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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Susan Black
Ice Fire Warriors
#681 - 2012-03-01 01:38:27 UTC
I always thought there should be a module, similar to ECM, that prevents a player from activating non targetting modules, such as smartbombs and cynos.

-You could counter a smartbombing pirate on a gate by 'jamming' his smartbombs
-Ship scanners would have new uses as people try to prevent hot drops in low-sec

There just seems something lacking in this area. I've run into situations where we haven't engaged the enemy after ship scanning and seeing their cyno, and knowing from past experience they would drop. Adding an additional layer of strategy in the game for both sides would make this interesting. (Bringing backup cynos, getting good at ship scanning, etc.)

It just seems like if you're good enough to scout things out, ship scan, and get intel, there should be some resource for countering your enemies plan with this regard.

www.gamerchick.net @gamerchick42

Crucis Cassiopeiae
Ministry of War
Amarr Empire
#682 - 2012-03-01 12:20:01 UTC  |  Edited by: Crucis Cassiopeiae
Jacob Holland wrote:
Nalha Saldana wrote:
Damage Amplification Module
Gives a bonus to the damage of turrets and missiles while making its rate of fire slower to hit harder with each attack.

Damage Modifier 2x
Rate of fire bonus -50%

Should have stacking penalty with itself but not with gyrostab/heat sink/mag stab/ballistic control
Fits in a mid slot


Why is my only thought of a 1400 Maelstrom with a full rack of these in the mids and a full rack of gyros in the lows...? volley to melt entire planets...


One shot orca killing in Hi-sec?
Or 100% sure gank on hulks in 1.0 sec.
Lol That would not pass.

Even now is too easy to gank miners.

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

mine mi
Garoun Investment Bank
Gallente Federation
#683 - 2012-03-01 19:30:27 UTC
A script for ECCM modules, which nullifies the original effect, but make them invisible to the directional scanner
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#684 - 2012-03-03 20:38:07 UTC
Panic stop module
Instantly brings your ship to a dead stop weather in warp or not.
Assuming you are watching closely to d scan for warp bubbles you can stop early to avoid falling into a trap or if someone bumps you you can immobilize yourself again to either stay on the station you want to get in or to line your shot on them back up.
Gerrick Palivorn
Caldari Provisions
Caldari State
#685 - 2012-03-04 11:23:40 UTC  |  Edited by: Gerrick Palivorn
T2 Fighters

Prerequisite: Fighters V, Electronic Warfare Drone Interfacing V

Fighters that act like interceptors for the Carrier,
T2 Fighters will do 1/2 the dps with a point and the racial ewar.

Amarr: Tracking Disrupt
Caldari: ECM
Gallente: Damp
Minmatar: Web

Edit: Ewar will be as effective as heavy drone variant

MMOs come and go, but Eve remains.  -Garresh-

el alasar
The Scope
Gallente Federation
#686 - 2012-03-04 14:34:42 UTC
introduce a new first counter to high alpha damage:
- active buffer module (no repping, just temporary buffer at very high cap usage)
- logistics: remote buffer or remote resists

chaff launcher: reducing signature radius

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Starscream Nighthawk
Caldari Provisions
Caldari State
#687 - 2012-03-05 10:55:59 UTC  |  Edited by: Starscream Nighthawk
Tech 3 modules (if they ever get made)


Being we have tech 3 cruisers how about some tech 3 modules that are completely customisable much like the tech 3 ships.

By this I mean as an example a shield/armour booster that you can change in station or on the fly in space - say its rep amount (to a certain degree depending on size of module) but doing so can increase/decrease its cap cost/cycle time or even its cpu/powergrid requirements.

So for example a small shield booster t3 could have the same stats as a t2 version but say you could increase its base rep from 30 upto 50 but it would increase its cap cost from 20gj to 30gj and its rep time from 2 seconds to 2.5 seconds. Could be done with a slider system for all 5 areas:

CPU
Powergrid
Cap
Cycle time
Amount rep'd

You could even say adding more cpu/powergrid to the booster fitting requirements allows you to stretch the boosters abilitys more by giving it "extra" head room to increase its rep amount/cycle time decrease etc.

Same could be done for guns.

A t3 blaster as an example could be given increased range with a decrease in fire rate or more dps/range at an increase in cap costs and a massive increase in cycle time

These type of t3 modules could give more versatility to a pilot in combat allowing them to change up there ships defence systems or weapons on the fly giving the pilot more control over there ship and the situation at hand. An example of this could be a small roam comes across a bigger fleet and needs support, while the supports on the way they could increase there ships defences to hold out as long as possible (lowering cycle/cap amount for less boost etc) before help arrives just by changing there t3 modules on the fly while in fight.

This could only happen i suppose with active modules rather then passive modules as passive modules would have nothing really to change apart from cpu/powergrid requirements to increase tank/dps/ewar etc.
Astera Zandraki
Out of Focus
Odin's Call
#688 - 2012-03-05 11:26:52 UTC
I don't know if this has come up but.. a low slot damage mod for drones?
kardjaval
Curtana Joyeuse and Durendal Security
#689 - 2012-03-05 13:32:00 UTC
DRONES

Salvaging drones
Would come in three sizes, light, medium, and heavy.
Drone stats in terms of speed, bandwidth, size, resistances would be comparable with current t1 drones of comparable size (a light salvage drone would have the same speed and health as a light combat drone, ditto for mediums, and heavies)

Salvaging drones would require basic drone skills as their primary requirement, but their second requirement would be Salvaging level 5. a new skill would need to be implemented,

[Remote Salvage Operations]
Allows operation of salvage drones. 5% maximum salvage drone velocity per level.

Light drones would require remote salvaging to be level 1, medium drones would require level 3, whereas heavy would require level 5.

The drones would return with their salvage, (or once the wreck has been salvaged) which will then be deposited into the users cargo hold, drones destroyed en route will have a chance to drop their salvage.
Light drones will have a salvage cycle speed of 25 seconds,(reduced by 5% per skill in survey) medium drones would have a salvage speed of 15 seconds (reduced by 5% per skill in survey) and heavies would have a salvage cycle time of 10 seconds (reduced by 5% per skill in survey)

These drones can be use in conjunction with a new module called [Automated Wreckage Targeting System] which would be very similar to the automated targeting unit 1, except that it would automatically target wrecks instead of hostile targets. the end affect would be to allow drones to automatically target and salvage any wreck that is both within the automated targeting units range, as well as the drones maximum control range. effectively allow players who ended up with 50-70 wrecks at a single pocket to automatically start salvaging them in a more efficient manner.

Now a in respect to salvaging and the "carebear style" we need to go over the downside to using these drones.

here is a example light drone description.

Reclaimer X304 Remote Salvaging Drone

A small, fast military drone re purposed for deep space salvage and retrieval missions by ORE. The drone is incredibly effecient with it's base programing, which is to salvage usable, or repairable parts from damaged and destroyed vessals, However due to the simple cost effective programming, the drone is unable to reconize recoverable item from the wreck's cargohold, such item are destroyed during salvage operations do to selective identifying programing.

Salvage drones will destroy any item or loot left over in a wreck, thereby still forcing players to collect loot from wrecks which will create cost benefit analysis from a players point of view, the increase salvaging speeds afforded by salvage drones would need to be weighed against the lost of possible valuable loot.

NEW WEAPON MODULE
____________________________________________________________________________________
F.o.F missile bays.
will be a high slot weapon module, requiring a launcher hard point.
will require a additional skill in addition to it' weight class and f.o.f. skills (so in addition to a f.o.f. cruise missile requirng the f.o.f. skill, and the cruise launcher skill, it would require this new aditioanl skill as well)

[F.o.F Missile Specification]Specialist training in the operation of advanced F.o.F. missile launchers. 5% bonus per level to the rate of fire, cargo capacity, and structure HP of modules requiring F.o.F. Missile Specialization.

Other than the above listed skill requirements, f.o.f bay would require comparable training to tech 2 variants of their missile class, (so, the f.o.f. cruise missile bay wuld require the above skill, as well as skills needed for tech two cruise missile launchers.

now what makes f.o.f bays special is for one, they can only be loaded with their correct f.o.f. missile variant (so cruise f.o.f. missile bays cna only be loaded with their cruise missile f.o.f missile, not any normal missile) the ammo capacity, rate of fire, and hp would be comparable to a tech 2 missile launcher (again, in the same weight clas) which would then be modifired by all corresponding skills.The end affect hopefully is to create a something similar to a missile storm effect, creating huge amount of devastating self guided munitions, namely for use in ecm heavy environment (or in time when there are alot of small targets, below your weight class ((causing long lock on times)


now, all that i said, for one i'm sure it probly won't even be read (i'm a pessimist) and for two, i freely and openly admit, it needs significant fleshing out, as well as the math run, the variable for contributing skills ran, etc etc. but it is just a idea, and a starting point.
Mirajane Cromwell
#690 - 2012-03-06 16:57:27 UTC
Corpse salvager
- has a low chance to retrieve implant(s) from a corpse that's floating in space
- high slot
- fits only to frigates/destroyers/cruisers
kardjaval
Curtana Joyeuse and Durendal Security
#691 - 2012-03-07 01:42:34 UTC  |  Edited by: kardjaval
New idea, this is a doozy of a idea, which also required the creation of new ships, as well as new modules


First i will go over the basic level, which would be a destroyer hull, possibly even a tier 2 destroyer

Now, here is the idea, Integrated weapon system, if you have ever seen the design philosophy behind UNSC frigates and cruisers in the halo series (or the ion beam ships in the homeworld series) the idea is simple, the ship, is BUILT around a singular weapon system, another example would be the real world A-10 thunderbird, and it's GAU-8 autocannon


here is a example ship, namely, this would show a Caldari destroyer which would fall into this class

Caldari Goshaw
The Goshawk is a unique ship which research, development, and creation have been a tightly-kept secret in the State's inner circle.The goshawk has a very unique weapon system, allowing it to not only engage crafts of similar hull size, but a unique integrated weapon allow it to pose a threat to much larger, more armored crafts as well, especially when used in conjunction with other integrated weapon ships.
Fitting
CPU : 215
Powergrid : 55
Calibration : 400
Low slots : 1
Med slots : 4
High slots : 7
Launcher hardpoints : 1
Turret hardpoints : 5
Rig Slots : 3
Structure
Structure hit points : 475
Capacity : 550 m
Drone Capacity : 0 m
Drone bandwidth : 0 Mbit/se
Mass : 2,200,000 k
Volume : 64,000.0 m3 (5,000.0 m3 packaged
Inertia Multiplier : 1.9
EM Resistance : 0
Explosive Resistance : 0
Kinetic Resistance : 0
Thermal Resistance : 0
Armor
Armor hit points : 620
Armor EM Resistance : 60
Armor Explosive Resistance : 10
Armor Kinetic Resistance : 25
Armor Thermal Resistance : 45
Shield
Shield hit points : 620
Shield recharge time : 625 second
Shield EM Resistance : 0
Shield Explosive Resistance : 50
Shield Kinetic Resistance : 40
Shield Thermal Resistance : 20
Capacitor
Capacity : 650
Recharge time : 433.33 second
Targeting
Maximum targeting range : 55
Maximum locked targets : 3
Scan resolution : 475
Gravimetric sensor strength : 12 point
Signature radius : 9
Other
Max velocity : 275 m/se
Ship warp speed : 4.0 AU/
Magpulse propulsion strength :

Destroyer Skill Bonus
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range per level
5% bonus to Small Hybrid Turret damage modifier per level
Bonus: Can fit a Kessler Missile Integrated Weapons System


now, on to the Kessler weapon

Kessler Missile Integrated Weapons Systems
Any impact between two objects of sizable mass spalls off shrapnel debris from the force of collision. Each piece of shrapnel now has the potential to cause further damage, creating even more space debris

Basically, this is a baby doomsday device, as this is a Caldari variant, it wil have very similar characteristcs to current missile systems, with a few difference

For one, it's ammo with be weapon specific ammo type, they will behave like missile, and will have the same benefit as missiles(damage type selective) (so, there will be 4 missiles, one for each damage type, while the Amarr version would have a single crystal (or possibly 2 crystals, one with bonus damage, the other with bonus range) which would burn out after the burst fire, and thus need to be reloaded, the Gallente would use special hybrid ammo (one type of ammo for range, other for damage) which they load 3 rounds,fire and would then reload) while the Minmatar would have projectile ammo (same rules as above))but as well as the same cons (travel time, vulnerability to defender missiles, explosive radius) The launcher will have 9 m3 ammo capacity (each round will take up 3 m3 space) the weapon will also have a 1 second fire rate (so, all three rounds would fire in 3 seconds) but the amount of time it takes to reload will be significant (i was thinking 180 seconds) The weapon will take up a high slot, but will not require a hard point. As there are three rounds, the weapon will effectively fire in a quick 3 round burst, but each round will of course require it's own cycle time, now, this weapon will require cap usage (all integrated weapons require cap) the cap usage will be 33% of the ships base capacitor. the idea is to allow a destroyer to have a cruiser alpha strike, at least once, to use against either ships which outclass itself weight wise, or to use against a particularly tough ship within his own weight class. and, should a gang of these ship group up, their colective alpha fire power, should allow them to take on particularly tough, and much larger ships


Ok, i admit, he needs fleshing out, but don't they all? Give me feedback.
Zombo Brian
Doomheim
#692 - 2012-03-08 09:26:19 UTC
Low slot drone damage augmentors, like normal weapon upgrades using a lot of cpu and giving drones 20% more damage and faster firing speeds, that way gallente will get a little boost in their speciality

maybe even a module for drone HP, since drones are the only weapons you can counter with other weapons
Spugg Galdon
Federal Navy Academy
Gallente Federation
#693 - 2012-03-08 17:56:07 UTC
Capital Capacitor Booster and 1600 cap booster charges.
Xavier Thorm
Caldari Provisions
Caldari State
#694 - 2012-03-08 20:29:55 UTC
Mara Rinn wrote:
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.


I would like to second this with a few more details.

I think this should be an activated module that consumes fuel and transfers minerals from the holds of all targeted ships once per cycle. I also envision this as being specifically intended for the Orca, which would be "in the field" so to speak, whereas the Rorqual is often in a POS nearby or some such.

This could also be replaced by some kind of drone, but I don't know which of these would be more practical.
S'totan
Republic Military School
Minmatar Republic
#695 - 2012-03-11 17:34:52 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



-Give Heavy dictors a script for their mod that causes an AOE webbing effect.
-Give the coercer a second mid slot to make it useful in pvp.
-Remove Target jamming entirely and give caldari a different type of ewar(it makes no sense that you cant apporach the enemy ship and pull the damn trigger on your guns.) OR!!! use that as the counter. allow ships that ARE jammed to approach a ship and fire their guns so they are not COMPLETELY useless.

thats all i got for right now.
Hexatron Ormand
Center for Advanced Studies
Gallente Federation
#696 - 2012-03-11 23:43:26 UTC
One-use item, maybe even with "reuse timer" if that is possible. Like only usable once per 24h to not make it too strong.


Entropic Shield
Medium Slot
Only usable on unarmed ships or maybe even only on mining barges/exhumers
gives a low bonus on warp core stabilization.. maybe +2 or +3
generates a strong shield that is impenetrable for maybe 30 to 60 seconds - just enough to get such a slow ship into warp




The basic idea behind it: Mining ships are unarmed, slow - in other words as helpless as possible, as they are usually unable to leave the scene if players show up that want to harm the miner. Miners have no defense, besides fleeing, and thanks to their very slow und barely maneuvering ships, not even this is a reliable solution in most cases.
Having such a device would enable them to leave the scene, saving their ships.

If an item like this is considered too powerful, there could either be a "reuse timer" implemented to only allow using of such an item once in x time.
Or maybe an automatic drop of all cargo - as way to just save the ship itself then, a purely "flee and get away" thing.
There was also an idea about creating items that use more than one slot, this could also be imagined on this one, so it only fits onto the larger ships.

Maybe other ideas to balance it out come to mind.
Merritoff
Zod's Minions
#697 - 2012-03-12 01:14:33 UTC  |  Edited by: Merritoff
Inter-Locking Computer. Mid-Slot module. Provides intel as to which ships are targetting an ally.


Scenario
Ship A; is a scout/escort for ship B
Ship B; industrial ship

Ship A has a inter-lock to Ship B. If any ship target or locks Ship B, then that ship appears in a list window similar to watch list on the screen of A.
AnzacPaul
Tactical Farmers.
Pandemic Horde
#698 - 2012-03-12 02:23:00 UTC
Suicide destroyers. Sacrifices ship and pod to do AOE damage. Not usable in high sec.

Drunken Kamikaze roams ftw
Dark Rawen
The 1st Regiment
#699 - 2012-03-12 09:11:25 UTC
sov related cloack disturbtion field generator. Can ancore on pos in soved sistem. need to manualy activate and consumer a tonns of iceproduct. Has a cicletime around 12 hour but decloack everithing in the sistem. only one can be anchored / sistem.

Not owerpowerd, it cant kill the covop class but give a chance to protect sistems from afk cloackers.

and a second one: Capital sized minig ship can not use staregates but can mine whit 6-8 stripminer.
Dark Rawen
The 1st Regiment
#700 - 2012-03-12 09:26:02 UTC
make this real http://games.chruker.dk/eve_online/item.php?type_id=20707 it coud be an usefull item