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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Nova Fox
Novafox Shipyards
#461 - 2012-01-24 03:32:30 UTC
Thats it gloves off.

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

XXSketchxx
Sniggerdly
Pandemic Legion
#462 - 2012-01-24 03:36:02 UTC
If its any consolation, I think you're a hilarious poster otherwise.
Nova Fox
Novafox Shipyards
#463 - 2012-01-24 03:38:22 UTC
XXSketchxx wrote:
If its any consolation, I think you're a hilarious poster otherwise.


Sea of Text Incomming. Twisted

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

XXSketchxx
Sniggerdly
Pandemic Legion
#464 - 2012-01-24 03:43:51 UTC
Nova Fox wrote:
XXSketchxx wrote:
If its any consolation, I think you're a hilarious poster otherwise.


Sea of Text Incomming. Twisted


I'm going to bed, will downvote tomorrow.

Wait...damn it this isn't reddit. WTB dislike button CCP

I'll just post stupidly instead.
Nova Fox
Novafox Shipyards
#465 - 2012-01-24 04:20:37 UTC  |  Edited by: Nova Fox
Modules updated to full post format

Remote Heat Sink
https://forums.eveonline.com/default.aspx?g=posts&m=659415#post659415
Improved Friend or Foe Missiles and Launcher
https://forums.eveonline.com/default.aspx?g=posts&m=659440#post659440
Multiple Slot Module Thoery
https://forums.eveonline.com/default.aspx?g=posts&m=659445#post659445

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

Khrage
#466 - 2012-01-24 05:25:21 UTC
Goose99 wrote:
Rigs that add a hig/mid/low slot.Big smile


+1. at the cost of another slot. and probably some fitting reqs %s so the skill paired with it would be worth training up, unless it was just a jury rig skill (and the t2 rig could also require jury rigging lvl 5, making it actually worth training.)
Walextheone
The Scope
Gallente Federation
#467 - 2012-01-24 08:20:23 UTC
I'd like a defensive module that you switch between different resists. Like an invul but it has 4 modes. Would be awesome for small scale pvp. The micromanage thing done right gives you an edge. Just like overheating in the right moment.

Gasgat Alur
The Scope
Gallente Federation
#468 - 2012-01-24 08:30:46 UTC  |  Edited by: Gasgat Alur
CIWS Active defense

A module that fits in a high slot and acts as a 20mm defensive turret, shooting down enemy missiles, drones and even bombs.
By adding a short range on the CIWS it doesn't take all the damage away from a bomb, even if the bomb gets destroyed the ship will still be within it's blast radious.

50 CPU~
100 PG~
15 GJ~ per cycle (8s~)
This module suffers a extreme stacking penalty

Only 1 target can be shot down per cycle and the CIWS should be also have to take resistance into calculations meaning a drone won't be 1 shot by this system.

I don't know what the max drone orbiting range is but the CIWS systems max range should be the same.

Let's say the CIWS max range is 5km, Imagine a line of tracer rounds constantly being fired from your ship resulting in ammunition detonations around you Cool
Video of tracers from a gattling gun (check 0:50)

#2

Or ('Or' as in completely replace the first idea, not a second mode) you could have the CIWS fire high explosive rounds in a way that creates a bubble like effect of small explosions around the ship that eliminates incoming fire (only 10-15 percent of the incoming fire so technically the module reduces all incoming fire by 10-15 percent while the rest of it manages to get through the defensive barrier).

If you're reading this then that means my time travel worked

Takeshi Yamato
Ministry of War
Amarr Empire
#469 - 2012-01-24 10:14:48 UTC  |  Edited by: Takeshi Yamato
New ECCM functionality and scripts

ECCM modules are changed to the following (using a T2 ECCM here in the example):
+48% sensor strength (was +96%)
- 6.25% ship signature radius

Scripts to modify these two values in the usual manner are added:
Signature Radius Reduction Script - doubles the signature reduction bonus while canceling the sensor strength bonus.
Sensor Strength Script - doubles sensor strength bonus while canceling the signature reduction bonus.

What's the reasoning behind this?
Many want to see a module that reduces signature radius of the ship. ECCM counters ECM but is not otherwise useful in combat, unlike Sensor Boosters and Tracking Computers which counter Sensor Dampeners and Tracking Disruptors respectively. As such, ECCM is only fitted if ECM is highly likely. This idea addressed both of these things.
Pidgeon Saissore
DNS Requiem
Brave Collective
#470 - 2012-01-24 19:58:49 UTC
Ramming module or ship
A self destructive module that does large amounts of damage to the impacted ship.
Must have some limitations as a bump cruiser would suddenly become a superweapon if implemented wrong.
Mirajane Cromwell
#471 - 2012-01-24 20:07:25 UTC
Since Sansha are the masters of wormholes - as they have capabilities to create wormholes so clearly they must have some sophisticated modules that might drop once in a while from true sanshas? Stuff like:

True Sansha Probe Launcher
- bonus to probe strength between +12% and +15%?

True Sansha Expanded Probe Launcher
- bonus to probe strength between +12% and +15%?

Above modules could use the following probes:

True Sansha Deep Space Probes
True Sansha Space Probes
True Sansha Combat Probes
True Sansha Wormhole Probes (makes it easier to locate wormholes)

Some more modules with new functions:

True Sansha Wormhole Stabilizer
- uses scripts: time stabilizer, mass stabilizer
- time version stabilizes the wormhole by making it last twice as long (does not affect mass)
- mass version stabilizes the wormhole by allowing twice the mass moved through it (does not affect time)
- only one time/mass effect can be used per wormhole

True Sansha Wormhole Destabilizer
- destabilizes the wormhole in some way?

True Sansha Wormhole Signal Booster
- boosts the signal strength of wormhole signatures ie. makes it easier to find wormholes with probes when this module is active

True Sansha Radar Signal Booster
- boosts the signal strength of radar sites

True Sansha Magnetometric Signal Booster
- boosts the signal strength of magnetometric sites

True Sansha Ladar Signal Booster
- boosts the signal strength of ladar sites

True Sansha Gravimetric Signal Booster
- boosts the signal strength of gravimetric sites

True Sansha Wormhole Generator
- creates wormhole to random low sec system
- works only inside wormhole system and can only be entered from WH system's side
- the wormhole lasts only 5 minutes before it disappears
- consumes the module when used
Gizznitt Malikite
Agony Unleashed
Agony Empire
#472 - 2012-01-24 21:22:48 UTC  |  Edited by: Gizznitt Malikite
Decoy Ship

An Anchorable object that mimics a player's ship. On everyone's overview/scan it has the same pilot name, ship type, and ship name of the pilot/ship that anchored it.

Give it static HP and Signal strength (for scanning).

Single use.... once deployed, it lasts for ?60-120 minutes?, or until destroyed.

^^ A search revealed this idea has been proposed a few times already, albeit with additional requirements and/or limitations.

https://forums.eveonline.com/default.aspx?g=posts&m=689364#post689364
https://forums.eveonline.com/default.aspx?g=posts&m=669261#post669261
Miss Whippy
Native Freshfood
Minmatar Republic
#473 - 2012-01-24 22:22:05 UTC
Horn: The horn module gives your ship a horn. Titans get big fog horns, while frigates like the Rifter get lame little Road Runner horns.

Meep Meep.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Lharanai
Fools of the Blue Oyster
#474 - 2012-01-24 22:43:15 UTC
Max Von Sydow wrote:
Disguise module.
Allows you to disguise your ship as another ship of the same race and similar size.
Similar drawbacks as cloak.

Uses scripts to select disguise.


I very much like that idea as I always wanted Q-ships......

but to extend it a little....

- camouflage fails like cloak, if other ships are getting close
- ship scanner can reveal the real ship

and finally on the side of the Q-ship, a mod to detect if you are passive targeted

Seriously, don't take me serious, I MEAN IT...seriously

Miss Whippy
Native Freshfood
Minmatar Republic
#475 - 2012-01-24 23:09:07 UTC  |  Edited by: Miss Whippy
Here's a proper idea.

Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!

EDIT: to make it fairer, it could only work on ships that are still or barely moving.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Gizznitt Malikite
Agony Unleashed
Agony Empire
#476 - 2012-01-24 23:24:58 UTC
Miss Whippy wrote:
Here's a proper idea.

Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!

EDIT: to make it fairer, it could only work on ships that are still or barely moving.


Well timed, this would be devastating in many situations... I would suggest restrictions to certain ship classes, module cycle times, and/or other limits.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#477 - 2012-01-25 03:50:34 UTC
- Tech II & Faction Tractor Beams
- Medium and Large Tractor Beams
- Faction, Medium, and Large Salvagers
- Repulsor Beams (tractor beams in reverse)
- Bulk Gas Extractors (Gas Extractors for Mining Barges)
- Active Inertial Dampeners (stronger, Medium Slot, uses capacitor)
- Powered-Down Armor Repairer (longer duration, lower repair amount, lower cap usage, lower fitting requirements)
- Disposable Repair Nanites (optional ammunition, Tech II repairers only, increased repair amount)
- Modified 'self-defence' strip miner (lower mining yield, but does just enough damage for basic self-defence against rats)

This is my signature. There are many like it, but this one is mine.

shadowace00007
Mecha Enterprises Fleet
Federation Uprising
#478 - 2012-01-25 04:02:35 UTC
I would love to see a rig that allows the player to extend the CPU of the ship. Its sad that there is a rig, and 3 types of low slot boosters for Powergrid but only one type of CPU bonus in the low slots.

Born Amarrian Raised Minmatar.

Nova Fox
Novafox Shipyards
#479 - 2012-01-25 16:56:32 UTC  |  Edited by: Nova Fox
Armored Guns
Energized Guns

HighSlot
Dual Function
Weapon Systems
Local Logistics

These guns consume a bit more fitting than normal guns and offer no performace advantage over similar models. However when not in use these guns retract and begin to reinforce the ship's defenses adding more HP to either shields or armor.


Also why isnt this Stickied?

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

Hadez411
The Scope
Gallente Federation
#480 - 2012-01-25 17:15:27 UTC  |  Edited by: Hadez411
Area of Effect: A tactical shield bubble. Be it a module for heavy interdictors, command ships, capitals, an anchorable structure or a new class of ship, I dunno. But I had the idea that a tactical shield bubble would add some diversity to PVP. Said shield would pop up similar to a heavy interdictor bubble and shield all those within.
Here's some ways it might work:
Lowsec/0.0/WH Only
A) X amount of damage to its HP before it disappears and cannot be reactivated for another number of minutes. Hp goes up with pilot skill.
B) A short burst of an invulnerable field that only goes up for <10s and cannot be re-used for another X minutes. Breaks locks on targets.
C) Anchorable structure like a warp bubble that can be shot down with about the same amount of HP. Favors the well-prepared and fortified who can run their logi's/ECM in and our of it until its blown up. Limitations on howmany how close to eachother or howmany on grid so that they dont have an endless chain of these.
D) Mod that uses up alot of stront and can be turned on/off immediately for an invulnerable shield. The max amount of stront the vessel can carry being maybe ~15 seconds worth of activation time, variable on skill. Cannot activate near other vessels with the same ability. Breaks target locks like a pos. Or doesn't break locks? Makes the vessel operating it fairly weak or slow.
E) Capital/super cap module that sends a bubble of shield to a locked target, immobilising them and rendering them intargetable while activated and shielding those within its range. Long activation/deactivation time so as to not be a menace in constantly thwarting fleet primaries, but for a few rare and special uses as a limited use tactical maneuver.

The uses for this are vast, the ways you could implement it are as well and these are just some of my guesses. All I really stick to though is that it'd be nice to have some kind of a tactical shield bubble implemented.

[Area of Effect: Some kind of ammo for turrets that is like our modern day Anti-air ammo which explodes at a certain range or on contact and has a small area of effect damage. In this case most likely with less damage than regular ammo and only safely useable in low-sec and 0.0
Uses?: Blobs of frigates, anti-drone, close-knit RR gangs, ???
Just a thought.

Area of Effect:Stasis webifier bomb, affects an area for X seconds. Get a half-dozen manti's in your fleet with these bombs and web an area like crazy for X seconds in an engagement. Possibly make them do damage to similar bombs to limit the amount and make the effect last less than a minute for sure. Less than half a minute even.


Module: A module for battleships that mimicks the siege module, to revolutionize highsec warfare. A damage increase at a tracking penalty and loss of movement and remote assistance for X minutes. I wont get into numbers.

Module: There are ECMs and ECCMs, Neuts and Cap boosters, Sensor Damps and Sensor Boosters, etc etc, but I feel like in terms of propulsion jamming there could be a bit more room for self-defense. At the expense of tank/offense ofcourse. Some module for your lows that reduces the effect of webs by ??% or a variant of the warp core stabilizer that also hurts your scan res and targeting range to an extent, but keeps you safe from a scram turning off your mwd but that may not necessarily give you any more warp core strength points. That or a rig? The system in place now is good I'd say, so I dont know how much room there is for this idea, it just seemed to co-incide with being able to fit to counter everything else. You can only put one AB on, but you can put on multiple cap boosters or sensor boosters, ECCM's etc. So it seems to me like you should be able to do a bit more for yourself to fight webs or even scrams possibly.