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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Herzog Wolfhammer
Sigma Special Tactics Group
#561 - 2012-02-01 20:32:18 UTC
"Damage Amplification Module".

Increase a specified damage type.

I would expect that it would detract from other damage types.


For example, if I am using ammo that does thermal and explosive damage, and I specify for thermal, I lose explosive damage.

For many players, DPS IS their tank. So being able to specify or amplify damage type output at the cost of damage capability that is not needed as much might afford some flexibility for PVe and PVP objectives.

Bring back DEEEEP Space!

Amaroq Dricaldari
Ministry of War
Amarr Empire
#562 - 2012-02-02 01:37:07 UTC
Pidgeon Saissore wrote:
Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here

Listen to her. She know's what she is saying.

CCP, you need to do a temporary shutdown of the forums and scan EVERY post in this subforum.

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Amaroq Dricaldari
Ministry of War
Amarr Empire
#563 - 2012-02-02 01:48:08 UTC  |  Edited by: Amaroq Dricaldari
Tekashi Kovacs wrote:
Damage Control - to be passive module

It uses so little capacitor that it makes no difference. So why the hell is it active in the first place? You should make it passive, CCP...

...just like turkey dinner...

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Amaroq Dricaldari
Ministry of War
Amarr Empire
#564 - 2012-02-03 00:46:41 UTC
Super Weapons.

A Super Weapon would be a weapon that is designed to seem overpowered (near-perfect stats, every damage type, doesn't need ammo, etc), but it would also have the following disadvantages:

- Very Demanding Fitting Requirements (a Battleship or Capital would be highly recommended)
- VERY rare (you could only find it as loot in Level 5 Boss Missions down in Null Sec, or possibly even encounters in Wormhole space)
- Un-repairable: The ultra-advanced technology and ultra-rare materials behind the device are beyond even the most brilliant engineers in New Eden. I guess overloading it won't be such as great idea, afterall.
- Consumes/Damages itself as it is used: That means that you should save it for when you really need it. The fact that it isn't repairable doesn't help, either.
This could be explained in-game by the weapon destabilizing its own molecular structure with each shot. It would most likely go out in a blaze of glory once it runs out of health.

They would also be saught after by certain factions, so if you gave it to certain NPCs, they would give you a HUGE reward for it.

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Drummond
Deep Core Mining Inc.
Caldari State
#565 - 2012-02-03 01:57:39 UTC
ECCM Drones.
- The perfect counter to ECM drones without simply removing ECM drones from the game (which I would approve of).
- Protection from Falcons if you want it

COMMUNICATION DISFRACTOR:
- Removes the ability of a target ship to be Warpable by members of his fleet
erittainvarma
Fistful of Finns
#566 - 2012-02-03 02:06:49 UTC
Tracking Enhancer/computer modules for missiles.
-Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#567 - 2012-02-03 02:09:22 UTC
I like my Super Weapons idea more.

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Nova Fox
Novafox Shipyards
#568 - 2012-02-03 08:48:00 UTC
Heat Soaking Rigs?

Make it cost capacitor possibly?

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

Vae Abeo
Viziam
Amarr Empire
#569 - 2012-02-04 09:27:08 UTC
Has a Ship Maint Bay extender rig been proposed? If not I would truly love an Orca with a maint bay of 500k. Since its already 400k maybe rigs extend it by 50k so you would have to use two slots to haul ONE BS (Truthfully I don't see how this would harm anything but it would be really useful) even a hulk is 200k so just make it so it cant haul 3 hulks and its good.
Lucjan
Deutzer Freiheit
#570 - 2012-02-04 13:55:29 UTC
Wormhole Analyser

Activateable when locked.

Further detailed information about wormholes remaining time and mass.

OPTIONAL : New additional information : next creation point, active players in that system, number of wormholes in next system, etc.
Laila lg
Serpent Technologie
#571 - 2012-02-04 13:55:53 UTC
CCP SoniClover wrote:
Hello capsuleers!

One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover

Laila lg
Serpent Technologie
#572 - 2012-02-04 14:00:21 UTC
Mining Rigs Suggestion

What do you think of mining rigs I know I'm not the only person to think about that..we have mining drones and mining drone rigs but to me that is not as use full what I have to suggest


Ore Mining Rigs

Ore mining rigs 5 % more yield
Ore mining rigs tech 2.10% more yield

Ice Mining Rigs

Ice mining rigs 5 % more yield
Ice mining rigs tech 2.10% more yield

Gas Mining Rigs

Gas mining rigs 5 % more yield
Gas mining rigs tech 2.10% more yield

Cycle Time Duration Rigs Fore Ore,Ice,Gas.Strip Miners/harvester's And Deep Core Mining fore Mercoxit

And maeby deep core mining rigs for mining Mercoxit

Deep Core mining rigs

Deep core mining rigs 5 % more yield
Deep core mining rigs tech 2.10% more yield

Think that allot of industry people would be happy about that. Especially if you are Ice mining
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#573 - 2012-02-05 00:41:41 UTC
Hive ship

Has the sole purpose of being able to dock smaller ships into it and fully behave as if those ships were in station.
Multiple classes of the ship. The smallest being slightly larger then an orca would be stargate capable and have a ship bay about 500k to 1 million. Then capital and supercapital classes would have 3 million and 15 million.

This ship would be anchorable so that the pilot could leave without it being stolen. The pilot would recieve notifications if anyone shows up in its overview range.

The ship would have no turret or launcher slots, though possibly bonuses to smartbombs radius and a unique ability that they dont hurt allies. There would be very minimal slots of any kind so this is not a comat ship by any measure.

Someones going to object to this but if fitted with a cloak it would use it when the pilot exits.

The purpose is to have a way to carry your whole personal fleet when traveling.
Axium Cog
Holey Amarrian Inquisition
Grand Inquisitors Federation
#574 - 2012-02-05 11:56:03 UTC  |  Edited by: Axium Cog
Single Use:

Demolitions Package
When activated, this module overheats the power core of your ship, causing catastrophic failure.

A self destruct that actually hurts people around you. Think of it as a smartbomb on steroids. Module drops would be treated as normal loss of ship. Basically youre trading a slot and loot denial for the ability to get one last blow in on your enemies.

Edit: obviously the damage output and explosion range would scale with the class of ship.
Axium Cog
Holey Amarrian Inquisition
Grand Inquisitors Federation
#575 - 2012-02-05 12:05:02 UTC
Nova Fox wrote:
Heat Soaking Rigs?

Make it cost capacitor possibly?


Perhaps reduce capacitor recharge time? Run the power core at a lower output to allow the cooling systems to compensate for the overheat of other systems.

I like the idea. Afterall we have heat sink modules, why not rigs?
Amaroq Dricaldari
Ministry of War
Amarr Empire
#576 - 2012-02-06 07:36:59 UTC
Tech III Armor Repairer

In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.

It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed.

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Hans Momaki
State War Academy
Caldari State
#577 - 2012-02-06 07:37:39 UTC
erittainvarma wrote:
Tracking Enhancer/computer modules for missiles.
-Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs.


This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers.
PinkKnife
The Cuddlefish
Ethereal Dawn
#578 - 2012-02-06 08:27:22 UTC
Just in general drone improving modules. I'd say start with the simple weapon upgrades for drones. Putting a MFS on a myrmidon really has no use. Same with a Dominix, If we had a upgrade to drone stats for our lows it would give more potential fits for the drone boats.

Likewise, drone combat is very much missing in the ship rig love.
Axium Cog
Holey Amarrian Inquisition
Grand Inquisitors Federation
#579 - 2012-02-06 22:58:14 UTC
Hans Momaki wrote:
erittainvarma wrote:
Tracking Enhancer/computer modules for missiles.
-Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs.


This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers.

Ballistic Control Unit
Axium Cog
Holey Amarrian Inquisition
Grand Inquisitors Federation
#580 - 2012-02-06 23:02:20 UTC
Amaroq Dricaldari wrote:
Tech III Armor Repairer

In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.

It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed.

I agree, afterall shields have passive regen, armor should have a chance at something similar. Id even go so far as to make a passive mid slot item that is a nanite efficiency booster which allows for passive regen of armor at similar rates the shield recharger modules allow. I say midslot, cause shield has lowslot items for this which does not interfere with their tank. Again, shield has it, fair's fair.