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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Gavin Darklighter
Ministry of War
Amarr Empire
#841 - 2012-05-14 11:48:54 UTC
I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level.
Andy Landen
Deep Core Mining Inc.
Caldari State
#842 - 2012-05-14 13:24:15 UTC  |  Edited by: Andy Landen
Scout probe I
Probe extends the ship's directional scanner range. Can jump through stargates, jump gates, jump drive wormholes, and natural wormholes, and can jump back through for retrieval. Transmits scan results to a separate section on the directional scanner when the ship's directional scanner is activated. Has the same timer as other probes. Equips to Core and combat probe launchers. Same volume as a core probe.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lostinthesofa
Sebiestor Tribe
Minmatar Republic
#843 - 2012-05-14 15:04:56 UTC
I would like to have a dedicated defender missile launcher

how i envssiage it to work is as a module you activate and that uses charges(the defender missiles) when activated fires missiles automatically when there is enemy missiles incoming (including missilies aimed at your corp/fleet/alliance members) also have a limitation on it to 1 pr ship. would have a quick refire rate same as the rocket launcher.


an idea for a specialised ship can be made from this preferably a destroyer sice ship that can fit multiple of the defender missile launcher and can serve as a missilie shield in fleet engagements.
DaReaper
Net 7
Cannon.Fodder
#844 - 2012-05-14 15:08:37 UTC
tl:dr

my .02:

Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.

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Ron Deau
Aliastra
Gallente Federation
#845 - 2012-05-14 15:08:48 UTC  |  Edited by: Ron Deau
Active Scanner I & II

Mid-Slot module that takes into account your ship's sensor strength and scan resolution to determine a maximum scan range. When activated it would continously monitor the surrounding area (like automatically d-scanning for you) within your determined maximum scan range...sort of like an active radar for the D-Scan capability, but not requiring you to click every 5 seconds.
RaptorXL
Caldari Provisions
Caldari State
#846 - 2012-05-14 15:12:17 UTC
Far too many mods have negative effects on shields, including some of the new announced with inferno. Like the Cap boost for shield recharge and now the CPU boost for shield recharge. All this does is force more and more people to use armor tanking ships for pvp.
Why not start making mods which boost a stat at a cost of armor repair rate or armor resistance?
Like jack some energy from the nano boots to increase your power gird? Or mod that takes hull/armor hp for cpu or power? Replace those bulkheads with cables.



Ron Deau
Aliastra
Gallente Federation
#847 - 2012-05-14 15:21:26 UTC
Wormhole Analyzer I & II

New Skill requirement for this module: Wormhole Harmonics

Description: Mid-Slot module that, when activated, scans a targeted wormhole and gives you progressively more detailed information based on your Wormhole Harmonics skill.

Wormhole Harmonics
Level 1: Can learn the last time targeted wormhole was activated (deviation within a few hours, accuracy improves with skill increase)
Level 2: increased accuracy for last time activated ability
Level 3: Opens ability to learn the approximate mass used on the wormhole (deviation within 10-100 million mass, accuracy improves with skill increase)
Level 4: increased accuracy for approximate mass used/last time activated
Level 5: Opens ability to learn the approximate time left on the wormhole/increased accuracy for last time activated and mass used

Daedalus II
Aliastra
Gallente Federation
#848 - 2012-05-14 15:23:25 UTC
This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.

The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside.

The idea is that each carrier can provide a small safe haven for a couple of friendly ships that can snipe other ships at range. All incoming damage will be taken by the bubble, but outgoing damage will go though. The downside is that enemy close range ships can get inside the bubble and destroy everything from within.

Having the battlefield dotted with bubbles of safe havens here and there I think could make the battles much more tactical and also gives a wider variety of sub capital ships a purpose to be there. Positioning on the battlefield would be much more important.
Garnoo
Eternity INC.
Goonswarm Federation
#849 - 2012-05-14 15:43:15 UTC  |  Edited by: Garnoo
aoe module:
hi-slot module able to interfere with cloaks (it will decloaks) in 5km (mayby t2 version 7.5km) radius usable only on electronic attack frigates (yes, a t2 EAF would be nice, as they arent too popular atm)
and/or new drones able to decloak targets in small range (about 3-5km radius)

ewar
new electronic subsystem for tech3 with bonus to ewar drones, drone configs arent too popular atm

drones
fighter-sized drones (rep, ewar)

tech 2 capital mods Cool

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Lordess Trader
Phoenix Evolved Part Duo
#850 - 2012-05-14 15:52:58 UTC
MOBILE CYNO JAMMER: Would really like to see a cyno jammer fittable to ships, but that would have a really bad negative effect like your ship showing up on overview and not being able to warp...

Just IMAGINE THE surprise system in the hands a compitent fleet, either on the defense or offense of a system, or even in an Awox situation lol just seems like it would be epic.

Cloaking Field Generator: have recommedned it MANY MANY TIMES, a anchorable bubble that cloaks all ships within the bubble, but no shooting inside of it, in addition jus tlike normal cloaks anyone comes within the bubble after the bubble is onlined and the bubble offlines...

Interdictor Style Cloaking Bubbles, fitabble to dictors perhaps but the ability to launch a bubble and cloak a fleet, same premise as above if u break the bubble the entire fleet is exposed, no shooting from inside the bubble etc....

Lordess Trader
Phoenix Evolved Part Duo
#851 - 2012-05-14 15:54:55 UTC
Daedalus II wrote:
This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.

The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside.
.


Really like this idea, perhaps make it so its only activateable in an active triage cycle....

And that the t1 version would absorb 50% of all incoming damage to all ships within X range of the carrier, and t2 version absorb 75% or something like that....

And that the more damage ships inside the field take the quicker the bubble collapses
Lordess Trader
Phoenix Evolved Part Duo
#852 - 2012-05-14 15:55:30 UTC
DaReaper wrote:
tl:dr

my .02:

Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.



I LIKEY as it hics aren't used enough on small roams, would give them a nice usage beyond just bringing sabres on roams.
Lordess Trader
Phoenix Evolved Part Duo
#853 - 2012-05-14 15:57:18 UTC
Gavin Darklighter wrote:
I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level.


I had always thought about this, but less of a rig and more of new type of slot "Shunts" power shunts, so it would be possible to shunt power from a medium power slot to a low power slot, or 2 lows to 1 mid, or 2 mids to 1 high, would be interesting to say the least :)
Sarah Britania
Caldari Provisions
Caldari State
#854 - 2012-05-14 15:57:32 UTC
it will be nice to have subsysteme module that we could load on T1, T2 ships.

How many time i sware to unable fit missile launcher on my favorit ship : Talos.

Or, if this could occure unbalanced , implant much more T3 ship with differents design.
Ugleb
Jotunn Risi
#855 - 2012-05-14 16:16:08 UTC
Its probably out there, but...HEAT RAY OF DOOM!

Allows a ship to transfer heat that it has already built up to a target. So in order to use this, you must first overheat your own ship and risk module damage. But, it obviously gives the advantage of allowing you to overload your modules for longer and maybe even burn out the opponent.

Also... THE AMAZING COOLING BEAM!

A remote repair style module that reduces heat build up on the target. Could be particularly useful to support T3 ships with.

And possibly... THE RE-CONFIGURATOR!

A module that allows for a ship to act as if it had a ship maintenance array so that other ships can refit from it. Probably a niche use for this though.

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Beta Stryker
Yet Another Holding Corporation
#856 - 2012-05-14 16:30:54 UTC
Instead of making tracking disruptors affect missiles, how about editing the use/effects of the defender missiles? Generally, missile users already have lower dps than gun boats, why are you countering them now with both defender missiles (which are dumb as they are now) AND tracking disruptors?
Badden Powell
No Chit
#857 - 2012-05-14 16:37:59 UTC
Yophant wrote:
Area of Effect: Can Looter I

With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button.
It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis.


^^
This. make it a mid slot so I know what to replace the sensor booster on my noctis with Big smile
Hyperforce99
Boosh Fleet
#858 - 2012-05-14 16:42:44 UTC  |  Edited by: Hyperforce99
Resistance boosting field.

Capital ship module, can be fitted to carriers and mother ships, slows down users ship and prevents warp while active.

Boosts the resistance of all non-capital ships in an Area-of-effect surrounding the user.
Effect is applied to ALL non-capital ships within the field, this includes friend, foe and neutral non-capital ships.
Effect contains strong stacking penalties or doesn't stack at all with additional resistance field boosters.


Desired Effect:

- Puts carriers on the front line alongside the non-capital ships.

- Makes non-capital ships more resilient against capital ships.

- Creates areas of effect similar to Warp disruption bubbles.

- Entices enemy forces to move in closer to even the playing field or deploy their own resistance boosting field for longer range engagements.
Traug
BarelyAFK
#859 - 2012-05-14 17:10:18 UTC  |  Edited by: Traug
heat sink for overheating modules rig? high slot? high slot would work nice since a lot of fits do not use that slot for turrets

module for extra drone capacity or extra drone bandwidth - still only 5 drones(?)

area cloaking, cloaks everything and yourself in a small area

how about modifying the sentry drones to be recalled? rather than having to move back and pick them up - they cant fire/attack once recalled/you cannot cancel the 'recall' so as to reposition them

missle explosion radius/explosion velocity module. they have tracking for guns, need it for missles

ship maintenance module, lets people adjust their loadouts by using your ship, 5 minute cycle, ur ship is stationary, BS sized module?

suicide drones - explode with aoe dmg or like a small bomb

forum post consolidation drone, finds all the double, triple posts in the forums and consolidates them into one post.

container jump drive thingy, a module that just shoves containers from your cargo hold through to a remote cyno location, less fuel cost.
Abramul
Canadian Forces Corp
United 4 Nations
#860 - 2012-05-14 17:22:19 UTC  |  Edited by: Abramul
I would strongly favor reworking the invention system to allow a far wider range of alterations than just T1->T2, to the point where you could, say, have a cap power relay with shield HP penalty instead of boost, or a module with same attributes as T1 but substantially reduced fitting costs. Of course, "choose-your-own-penalties" would require MAJOR balancing, but it would make invention a lot closer to what I, and probably quite a few others, hoped it would be when we got into it.

For added fun, restrict module usage to the inventor unless a substantial fee is paid to Concord for something or other, probably monthly.

---

More on topic?
- Give passive targeters a script that drops them down to one max target (Maybe 2 for T2), but entirely suppresses lock alert rather than just one cycle.
- Look at meta/T2 ECCM, and other modules where T2 is in no way, including price, superior to meta 4.
- (+edit) Smarter smartbombs; the only 'smart' thing about them is that they don't hit your own ship. Again, this is something you might want to script, as there are people who use them for attacking illegal targets.