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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Aloe Cloveris
The Greater Goon
#641 - 2012-02-23 10:49:48 UTC  |  Edited by: Aloe Cloveris
No idea if I posted in this thread or another but Sig Radius reduction rigs.

Now that I think of it, you can ECCM ECM*, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.

If not a rig, then a module.

* Oh, actually maybe you could implement a 250km AoE module that biomasses all Falcon pilots on grid? Also, a colossal electrostatic charge that leads back to any ship controlling EC- drones and knocks all their ******* mods offline. Hit me up for collaboration, we can make this happen.
Mara Rinn
Cosmic Goo Convertor
#642 - 2012-02-23 10:54:12 UTC  |  Edited by: Mara Rinn
I'd be quite happy with some drone equivalents to existing mag stab/heat sink modules, along with a bunch of implants to improve drone speed, hit points, damage, tracking, range. All made from redesigned drone poo, of course (i.e.: drone poo no longer refines to minerals, it is directly used in manufacturing modules and implants).

As for a "way out there" idea, what about the Arbiter from StarCraft - it has an area of effect cloaking device which cloaks other ships but leaves the Arbiter visible. An EVE equivalent could be a deadspace projection field, which will serve to reduce the signature strength of an entire grid, thus making it harder to probe down that fleet of snipers, for example.

Another option for the "deadspace projector" would be to drop incoming ships out of warp at some distance. Unlike a warp disruptor bubble, no other effect occurs (i.e.: you can still warp out safely). The field would be, say, 100km radius, and warping to someone who is already on grid will still result in your ship being dropped out of warp prematurely, somewhere around 100km from the projector.

Scanning towers for POSes, which would work roughly the same way as scanner probes: one tower will be able to advise you of new/changed signatures. Four towers (i.e.: four POSes anchored on different moons in the same system) would allow pinpointing of strong signals of a specific type. Thus you could configure four towers to pinpoint grav sites in your industrial-base null sec system, and the mining director could be receiving a constant feed of new strong-signal grav sites from the tower network.

Stargate inhibitors/boosters which would be able to reduce or increase the volume of traffic flowing through stargates. These would be items similar to SBUs that are deployed on grid (ideally, attached to the star gate structure), and can be a target for roaming gangs (so not quite as many hit points as a POS).

Standings-based sentry guns that can be anchored near star gates, requiring a certain amount of CPU from the IHUB or some such.

An ore transfer array, which allows an Orca or other industrial ship to suck ore out of the holds of nearby vessels in the same fleet.

Explosive detonator: when activated arms the ship to self-destruct in a massive explosion, doing similar style of damage to bombs or smart bombs.

Terran superweapon: consumable module that will disrupt CPU on the targeted ship for a period of time. Critical strikes might be able to arc to nearby ships, with a chance to arc further. CPU on the successfully hit ship will be reduced by some portion (e.g.: the terran super weapon might be sized to interrupt 1, 4, 16, 64 Tf). Add cool lightning halo effect to afflicted ships of course :)

Capsuleer interface subversion system: consumable module which attempts to "weld" a link between the attacking capsuleer and the target ships' software routines, allowing the attacking capsuleer to take control of the targeted ship for a short period of time (similar to "Mind Control" in that fantasy game).
Mara Rinn
Cosmic Goo Convertor
#643 - 2012-02-23 10:57:08 UTC
Aloe Cloveris wrote:
No idea if I posted in this thread or another but Sig Radius reduction rigs.

Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.

If not a rig, then a module.


Halo implants already do this.
Aloe Cloveris
The Greater Goon
#644 - 2012-02-23 11:00:31 UTC
Mara Rinn wrote:
Aloe Cloveris wrote:
No idea if I posted in this thread or another but Sig Radius reduction rigs.

Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.

If not a rig, then a module.


Halo implants already do this.


Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.
Mara Rinn
Cosmic Goo Convertor
#645 - 2012-02-23 11:20:05 UTC
Aloe Cloveris wrote:
Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.


Of course!
Mara Rinn
Cosmic Goo Convertor
#646 - 2012-02-23 11:27:55 UTC
Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.

So there's your deployable terrain: it's called a Titan.
Bubanni
Corus Aerospace
#647 - 2012-02-23 11:44:45 UTC
What about a "Smart Bomb" module that instead of doing a 360 AoE, would do a 60-120 degree but at a longer range in the direction your ship is pointing, or with script behind the ship, hitting stuff chasing you

I am thinking damage could be the same, or slightly higher, cap usage the same or slightly larger? but range would be between 25-50% more? :)

its sort of like a wide beam laser pulse, and should proberly have such an effect...

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

Crucis Cassiopeiae
Ministry of War
Amarr Empire
#648 - 2012-02-23 12:20:09 UTC
Mara Rinn wrote:
Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.

So there's your deployable terrain: it's called a Titan.



+1000000000 Attention

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Reaver Glitterstim
The Scope
Gallente Federation
#649 - 2012-02-23 14:43:15 UTC  |  Edited by: Reaver Glitterstim
I support hull repair drones, mining rigs, anti-heat remote logistics, small and medium stasis webifier drones, cloaked-ship-hunting, and an idea I heard for a consumable tanking module. I also believe tech II rig components need to be more available.

I am possibly in support of a salvage drone, but only if it is large size and very slow. A missioner might deploy it to get a valuable wreck in the distance while he slowboats his battleship in a different direction.

Consumable Tank Module
I think the consumable tank module could be an option for a battleship to put in a high slot (leaves their normal tank modules unaffected), and would cost some 50-100 million isk worth of minerals to produce. When activated, it would provide perhaps 5 or 10 minutes of dramatically enhanced armor repair and shield boosting and those repair module activation costs would be decreased. Plus, it would provide a small capacitor injection every few seconds to add resistance to neuting. But while this module is active, the ship becomes immobile and cannot warp.

There could also be a similar module that dramatically boosts shield and armor resistances for the duration instead of boosting repair, in case a pilot expects to encounter such heavy neuting as to render the other module useless. This alternate module would also decrease shield regeneration dramatically, or maybe entirely. It could also be used in conjunction with remote repair.

It would be useful in situations where you know you might suddenly start getting hit very hard, so you can survive for a while. But you had better get some friends to bail you out. In nullsec, a gang attacking someone who activates this module can record the time it was activated, warp out and await the timer. Then they can warp back to the pilot right before it finishes and kill him...unless his friends arrived.

Warp Reinforcement Module
This would be a lowslot module similar to a warp core stabilizer, but different. This module would not infer a bonus until onlined. There would be no targeting range and scan resolution penalties for equipping it or activating it. It would have perhaps a 20 second activation time, at the end of which it goes online and provides 1 unit of warp strength. It would also have a lower CPU cost than the warp core stabilizer.

Industrial ships should get 2 warp strength from the module when it goes online, because otherwise they won't use it since they don't mind the penalties from the warp core stabilizer. Also, this would give industrials the option to fit more tank instead of just lots of warp core stabilizers if they want to go into lowsec or something.
  • no penalty for equipping, thus making it more accessible to, say, solo pilots in lowsec
  • takes time to activate, so you have to be prepared to defend yourself for a short time
  • industrial ships would get 2 warp strength out of it since they don't mind the warp core stabilizer penalties
  • deep space transports might find this to be a very attractive fitting option

  • Strategic Frigate
    Cause why not? It would be extremely effective in many warfare situations and also would be extremely expensive for a frigate. And since it's a frigate, it's prone to random accidental popping. Good isk sink for the richer players I think. Would also make level 1, 2, and 3 mission running grinding easier for the veteran player.

    Battleship Shield Extenders and Armor Plates
    I want to be explicitly clear that I am in favor of nerfing tank and making more glass cannons, only because the current EVE favors tank and I prefer a good balance. I submit these because battlecruiser effective hit points aren't that much lower than battleship effective hit points. Shield regeneration setups are not viable on battleships and the rigs that boost hit points by a percentage give around the same bonus as the flat bonus modules that cost a chunk of powergrid. It seems unbalanced in favor of battlecruisers.

    X-Large Shield Extender I
  • +3750 shield HP
  • 50 tf CPU
  • 750 MW powergrid

  • AND

    2800mm Reinforced Steel Plates I
  • +5250 armor HP
  • 34 tf CPU
  • 1000 MW powergrid
  • OR
    3200mm Reinforced Steel Plates I
  • +6000 armor HP
  • 35 tf CPU
  • 1250 MW powergrid
  • (I wasn't sure if the full 3200mm was too much or not)

    Capital Ship Rigs
    For too long, capital ships have been paying far too little to be rigged up to the max. It's time they start paying their dues. Perhaps there could be a variety of rare nullsec capital ship rats that could be salvaged for the rig components. Also salvaging any player capital ship would produce these, and even orca and freighter wrecks would have a chance of producing these components. Also, maybe level 5 missions, 9/10 and 10/10 complexes, and certain parts of incursions should spawn capital ship rats. Finally, class 6 and maybe sometimes class 5 wormhole system anomalies might have capital-size sleeper rats added to them.

    In order to allow capital ship owners to preserve the value of the rigs they already have installed, the old rigs could become a special item that can be removed from the slot and reprocessed for a percentage yield of the components that go into the production of the capital-size rig. And for a certain period of time, the old rigs could be kept in for the full effect they normally lend, to give people a chance to get the switch-over done. And yes, jump freighter wrecks salvage for tech II capital rig components. Oh, the horror!

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    Reaver Glitterstim
    The Scope
    Gallente Federation
    #650 - 2012-02-23 16:02:29 UTC  |  Edited by: Reaver Glitterstim
    More Tech II capital ships
    If capital ship rigs are ever included, and tech II variants among them, then there ought to be more juicy tech II capital ships for greedy factions to battle each other with. Plus lets face it, it's going to be another way for rich people to duke it out. I'm not rich and I can support this because while they spend their money, I can sit back and watch the fireworks. I can just see the forum posts now, players who lost their multi-billion isk hulls fitted with multiple several-hundred-million isk tech II capital modules and they'll have huge tech II threadnoughts about why it was a bug and why CCP should give in and replace their ship.

    What kind of tech II capital ships should be added? Some ideas might be:
  • a dedicated triage ship as a tech II carrier (no fighters)
  • an electronic warfare platform specifically designed to assault capital ships and ships that are immune to electronic warfare
  • a glass cannon carrier that is able to fit fighter bombers
  • a stealthy ops ship that can fit a capital covert ops cloaking device
  • a siege ship that hits significantly harder but has less tank - fits a special siege module that gives much less tank bonus (required for the hull)
  • tech II capital industrial ship with some advantages to make it more attractive than the largely unpopular rorqual
  • tech II orca to give carebears more to spend their money on and Goonswarm bigger targets to gank in highsec.

  • Mini-freighter
    I'm just slightly bothered that the iteron mark V is the biggest industrial I can get until I buy a rather expensive and high skill requirement freighter. People tell me the orca is a small freighter but that's true only in its cargo size. Its price and skill requirements are similar to a freighter and it has less agility.

    I propose a ship somewhere between industrials and freighters which would require the transport ships skill perhaps, in addition to the racial industrial skill. Or perhaps instead of transport ships it would require advanced spaceship command. But it would not require the capital ships skill. Its cargo size would be a bit over 100,000m3 so that it could hold a single freight container. Otherwise it would be similar to a freighter with its hit points, agility, and mineral cost adjusted to reflect its smaller size. It could not pick up cargo while in space, and it would have no fitting options.

    Fix for Defender Missiles
    It's so obvious, I don't know why nobody says it.
    High slots are for offense, we defend with medium and low slots. Make defender missile launchers a medium power slot which can be loaded with defender missiles. Problem solved.

    Also should have a larger version which would launch defender missiles capable of knocking out battleship-size missiles in less than 4 hits.

    Anti-subcap turrets for capital ships
    Much smaller Capital turrets which would have enough tracking to hit battleships, but with far less damage than the big guns of course. Could have both strategic effects in faction warfare and might bring dreadnoughts into PVE. This would also go well with the new capital ship rats I proposed higher up, since having dreadnoughts on the field would make destroying those a lot easier.

    Increase base capital turret damage
    Instead of the siege module adding 525% damage, howabout the weapons have their base damage increased to double the current amount, and the siege module would add 212.5% instead. Same damage when sieged, but there might be situations in which it's better to not siege, such as gunning down battleships piloted by noobs who don't know how to fly transversal, or webbed and painted battleships, or something.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    DarkAegix
    Center for Advanced Studies
    Gallente Federation
    #651 - 2012-02-24 05:45:08 UTC
    Hull nosferatu.
    For real men. Cool
    Sir Sniper
    Imperial Shipment
    Amarr Empire
    #652 - 2012-02-24 13:41:36 UTC
    Point Defense turrets - module that shoots down incoming missiles.

    We have defender missiles, but no turret based options.



    Reactive Defenses - Module that is fitted to the ship that will explosivly detach itself to counter (1) bomb. Causes (x) damage to host ship.



    Suicide drones - Need I explain the idea?



    Blockade Runners Paradise - Enables blockade runners to ignore bubbles... +2 warp strength is not enough in reality. Only fitted on blockade runners.



    Flak/Spinning crystals/multi warheads - splits damage of said weapon into smaller, aoe type weapon to improve damage against smaller target(s), however drastically reduced damage. Example would be EMP shell is split to do a 5km aoe effect at intended target, however only does (x) precent damage.


    Towing Tractor Array - Allows you to select (x) ships to folow you where (x) is based on number of mods fitted, which are based on skills and/or towing ship size. When doing this, towed ships are considered empty, but "locked" preventing theft. Train moves as fast as slowest units base speed (both standard and warp).


    Not sure if any/all have been posted before -_-



    Andrea Griffin
    #653 - 2012-02-24 17:46:53 UTC  |  Edited by: Andrea Griffin
    Faction and deadspace damage controls. Not original, I know, but they would be nice to have. 70-75% hull resists for a stealth Gallente buff.

    Wouldn't it be interesting if a special probe could be launched to provide an additional sensor to the owned ship? Dropping one of these could prohibit one jammer from affecting the ship; drop two, and two jammers won't affect the ship, etc. Similar to how warp strength works; you need N+1 points to hold a ship down.

    These wouldn't affect the sensor strength of the ship, and the charge should probably take up the entire probe launcher's space. Lifetime should be relatively short (minutes). The charge could also be destroyed.

    This would be a HUGE win for solo / small gang PvP types who have little chance to fight back with ECM on the field, and it would give pilots an option of giving up a gun/missile/utility slot instead of a mid or low slot, while nerf ECM ships without actually touching them.

    I'm not sure how expensive spherical calculations are, but perhaps the probe would, instead of preventing jamming, allow the ship to target anyone within a certain radius.

    The cool thing is that, should this charge fit into a standard probe launcher, then even many frigates can afford to fit one.
    GeeShizzle MacCloud
    #654 - 2012-02-24 22:05:03 UTC
    CCP u guys need to fix all ur in game items that have an infinite attributes!!!!!!!!!!!!!!!!!!!!!!

    ill give you some examples and how you guys sidestepped the issue to try fix the symptoms rather than the route cause.

    Titans AoE DD - affecting all on grid (changed to single high alpha on one target)
    Titans infinite tracking DD - DD hitting anything for max damage (changed to only be used on caps)
    SuperCaps immunity to EWAR (still an issue and a restriction to the tactical combat sandbox)

    They are the 3 most obvious but there are more areas of Eve Online that have these.

    especially when you consider the level at which Eve is played by people... when is an infinite variable a good idea in a game like this?
    GeeShizzle MacCloud
    #655 - 2012-02-24 22:25:48 UTC  |  Edited by: GeeShizzle MacCloud
    EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.

    so all EWAR mods would be broken into 4 sizes:

    • Small
    • Medium
    • Large
    • Capital


    Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules.
    Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.

    Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital.
    This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.

    It would also pave the way for:

    • Supercaps having their EWAR immunity removed
    • Allows capitals like carriers many more roles and possibilities in Cap fleets.
    • Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
    • Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mould'.
    Elanor Vega
    Native Freshfood
    Minmatar Republic
    #656 - 2012-02-24 23:41:27 UTC  |  Edited by: Elanor Vega
    GeeShizzle MacCloud wrote:
    EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.

    so all EWAR mods would be broken into 4 sizes:

    • Small
    • Medium
    • Large
    • Capital


    Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules.
    Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.

    Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital.
    This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.

    It would also pave the way for:

    • Supercaps having their EWAR immunity removed
    • Allows capitals like carriers many more roles and possibilities in Cap fleets.
    • Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
    • Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.


    In EWAR group, i hope you putted tackle modules too.
    Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives.
    If any small ship could tackle larger ships, then that ship should be specialized in tackle.
    Quade Warren
    Aliastra
    Gallente Federation
    #657 - 2012-02-25 00:46:58 UTC  |  Edited by: Quade Warren
    Nestara Aldent wrote:
    Some ideas above I don't like. Nobody would hull tank anyway so hull tanking remote rep module would be for lulz only and too from fiction point of view Empire navies wouldn't develop such useless things. And the game isn't WWII as well, so leave it alone!

    There are broken modules in the game, T2 armor plates are worse than meta 4 plates for example, useless 50mm/100mm and 200mm armor plates and Micro and Small shield extenders etc. They need to be fixed somehow.

    What would be nice are faction and officer and deadspace Covops cloaks maybe, which would need less CPU and maybe have less targeting delay after deactivation.

    Maybe faction deadspace and officer moded rigs, something we know how to use, but not really copy. Smile

    For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability).

    EDIT:

    T3 cruisers have better overheat capability. That could be added to ordinary ships as well through the use of new rigs or modules, but with significant drawbacks not inherent in T3s. It might be hard to balance, so its maybe not a good idea after all.

    Consider making the rewards from pirate LP stores such that grinding rep and LP with them is worthwhile.



    I've noticed this is a growing trend as well. There are several modules I will not consider when trying to fit out a new ship because the cost/benefit just is not there. I am in no way a veteran when it comes to fitting, but it just doesn't make sense to fit 200mm plate when a larger one will do better for a little switching around of modules.

    These modules also seem only useless because of the experience of the player base. Experienced players offer ideas to some of the best fittings, so sites like Battleclinic thrive. This is a good thing. Newer players begin to understand the complexity of fits and how the slots can interact to form one unit. This is also a good thing, but in some ways it is stagnating. I imagine this is why there is a push for new modules.

    So what to do about the leftover modules? There are a slew of science, mechanic, and industry skills that are very tightly focused. Is it possible you could expand the concept of invention through a sort of technological "alchemy"? Create new modules by throwing together certain components with chance based modifiers, like the current invention, to create something new? Not precisely greatly enhanced, but just better or even different.

    I believe this is similar to the idea that the players could eventually design technologies and submit them for the developers to add to the game, but that obviously would get out of hand. This system is constrained by the attributes already present on existing "useless" modules and could be relatively automatic. Relative being highly relative; designing the algorithm to take attributes and skills into account sounds like a nightmare, but I digress.

    An example? Combine an armor plate with a projectile cannon to create a "reinforced barrel" which could either lead to greater ranges for the same damage or the increased damage for a more unpredictable range. Based on the mass of the plate or type of plate would determine the characteristics of the reinforcement.

    What if you combined a rig with a module of a relative type to increase the modules capabilities? A propulsion rig on a propulsion module to give it different characteristics. Decreased sig radius penalties on MWD, maybe enhanced agility. Granted, the purpose of rigs is to enhance the performance of the ship in question, so this would seem like a form of "double" stack. There are numerous drawbacks that can be taken into account. You could argue that the enhanced thrust requires lighter shielding for radiating excess heat out into space, therefore the new and improved propulsion module takes away armor points much like the Dynamic Fuel Valve rig does.

    Ultimately, this would lead to a more unpredictable sandbox environment. It may also result in a very disrupted market once modules like this could be sold. Just my two cents.

    I would also like to say that I apologize if I am stating something that has already been said. It was a quick idea and I did not feel like researching the forums extensively to guarantee a "unique" post.

    Quade
    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #658 - 2012-02-25 01:34:57 UTC  |  Edited by: Ganthrithor
    1. 'Filthy Capitalist' Capital Whateverturrets

    Special PVE-only capital gun turrets for dreads (and titans, I guess, in theory) that provide siege-like damage (but without having to siege) with improved tracking for use against rats. After spending months training for dreads only to have Dominion released a few weeks later, I feel my dread should be useful for something :\ Also, anything that results in more capital kills in Sanctums is a-ok with me.

    2. Capital Sentry Drones

    Like sentry drones, but for Supercarriers! Massively increased damage output and range over existing sentries combined with vastly inferior tracking. Lets supers participate in POS shots again while avoiding giving them a dronebay (although personally I'd prefer it if you just gave them a ~250m3 drone bay and let them use a few normal drones-- come on, that's less bay than a Dominix...). While normal sentry drones look like water boatmen, capital sentries should look like little space buildings bristling with scary looking guns. And they should have little windows / lights all over, because they are so much bigger and more exciting than regular sentries, you see.

    3. T2 cynosural field generators

    Jesus christ, I'm sick of sitting around for ten minutes at a time every time I need to move a cap. T2 cyno field gen that uses half the ozone of T1 and has half the duration (5 minutes on most ships, 2.5 minutes on recons). It's just the right thing to do.

    On a related note, give covops frigates (covops and bombers) the same cyno duration bonus that force recons get.

    4. Hacking modules that allow players to "take control" of offline POSes

    It would be good for the server, and good for explorers!


    I've got a bunch of ideas for deployable equipment and other gear as well, but you said modules so I'll leave it at that.
    GeeShizzle MacCloud
    #659 - 2012-02-25 01:51:15 UTC
    Elanor Vega wrote:
    GeeShizzle MacCloud wrote:
    EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.

    so all EWAR mods would be broken into 4 sizes:

    • Small
    • Medium
    • Large
    • Capital


    Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules.
    Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.

    Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital.
    This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.

    It would also pave the way for:

    • Supercaps having their EWAR immunity removed
    • Allows capitals like carriers many more roles and possibilities in Cap fleets.
    • Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
    • Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.


    In EWAR group, i hope you putted tackle modules too.
    Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives.
    If any small ship could tackle larger ships, then that ship should be specialized in tackle.


    i would include tackle mods in that, although most tackle mods are already a discrete value... their granularity i think needs to be increased.
    you will still be able to have specialised ships that can tackle larger class ships by having inherent attribute modifiers assigned.
    Plus the people who think changing EWAR attribute from %ages to discrete values will remove stacking penalties on a target, thats seriously such an easy thing to code against.
    Reaver Glitterstim
    The Scope
    Gallente Federation
    #660 - 2012-02-25 05:48:10 UTC
    Elanor Vega wrote:
    GeeShizzle MacCloud wrote:
    EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.
  • moar stuffs about topic here


  • In EWAR group, i hope you putted tackle modules too.
    Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives.
    If any small ship could tackle larger ships, then that ship should be specialized in tackle.


    Perhaps all medium ships could have a natural warp strength of 1 and large ships could have a natural warp strength of 2. Capital ships could have varying warp strengths from 4 on up. Tackle frigates would want to fit 2 warp scramblers to make sure they can hold their target, but that's not so hard to do. Amarr interceptors and the executioner should have a low slot changed to a mid slot perhaps.

    Then add these modules in to fit onto larger tacklers:
    Heavy Warp Disruptor
  • 50 tf CPU
  • 60 MW powergrid
  • 125 GJ activation, 5s duration
  • 40km optimal range
  • +2 warp scramble strength
  • The regular warp disruptor is aimed at cruisers but can be used by frigates. This module is aimed at battleships (with high CPU and activation cost), but can be used by cruisers. It is not feasible for frigates to use this module, even though they can technically fit one.

    Heavy Warp Scrambler
  • 40 tf CPU
  • 30 MW powergrid
  • 25 GJ activation, 5s duration
  • 15km optimal range
  • +3 warp scramble strength
  • This module is aimed at use by cruisers and up. It can be used by frigates, but it costs a lot of powergrid and capacitor. Perhaps amarr frigates are more likely to use this, as they have less mid slots anyway.

    I also have a bunch of ideas for making other EWAR modules of varying sizes, but I'm having difficulty working with the issue of the existing ships. Perhaps the best solution is to maintain the long ranges that the little ships have with EWAR and just make it less effective against large ships. Small ships should also have a resistance to larger-size EWAR. Here's an example dealing with ECM:
    Large ECM
  • +10 jam
  • 20s duration

  • Medium ECM
  • +5 jam
  • 10s duration

  • Small ECM
  • +2.5 jam
  • 5s duration

  • Clearly, the larger modules are more likely to jam a large ship. Now the amount of time a ship is jammed is either based on the ship's size or the module used against it, whichever gives a smaller amount. Large ships jam for 20s, medium ships for 10s, and small ships for 5s. So for instance, if you use a medium jammer on a battlecruiser, it'll jam it for 10s, but the same module used against an interceptor will only jam it for 5s. Your module still needs 10s before you can use it again. Now if you use it to jam a battleship, that battleship will only jam for 10s, but since it has a greater resistance to ECM, you have a lower chance of jamming it.

    Sensor Dampeners, Tracking Disruptors, Target Painters, and maybe even Stasis Webifiers could work on a system where they have a maximum effect based on the size of the module. Since larger ships have a greater signature radius and usually a longer range, you'd want a bigger target painter or sensor dampener to have maximum effect against them. Stasis webifiers could work against mass, you need a bigger webber to fully web a heavier ship. Tracking disruptors could work against a turret mass value that could be added arbitrarily to each turret just for this mechanic.

    And just as small EWAR wouldn't work as well on big ships, big EWAR wouldn't work well on small ships. The above 4 types of EWAR could have their effectiveness based on a ship's sig radius. If the ship's sig radius is smaller than the module's effect radius, the effect is reduced. The modules would have effect radii as follows:
    Small: 50m
    Medium: 150m
    Large: 450m
    Some ships the same size as a particular module will have a small resistance to it, for instance it'll be slightly harder to use medium EWAR against a stabber but it's weaker to small EWAR so it all balances out in the end.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."