zande Drone

Drone
Multi-platform
Attack

This extremly large drone function almost as a second ship and is outfitted with a variety of tools and self repair optionts which comes at the cost of needing all uplinks from the host ship thus a non capitol ship can only deploy one of certain size. Any spare link helps boost the effectiveness of the ship if there was any to spare for its size but it may not be as target effective as the ones for appropirate sizes lacking certain tools.
For example smaller drones have the webifier and faster tracking guns, but the larger one would feature target avoidance more than to try to slow down the target.

edit page 2? how dare thay!
After much consideration Ill be keeping more of the modules I designed and keep them as bumping tools until then theyll stay on paper.

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

Andrew Curtin
The Scope
Gallente Federation
#434 - 2012-01-23 03:18:57 UTC
-Though the new dread buffs are nice, adding an AOE ability would be interesting. Maybe with a particular ammo type, or different siege module that allows AOE dmg.

-Being able to jettison cans that can be destroyed and cause AOE dmg. Similar to a bomb, but stationary(not like mines).

-Scripts for MWD/AB's. Essentially while loaded gives a bonus to overall speed, but increases the penalties to cap. Penalties should be severe enough to deter people leaving in the script all the time.

-Self destruct that deals AOE dmg. Would have to be confined to null/low sec. Kills self destructing pilots pod along with ship. DMG should be based on the size of the ship. ie Frigs self destructing should be able to pop other frigs(similar to a bomb). Titans self destructing should be big enough that subcaps might want to move out of range. 30-50km range???
***The global self destruct message should be hidden so a self destructing capital can catch attackers by surprise.

Mars Theran
Foreign Interloper
#435 - 2012-01-23 06:11:25 UTC  |  Edited by: Mars Theran
Move Shield Boosters and Shield Boost Amplifiers to Low Slot items.

Reasoning: This will help Shield fits that active tank to fit in more with PvP gameplay. They will be able to fit points and Webs, Tracking computers, and other useful Midslot modules.

New Module: Adaptive Shield Harmonizer: Passive Resistance module for shields. Covers all resistances. Midslot module. Reduces Capacitor requirements of Buffered and active shield fits. Also a shield PvP-centric module.

Move Capacitor Batteries to Lowslots. No reason these should be midslot modules. Will help with balance issues, and make them more useful.

edit:

Also, bring back mines. Make them specific to a certain hull, (maybe interdictors), and require on grid deployment and activation. Decloaking to activate necessary, and functioning in a fashion similar to a bomb.

Mines become jettisonable from specific hull with a mine launcher that has a 5km range and is directional like a Bomb Launcher; Anchoring is required once the mine is deployed, and only mines deployed in this fashion can be anchored. Same ship can detect mines and disable them with a Mine Dispersement Pulse Emitter.

The MDPE, based on Amarr weapons technology, emits an omnidirectional EM pulse out to 15 km with a min. 5 second cycle time between pulses. This EM pulse will disable any mines within range, including those deployed by the ship using the MDPE. Mines will automatically begin an unanchoring process and be shortly available for collection.

Any mines left anchored on grid when the deploying ship leaves, will automatically unanchor due to controlling factors no longer being present.

Activation range for deployed mines should be no more than 120km, and damage should be 3 km AoE with one of 4 possible damage types. Mines should require no less than 10m3 cargo space, and have a 2km radius of clearance for effective deployment.

Damage should be approx. 340. Damage obviously affects everything in range; including friendlies and the Mine deploying vessel if it happens to get caught in the blast radius. Signature radius and velocity should be applicable as they are with missiles.

I say should; but work with it as you will. It's just an idea. I like mines.

edit2:

Alternative Bomb Launcher. Less damage. Higher rate of deployment. Launches a number of smaller bombs up to 50 km.

Also, the mine deployment launcher above has a few flaws. I was thinking of detonation controlled by the pilot, but that may be hard to manage if the mines are visible as anchored devices and only have a 3km radius AoE. Basically, they would be super easy to avoid jumping in a system unless they were everywhere. In a Mobile Warp Disruptor or Interdiction Sphere they would be more useful of course.

Not 100% sure on that. Even station camping would be hard, as you would have to have a lot of mines to really have a good chance of getting someone. They have pretty low DPS as it is, but that is sort of intended to soften up targets rather than destroy them. Just thoughts anyhow.

..maybe a 5-10km AoE would be more practical, with a slightly higher damage. Either detonate all mines as one command, or right-click in overview or or specific window, (like drones have), to detonate. Another possibility is a UI button or module to trigger them. Possibly also auto-anchor when deployed if they don't have anything in the way. Perhaps a message when attempting to deploy, if deployment is not possible.
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Mars Theran
Foreign Interloper
#436 - 2012-01-23 06:17:47 UTC
Xorth Adimus wrote:
crazy module and rig ideas:

..Snip..

*New charges for a new T2 interdiction probe launcher:

*Interdiction subspace charge - drops a probe that decloaks all cloaked ships (not including jump cloak within 30km
expended on launch

*Wormhole interdiction launcher - drops a probe that prevents the use of a wormhole (from the side it is placed) duration 30 seconds

*Nullspace charge - prevents probing of any ships within 20km - duration 30 seconds

*ECM mine - lockbreaking within 10km set off when any hostiles are within 10km, dormant duration 2 minutes

*Static mine - activated on non blue standing 9km proximity 10km web (30%) range- dormant duration 2 minutes active duration 30 seconds


*T2 HIC interdiction generator -
New scripts:
*T2 focused range 35km

*T2 Sector jump Interdiction script - Prevents capitals within 50km jumping out and prevents cynos being created within 50km

*T2 Singularity subspace scrambling script - 50% chance to shut down low sec gate for 30 seconds - cooldown of 15 minutes

..Snip..

*Full range of hull rigs to support hull (hero!) tanking


I'm not sure about all your ideas here, but I like the idea of more effective interdictors. They are good as is, but could use a little work to make the more versatile at interdiction.

Improving Hull tanking would be cool too. Having the Hull Repair unit improved would be a nice start; given it's almost completely useless as is.
zubzubzubzubzubzubzubzub
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#437 - 2012-01-23 06:39:32 UTC  |  Edited by: Metal Icarus
Gerrick Palivorn wrote:
How about this.

Eliminate racial specific jammers and only have Multispecs as the base module. There will be 4 scripts, augmenting each specific jamming type, but doing it at range penalties.

Currently the Multispectral Jammer is in the wrong configuration so it will need to be changed.

Note: Numbers are pulled from Evelopedia.

Current configuration (Tech 2) | New configuration (Tech2)

Optimal Range: 17.82 (21.38)-->26.73 (32.08)
Accuracy Falloff: 19.80 (23.76)-->29.70 (35.64)

The Scripts will be something like this:

(Racial) Jamming Script

80% Increase in (Racial) Jamming Strength
100% Decrease in non(Racial) Jamming Strength
50% Decrease in Range
50% Decrease in Falloff

This will make it so full strength racial jams will have to have the right script in, and also require the ECM boat to be closer to the target.

ECM Range Extender Script

40% decrease in Jam Strength
100% increase in Optimal Range
100% increase in Falloff

Having more than 5 scripts is a little to much, but whatever, I still like the idea. The seperation of the range script and the racial jamming scripts will make it so you either have a weak jam at extreme range (sniping) or a strong jam within disruptor range (not a place an ECM boat wants to be). I believe that this will make it so the ECM platforms will be more viable as they will be more likely to fit a tank, rather than just rely on there jamming.


THIS. 95% THIS.

You wouldn't entirely need to eliminate racial jammers though. I think this would let smaller ships use ecm mods on their ships and be able to change racial type. Its just that the actual Racial would be stronger and you can't change the type.
L4ST
Sebiestor Tribe
Minmatar Republic
#438 - 2012-01-23 08:00:37 UTC
Heavy damage long-cycle turrets

What about very heavy damage Turrets with extremely long cycles, that would reward people who keep track of their enemy's angular velocity, most likely restistances, etc.?

Would be great to get some more pew-pew for concentrated play style and firing just in the right moment when firing weapons at the right target is at it's lowest angular velocity.

Also it's kinda fun to go "oh hes gonna be slower, slower, slower, yes a little slower, come on ... DAMN I missed the slowest moment" and "slower, slower, slower,... ALL WEAPONS: FIRE! NOW! ... yes ... just in time" "congratulations captain!" "you deserve to be our ship's leader, great fire-just-in-time L4ST!" "nice shot!"
Grumpy Owly
Imperial Shipment
Amarr Empire
#439 - 2012-01-23 08:42:58 UTC
As some potential ideas to explore for intel work:

1) Drop satalites in systems and use them to d-scan in systems remotely?

2) Remote camera drones/probes, allow a drone/probe to feedback visual information from a distance.

3) Scramble system communications, interupt d-scan integrity.

4) Mirage projection systems. Dummy ship representation.

5) Tracking Devices, ability to attach devices to ships to reveal its location, remotely.
Lallante
Blue Republic
RvB - BLUE Republic
#440 - 2012-01-23 10:57:49 UTC  |  Edited by: ISD Tyrozan
My module Idea:

Deleted | ISD Tyrozan

High Slot

When activated, prevents Deleted | ISD Tyrozan from posting incredibly horrible module ideas to the Features & Ideas Forum