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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Iris Bravemount
Golden Grinding Gears
#61 - 2012-01-16 19:02:15 UTC
Multi-Highslot jumpdrives : small/medium/large (with inbuilt fuel bay)
Commercial Cynos (there is a thread about this somewhere), basically highsec cynos to which only industrial/freighter ships can lock on.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Lydia Schmidt
Caldari Provisions
Caldari State
#62 - 2012-01-16 19:02:42 UTC
How about a capacitor themed set of warfare links? Perhaps links to boost:

  • Capacitor capacity
  • Capacitor recharge rate
  • Engineering module's cycle time (i.e. neuts/nos/transfer arrays/cap boosters etc.)


Or some offensive themed links (perhaps slightly more suited to the Gallente than their e-war links):

  • Boosting gun sig res/explosion radius
  • Boosting tracking/explosion velocity
  • Optimal/Fall-off
Nova Fox
Novafox Shipyards
#63 - 2012-01-16 19:03:55 UTC  |  Edited by: Nova Fox
Targeting Complex

Warfare Command Link
Highslot
Support

Counts as a gang link and has similar fitting requirements thus can only be installed on command platforms.

Increases a specific type of weapon's damage (missiles/hybrid/drone/projectile/laser)

One module for each type may receive a skill set for its own.
Which may include others such as Rate of Fire and Tracking/Range versions.

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doombreed52
TunDraGon
Goonswarm Federation
#64 - 2012-01-16 19:04:20 UTC
let me get a post in curse you Shocked
Nova Fox
Novafox Shipyards
#65 - 2012-01-16 19:05:00 UTC  |  Edited by: Nova Fox
Extrenal Jump Drives.

External Series
High Slot or multiple high slot (to prevent industrial ships form using them)
Consumable Module
Self Destructive
Navigational

Allows the ship to jump to a cynobeacon some distance away size determins jump distance.
Module is prefueld and part of the construction.

Once the jump is complete the module ejects which is then destroyed and unfitted, to use another one must get a replacement module.

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Iris Bravemount
Golden Grinding Gears
#66 - 2012-01-16 19:05:12 UTC
Nestara Aldent wrote:

How can ishtar benefit from it, when it cant control more than five heavy drones needing 125 Mb bandwidth? How it will benefit from added bandwidth, unless you want to remove the cap of five drones that can be controlled simultaneously and bring again lag that drone boats caused in the past just because of that?


See my suggestion to reduce the fitting requirements on Drone Control Units.

With the amount of carriers and motherships in the average nullsec fleet nowadays, I doubt It would make that much of a difference.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nova Fox
Novafox Shipyards
#67 - 2012-01-16 19:05:51 UTC  |  Edited by: Nova Fox
Extrenal Capacitors

External Series
Consumable Module
Self Destructive
Local Logistics
Support
High Slot

This module contains a large array of capacitor batteries used in its construction and injects them all in rapid succession resuling in a fully rechargeed capacitor after depleting the module then ejects which unfits it form the ship and destroyed. To use it again one must refit a replacment module.

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Nova Fox
Novafox Shipyards
#68 - 2012-01-16 19:07:38 UTC  |  Edited by: Nova Fox
External Armor Plating.

External Series
Consumable module
Destroyed by events
Local Logisitcs

Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed and is powergrid dependent.

External Shield Generators

Provides much more additional shielding by percents.
If shields drop below contributing top percents the module is then destroyed and is powergrid dependent

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Gasgat Alur
The Scope
Gallente Federation
#69 - 2012-01-16 19:10:22 UTC
Drone control module (For BS, BC, Cruisers and all ships in between)

A module fitted in high slot to replace weapons and give a ship additional drones.

Effect: Adds 2 additional drones to ship restriction per module but reduces their damage by 10-20% per module. Also increase ships bandwidth by 5-10 per module.

Drawbacks: 50% reduced damage of all drones regardless of how many modules you have.

Prerequisites:

  • Combat Drone Operation 4
  • Drones 5


Affecting skills: Drone interfacing: Removes 10% of Drone damage drawback per level


Why? Because I wan't drone boats to become DRONE BOATS! A drone boat for me is a ship that can launch a lot of drones. I'd prefer many drones with reduced damage over a few drones with increased damage. I realize a lot of calculating and tweaking is necessary to make this work properly and to be balanced but it'd be awesome!

The figures I used above is just the general idea, haven't put much thought into it but something similar would be nice Roll

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

Nova Fox
Novafox Shipyards
#70 - 2012-01-16 19:10:35 UTC  |  Edited by: Nova Fox
Exteneral Drone Bay.

External Series
Consumable Module
Self Destructive
Evolving Module
Pilot Activated
Semi-reactive

Provides ship with the nessecary bandwidth to control a flight of drones for its ship size.
Prestores the drones inside itself and thus used in its construction

Cannot be used on ships with drone bays, if it does have a drone bay then that one is disbaled and drone bay on the ships is reduced to 0m3.
Drones launched from external cannot be recovered via drone bay and have to be either abandoned or scooped up into cargo.

Module is ejected after drones are launched, It leave behind a drone control module which shorts out and unfits if it loses control of all of the drones for any reason.

Module will then have to be refitted in order to be used again.

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Nova Fox
Novafox Shipyards
#71 - 2012-01-16 19:24:02 UTC  |  Edited by: Nova Fox
Missile Pods

Drone
Missiles

These drones take a launchers worth of missiles and deploys itself like a sentry turret against targets. Once depleted the drones go back to the ship reload then are deployable again. They are large and may take an entire flights worth of space and bandwidth to be used but adds a temporary extra launcher thats a bit slower and lower capacity. Only drone skills effect this drone, missile skills do not effect it.

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Astrid Stjerna
Sebiestor Tribe
#72 - 2012-01-16 19:25:21 UTC
Personally, I'd like to see a wider 'spread' of modules for the intermediate skill levels. As it stands, some skills have a 'training gap' in which the player is effectively training a useless level because there aren't any modules that require it.

I'd also really like a few modules to have mixed-slot variants -- for example, a Low Slot module that has a variant capable of fitting into a Mid-Slot. I've often run into a problem where I'll find a module that will let me power up a Low Slot, only to discover that I'd have to remove the Low Slot module to use it (which defeats the purpose of buying and fitting the new module in the first place).

I can't get rid of my darn signature!  Oh, wait....

Nova Fox
Novafox Shipyards
#73 - 2012-01-16 19:25:48 UTC  |  Edited by: Nova Fox
Presto Smartbomb

Smartbomb
AOE
Highslot
Counter Cloak

This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec as concord wrath may be invoked.
Cannot be used on the same grid as any 'massive' object such as capitol ships, stargates, POS, planets, moons, belts, ect. ect.

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Zarnak Wulf
Task Force 641
Empyrean Edict
#74 - 2012-01-16 19:26:06 UTC
I have two lowly ideas.

The first is to create a valued utility high slot item to compete with nuets which are IMHO over prevalent in the game. Many races, other then Minmatar P, have empty utility slots due to tight fitting requirements as well. A heat sink module with very low fitting requirements that allows weapons to be overheated for longer would address both issues above.

Disposable shield and armour and cap rigs-
Circuit breakers- These would come in shield/armour/cap flavors. A shield circuit breaker, for example, would trip and be consumed when the ship's shields hit zero. A set amount of shields would then immediately be added to the ship. This would be measured in hit points and not a percentage. 500 for small. 1500 for medium. 5000 for large. Ect.
Iris Bravemount
Golden Grinding Gears
#75 - 2012-01-16 19:26:18 UTC  |  Edited by: Iris Bravemount
A new ORE ship, dedicated to exploration. Uses the ORE industrial skill.

Boni to Hacking, Archeology, (core) Probing, Salvaging and Gas Harvesting and enough combat potential to deal with the rats guarding the sites. Maybe a gunless yet well shielded droneboat. Very low sensor strenght. BPO at LP store.

+t2 version with enough combat potential to deal with WH rats (within reason) and less mass.


Another ORE ship, dedicated to PI and Moon Mining

Boni to survey probing, planet survey scan resolution when orbiting the planet, PI and MM specific cargoholds. Inbuilt Warp stabs. Very low sensor strenght. BPO at LP store.

A t2 version with better boni, bigger holds and Covert Ops Cloak CPU reduction and less mass.


A bit off topic, I know.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nova Fox
Novafox Shipyards
#76 - 2012-01-16 19:27:30 UTC  |  Edited by: Nova Fox
External Booster Rockets.

External Series
Navigation
High Slot
Self Destructive
Consumable Module

This is a powerful speed enhancing module that is ejected once its internal fuel is depleted, does not raise signature radius as significantly as a micro warp drive.

Once it ejects its uninstalls itself on the fitting thus destroying it entirely in the process. So a replacement module must be refitted in order to be used again.

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

Nova Fox
Novafox Shipyards
#77 - 2012-01-16 19:32:36 UTC  |  Edited by: Nova Fox
Charge Bank.

Weapon Upgrade
Low Slot
Support

This lowslot module will delay the rate of fire slighlty (1.9x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often. Meta-level modules will offer improved delay rates which are lower along with standard suit of CPU and PG reductions.

This module increases weapon cpu by 10% as with other weapon upgrades and benifits from all related skills applied to other wepaon ugprades.

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Bloodpetal
Tir Capital Management Group
#78 - 2012-01-16 19:34:31 UTC  |  Edited by: Bloodpetal
CRAZzzY Ideas


Alright, these are the off the hook ideas...

i'm trying to draw ideas from general science fiction that breaks EVEs typical considerations.


My Little Pony Holo-Projector (Scriptable Bulletin Board)

Would allow you to project ponies into space.

Or realistically, allow you to project something into space. Would be a gimmick module. Make yourself into a Billboard for fun.

Would be great for PVP fights as the "Standard Bearer" charging forward... Think about it. You know it to be true.



Sir, I don't know where your ship learned to communicate, but it has the most peculiar dialect.

Allows you to change Auroras voice. Yes, requires a power slot. :) Or really, a Rig Slot would be awesome. :)



High-Slot Cargo Expanders

Would take up a turret slot and add a "Caboose" to the ship for extra storage for that visual touch using turret slots.

Perhaps would allow you to make compartmentalized cargo holds - a la "Fuel Bay" / "Ore Bay" using scripts to subdivide a ships cargohold in some cases. "Smuggling Bay". Shocked

Bear



Commando Missile Attack Pods
Would launch from Torpedo Launchers. Instead of causing an explosion on arrival, they latch onto the ships hull and add penalties to the ships ability to perform certain actions.

When Dust supports boarding procedures - would allow DUST Players to create a mini-ship instance to compete on the ship. Scenario would probably be only 2 minutes long before the ship explodes anyways, so would be great for fast content!

Twisted


Starship Lo-Jack

Could be installed on a ships riggings - would make the ship unpackagable and the rig indestructible without a password - or biometric of the original owner who installed it. Would require a passcode in order to board the ship. If the ship password was compromised would allow you to know where your ship is at all times if stolen (original owner only).

I know this would be popular with all the super cap pilots.

Would also create some LOL threads with "I locked myself out of my Lo-Jacked Titan!"




Back to normalcy...

New EWAR - Missile Guidance Disruptor

Would act like a Tracking Disruptor and disrupt a ships' missiles to either be slower or have worse explosion radius.



New Tracking Disruptor/Sensor Dampener Script - Longer Range

GIves Tracking Disruptors/Sensor Dampeners more range to tracking disrupt snipers at 150-200kms out. Currently the range is 60km+30Km falloff, and that's short of needed to effectively disrupt snipers.



New Frigate MWD

Gives 250% sig radius penalty instead of 500%. Refer to Test Server Assault Frigate discussions on the matter.


Alternate ECCM Backup Sensors

Allows you to add a 2nd sensor type to your ship. So you can add Gravimetric Sensors to a LADAR ship. Would add another way to approach ECCM so you aren't always vulnerable to racial ECCMs.


Auto-Targeting Scripts - Friendly

Allows you to automatically target friendlies in fleet that are on your watchlist (hence already receiving this data) to repair them.


Deployable Cyno Jammer

Deployable Cyno Jammer with limited range (100km?) that would force capitals to be hot dropped away from fights. Can be destroyed, requires anchoring time, etc, etc.


Dueling Links

Would require a slot - would allow pilots to activate aggression against each other without requiring can flipping. Would require mutual activation of the links. In Low/Null Security it might confer the ability to not be warped to by your fleet at a safespot. Scan probes would still work of course. Acts as a warp disruptor/scrambler for a midslot when mutually activated for 15 minutes.


Codebreaker - Ship Hack Script
Turns a codebreaker hacking module from a pure PVE asset into a PVP asset which allows you a chance of being able to turn off one of an enemy's modules at random (or from a list?). Mostly a nuisance attack, but would make things more challenging for an aggressor.

Where I am.

Nova Fox
Novafox Shipyards
#79 - 2012-01-16 19:35:18 UTC
You said modules only but I am seeing more and more ships getting suggested.

I present this for ships and modules concerning explroation, archeology, hacking, and salvaging.
Sorry if its a long read but basically give other factions thier version of ORE and racially sort them out into thier own full sized professions.

Legionairs ORE Sisters Tribesmne profession expnasion (lost)

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Nova Fox
Novafox Shipyards
#80 - 2012-01-16 19:38:56 UTC  |  Edited by: Nova Fox
Jump Sledges

Seige Weapon
Capitol Ship
Multi-system capable
Targetless
AOE

This cannon fits on capitol ships only.
Works in seige mode only.
Can only shoot at contellation or smaller Stargates Regional sized stargates are not allowed (thus cannot shot from null to low or low to high or vice versa.)
Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles.
Shells launched though the gate detonate as soon as they're on the other side allowing to clear out any mines, bubbles and camping forces too close to the gate.
Weapon is racial.

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