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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Malen Nenokal
HEX Reconnaissance and Reclamation
#861 - 2012-05-14 17:39:00 UTC
[ Shield Generator ]

Misc:
- Can only be fit to Logistics hulls
- Cycle time is 30 seconds
- Highslot


Effects on the Logistics ship when active:
- Resists are reduced to zero
- Velocity is reduced to zero
- Shields HP becomes ~500,000
- Signature radius becomes 3km


When active the module generated a 10km area bubble that has the following effects on nearby ships:
- Attempting to target any ship within the bubble from outside of it will result in targeting the Logistics ship instead.
or
- Any incoming damage to ships within the bubble is redirected to the Logistics ship instead.
- If damage is dealt to the Logistics ship from within the bubble, the shield layer is bypassed, making it much easier to kill


Why?
While this would be a boon to sniper fleets, the real hero here is that to counter it you need fast skirmish ships. Mixing up how people approach larger fleet strategy

___________________________

[ Ship Incursion Drone ]

Misc:
- 25m3 Drone, 25mb/s Bandwidth
- Graphically looks like a small transport


How it works:
- The drone is quite slow, so the pilot will want to deploy it close to the ship they want to use it on.
- Once the drone is "attacking" the target ship's cargo is accessible much like a cargo can.
- The attacking pilot can then start taking items as long as they are 2500m from the target ship.
- When an item is taken, it doesn't officially transfer until a timer finishes, this timer is based on the size of the item
- The timer is about 1 second per m3


Why?
Because piracy needs some new toys, and being able to board and loot a ship without destroying it would be badass.
Dex Nederland
Lai Dai Infinity Systems
The Fourth District
#862 - 2012-05-14 17:40:27 UTC  |  Edited by: Dex Nederland
ECM Change

4 Types of ECM modules with 5 types of scripts

Modules

  1. Burst: projects a blast of ECM to a particular radius at high strength
  2. High-Strength: max strength ~20, range <20km
  3. Versatile: max skills, max strength ~15, range 30-70km - similar to current modules
  4. Long-Range: max strength ~10, range 100+ km


Scripts

  • Multi - provides jamming for all types, max strength -15%
  • Racial - provides jamming in only one* type, max strength +20%


*Racial ECMs currently have a very low strength for the other 3 types.

This would make the setup of an ECM ship dependent on how it is going to be used and not who it might face. A ECM ship setup to take on Gallente ships is useless against other ship types.
Vallutaja122
The Foreign Gods
#863 - 2012-05-14 18:02:35 UTC  |  Edited by: Vallutaja122
Please salvage drones?

and some fitting thing for pos? (saved setups, anchoring all things who are already in right place)
Dusan Kautsuo
Defence Against the Dark Arts
LinkNet
#864 - 2012-05-14 18:02:40 UTC
I thought about something like a FOF missile but with an AOE effect, ofc not having close to the damage output of a bomb but with the immense advantage of 100% hit chance (if the target isn't fast as **** that is ;) )

Possibly some more skill requirements than normal FOF's (but nothing huge)
Both missile, Cruise missle and Torpedo variants (Not siege though!!)
Kukei
Sirius Cybernetics Inc
Rote Works
#865 - 2012-05-14 19:05:17 UTC  |  Edited by: Kukei
A grapple hook / ship to ship tractor beam.
Top Slot
Same dynamics as a turret in terms of tracking and usage.
Can mess with a ships alignment point subtly or its orbit slightly.
Ranged to approx 15km?
If used right it can be used to pull ships off gates slightly (as most players is bad at bumping), such as running a fly by then shoot and using a ships mass as a weight to pull.
Can be effected by speed, mass, trajectory of origin and target ship
Requires ammo (grapple hooks/charges)
GeeShizzle MacCloud
#866 - 2012-05-14 19:51:37 UTC
Light versions of sentry drones that are tractorable (ie u can lock on to them and pull them around with you with a small tractor beam.

Tech 2 bombs to go with the terribad tech 2 bomb launcher (to hopefully not make it so bad)

Passive module a bit like the resist shifting module but shifts the resists to be higher towards the actively selected locked target, and has a tracking value so that positional play on a batttlefield isnt only a range war.
Singoth
Federal Navy Academy
Gallente Federation
#867 - 2012-05-14 19:56:31 UTC
Low slot:

More armor tank modules are needed, as armor tanking is inferior to shield tanking in pvp due to the ability of shields to be much better repaired and/or recharged. We've all seen it, and still see more caldari and minmatar shield-tanked ships in PvP than amarr/gallente armor tanked ships. Why? because shield tanking is so much more flexible.

- Regenerative Plating (change to current regen plates) > passively repairs armor instead of increasing armor HP with a percentage. passive repair rate is dependant on max armor hp.
- Adaptive Armor Hardener (active).
- Adaptive Resistance Amplifier (passive).

As well as a new drone control unit, which is able to be used best by some gallente ships, allowing more drones to be controlled, thus giving the gallente a real bonus to drone usage. A better drone bay is just useless. I'd rather have a limited drone bay good for 10 medium drones and able to launch all 10 of them, than have a drone bay good for 50,000 drones and only able to launch 5.


Medium slot:
- Missile Stasis Field. Slows *all* missiles near you, including friendly. More fields = slower missiles = more flight time needed for missile to reach target = chance of explosion of missile before it hits the target.
- Deflector. This device can deflect damage back to it's original target, based on the type of deflector and the type of damage.
- Armor Power Relay > diverts power from the capacitor to the armor repair systems: regen plates and active reppers will get a bonus to repair rate.


High slot:
- Cloaking Field. Limited to black ops ships, cloaks all friendly ships within 15km of your ship. Still allows them to use modules and such while cloaked. The Black Ops ship won't be cloaked though, and thus needs to be taken down first if you want to uncover the fleet it is hiding. Can not be used together with the other cloaking devices.
- System Intel Jammer. Limited to black ops and command ships. Removes all pilots (friendly AND hostile) within 150km of ship from local chat. Except when they talk, then they will show up.
- Mine Launcher + Mines. Limited to a new class of ships, called "Mine Layers". Mines are kind of like bombs and must be launched from a Mine Launcher, except they only explode when a hostile (wartarget or bad standing) is within 5km range. If it doesn't trigger within 60 minutes, it explodes out of itself. Due to regulations, stations and stargates will shoot them if they are within 20km range of the station/gate, and will always shoot them AND the mine layer if done in highsec.
Mines are mostly invisible, but can not be placed when there is less than 5km distance between two mines.
Mines have a timer of 10 seconds between detecting an enemy and exploding. They will always deal full damage, as long as the target is within range. Damage will be racial-based. So EM for Amarr mines, Kinetic for Caldari mines, Thermal for Gallente mines, and explosive for minmatar mines.
- Tech 2 Doomsday weapons. Now with reinstated AoE. Pirate


Ships:
- Jump Shuttle, new T2 ship, uses the shuttle hulls.
Does what its name implies; used for fast travelling by jumpdrive using a shuttle. Due to its smaller mass and smaller jumpdrive, it can also lock on stars instead of just cynosural fields. Can actually be used in high-sec.
Uses significantly less isotopes than other jump-capable ships.
- Mine Layer, new T2 ship, uses destroyer hulls. Can fit mine launchers to place mines.
- Tech 3 frigs. A nice step-up to the tech 3 cruisers we got. Later also add in the Tech 3 destroyers, battlecruisers, and battleships.


Abilities we really need:
- Freewarp.
- Orbital a celestial.
- Mine the rings of the planets / make those rings look like fricking asteroids.


Dust 514 weapons:
Just implement them already for ze lulz.
- Orbital Bombardment weapons. (Dreadnaught weapons)
- Planetary Strike Fighters/Bombers. (Carriers)
- Dramatic Storyline Trigger. Can result in your pilot getting shot through the head by a hot babe.


Yeah, that's about it :P

Less yappin', more zappin'!

Lucian Ghorric
FSM Manufacturing
Pretenders
#868 - 2012-05-14 19:59:48 UTC  |  Edited by: Lucian Ghorric
Dont know if this has already been suggested but i didnt want to read thru 44 pages of replys so here goes.

DAMAGE OVER TIME AMMO

T2 ammo type
Less damage up front but added damage over time effect
Max stacking debuff of lets say 3 to 5 stacks

Tweak it to your desire but this is something i truly believe EVE needs, every ammo type and or damage type in EVE is direct ONLY which makes tanking against it MUCH easier. Adding this would GREATLY change the way battles war and even possibly (think of the player farming possibilities) PVE are fought.

You could also add modules to counter this effect.. etc

example of ammo

Heavy incendiary Nova MIssle

Does x amount of explosive damage and then another 75% of total damage over 15 sec, stacks up to 5 times

just some food for thought
Winters Chill
Unitas Incorporated
#869 - 2012-05-14 20:01:36 UTC
Some sensible and some crazy ideas. Don't think the dev's read this anymore but hey, maybe one day.


Module : Tactical Scanner.

General Purpose: Works exactly like an asteroid scanner except it gives you approximate values on Shield/Armour/Cap and distance on every ship with 50km.

It also tells you if there is a cloaked ships present and distance but not the direction.

Fitting: Probably could squeeze it onto a PvP frigate.

Slot: Medium or High.

Downside: Increases targeting time.

ORE Spectrographic Gravimetric Sensor Cluster.

General Purpose: Love for miners!. A scanner that works like a the inbuilt ship scanner but only detects only Gravimetric Sites. Has a very long scan time, maybe 10 minutes (reduced by skills). and 100% is based on distance. If you within 4AU it will be 100%. Exploration mining is invented.

Fitting: ORE ships only.

Slot: Medium.

Downside: Greatly increases your signature, making it easier for you to be scanned down.


Module: Seismic Scanner

General Purpose: Works like an asteroid scanner, however when activated there is a chance of finding something interesting in the asteroid. (programming wise the module itself generates the item and it appears on a popup message and is delivered straight to the cargo hold) chances of finding something are very low, but modified by the system security. The item itself could be anything, from a nugget of another asteroid type, to salvage material or metal scraps very rare drops might be BPCs. Basically a slot machine for your mining barge while you mine.

Fitting: Needs to fit unhindered on a mining barge (could require a rare material to "roll" such as strontium)

Slot: Medium.

Downside: Costs Strontium to activate.


Module: Remote Cynosural Generator

General Purpose: Can select a Gas Giant or Star within 5ly+Skill Modifier to light a remote cyno at. Cyno is visible for 5 minute before able to jump to it during that time the capital ship then must "spin" up its jump drive (cannot do anything, moves at 20% speed, docking destroys the module). After those 5 minutes its free to jump. On arrival capital ship is paralysed for 1 minute.

Fitting: Capital Ships only. With high skill requirements.

Slot: High as well as a strontium consumption based on distance.

Downside: Everyone can see you coming, could get ganked. Strontium consumption higher than a regular cyno. Module is cripplingly expensive to build and rare. Can't jump into high sec or cyno jammed systems. Can only be used by the fitted capital, can't move fleets around with it.


Module: Heat Venter

General Purpose: Vents all the accrued heat on your ship.

Fitting: Can fit onto any ship.

Slot: Low Slot

Downside: One fit per ship. Massively increases your signature when activated. Maybe some modules shut down. Can't fire guns?


Module: Layered Shield Efficiency Thingy

General purpose: Works like the old regenerative plating adding a % to shield total (instead of armour). Rubbish on sub caps, but of some use on caps, providing a non-crap bonus to shield amount.

Fitting: Any

Slot: Medium.


was thinking about interceptor fighters, drones and missiles. I've always liked the idea of point defence grids, and fighter melees. It's a real bugger to try individually target fighters and drone in a huge battle, would be more fun if their wear an interceptor type fighter to do it for you. Pew Pew, like Jedi.

So maybe a High slot module representing a network of small guns used to intercept missiles? And a new type of defender missile for taking out drones and fighters. Or we could just have an interceptor fighter for each race, but /art assets I guess. Hope someone sees this. Big smile Cheers.





Ixtelle
Brutor Academy
#870 - 2012-05-14 20:02:19 UTC  |  Edited by: Ixtelle
Idle thought Re: Making Tracking Disruption work for missiles: Just make it function as a heat generator. More heat on turrets = slower tracking due to rotating elements expanding disproportionately and less range due to barrel expansion (one way or another, due to less efficient use of propellent, more rail friction, or less efficient laser generation...heat is a good catch-all excuse for guns). Scripts focus the heat more efficiently on one or the other.

Now for missiles, just have the TD screw up the integrity of the missiles' casing, resulting in (depending on scripts or whatever) greater explosion radius and / or lowering their explosion velocity and / or decreasing the efficiency of their propellant, lowering range. Twiddle the degree of the effects to be comparable in how much they 'hurt' compared to using a TD on guns. Simple, and works for all missile types. Missile users get to keep their "if you're in range, I will cause damage to you" factor, but their missiles lose range and / or become much less effective against small or fast targets, same way TD's affect guns.
Phoebus ApolloX
The Scope
Gallente Federation
#871 - 2012-05-14 20:15:28 UTC  |  Edited by: Phoebus ApolloX
Here are my ideas! I didn't read the thread yet so if I ripped off your idea, sorry.

Redo of Armor Plates

One reason I think people prefer shield in conventional small/mid gang combat in pvp is because armor has the drawback to speed. This comes on top of the fact that armor rigs hurt overall speed, and they eat up low slots which are the only slots propulsion-granting modules have.

So my idea is to have four different racial classes of armor plates, with fewer mm sizes (200, 400, 800, 1600). Each plate would have different mass, inertia, overall armor HP and maybe even resist profile. Minmatar plates could be relatively agile with even speed benefits, but provide less HP. There could be a fat plate that provides the most HP but have less agility, like the current 1600mm plate. Maybe one positively affects agility stat but has the normal mass, while providing moderate hp, while another negatively affects agility stat with next to no mass addition but again moderate HP boost. Overall, make all plates less damaging to the overall speed of a ship, and give armor plate users more options to balance the speed-centric stats of their ship to the situation.

Area of effect decloaking burst for interceptors only

A single 10km wide burst (t2 could be 14km) that only a small interceptor can do to decloak a nearby target. It's a role purposed thing so unless your whole gang is interceptors you can't just spam decloak all parts of the gates. This might be the one thing that might make it possible for a gang to catch cloaky T3's, or other narrow misses. Using assisted drones to decloak... well that's just a stupid workaround. Decloaking should be a dedicated function of a class of ships.

If your ship is pulled out of cloak with the burst, your ship herka-jerkas to a slower speed, slowing your warp align time! Not preventing warp altogether, just giving that little rattle to make warping less easy.

Regenerative Plates with meaning

Make regenerative plates more useful by giving them a bonus if fit in tandem with an armor plate. Meaning flat stacking armor plates would be less necessary. Maybe also give them resist bonuses, or agility/inertia bonuses.

Real FOF missiles

A missile that splits into tiny sub-charges that just AUTOMAGICALLY targets all missiles nearby being locked onto you. However because of the random way the charge splits, if a ton of missiles are inbound on you, you're not going to wipe out as many (or potentially any) as you would if you just had one target firing missiles at you.

This would look awesome with the new missile design changes!

Rebalance of afterburners and MWD's

MWD's are used predominantly in pvp because they are the only expedient means to reach a breakaway speed, which is your only way to get safe if something bad happens. It seems so proficient that nobody really uses afterburners, except when dual propping their ships.

Well I think it'd be cool if afterburners were given massive agility and inertia boosts, being the fastest way to reach a higher speed, and if their top speeds were brought up a bit so they can be useful. Making a BC go 700-800, but getting them to that speed nearly instantly, making ships align faster, overheating them to get nearly to 1000m/s... this would make them more useful.

MWD's should be balanced out so their speed accelerates slower and turning is less sharp. All said MWD's should still be the fastest, standard way to move but an MWD-fit ship caught off guard should be able to in some scenarios (like by gates) get tackled by afterburn fit ships. Would make for an interesting change to gang compositions across the game, and you'd see fewer pvp'ers rely solely on the breakneck escape speeds of MWD's to recover from mistakes they make.

Sensor dampening area of effect probes/scripts for light/heavy interdictors

Because of encrypted keys sent through the fleet channel, members of the same fleet will have recalibrated sensors negating the dampening effects. Why not have fun with an underused form of ewar?

Tech 3 Shield/Armor modules

A tech 3 module would let you greatly customize the resist profile, hp bonus, sig penalty, mass/inertial penalty and other minor specs to create a new kind of armor/shield mod to fit a specific occasion. And for god's sakes, give them a different bottleneck than the melted nanoribbon for construction. Create a new demand in the market for some of the other t3 salvage.
BellRinger2
The Scope
Gallente Federation
#872 - 2012-05-14 20:28:57 UTC
Recon Probe Launcher and Probe I/II

A probe used by Force Recon Ships that transmits live video feed to a special monitor added as 4th tab in Scanner window.

1) Launcher must be able to launch only 1 probe and have long recharge (Like a bomb launcher)
2) Probe should be effective only in same solar system
3) Probe should be easily destructible and should last <5mins
4) Probe should be able to enter wormhole, but sit immobile on the other side until destroyed/picked up/expired
5) Equipped launcher should disable Recon ships ability to fit covert cynosural field generators (or/or)
6) Player should be able to rotate view on recon monitor and see only ship types on it (not player or corp/alliance)
7) Player should be able to share his monitor with fleet members in same system with a single click on button. If probe is lost, all transmissions end.
8a) If 2 or more people share their monitor they should be either set as tabs (***) or
8b) Number of transmissions should be restricted to 1

9) Arazu, due to its ugliness, can not fit it until it gets new hull.


Summary:

-This should be mainly WH mod, that gives people in WH (and people attacking them) more control on the battlefield. Its tactical mod that should make Recon Ships usable in WH's as now they are not, and make Recon ship next class of CovOps frigs. It is my strong belief that eve players should be given more "range" in their gameplay, and this is just one of my ideas how to implement that. What is common for all of them is that they are hard to implement, and this one might even be the easiest, so I'll go with it. But.....

***Although I don't like it cause it ruins my concept, corp mate just gave me an idea in case you like it, but can't implement it, and that is that it gives you a 20-100-grid range D-scan of landing side. This would make it easier to use also....

I just hope that someone reads it :)
Aileen Morex
Morex Group Inc.
Haven.
#873 - 2012-05-14 20:36:29 UTC
I love the new Shield Module idea that uses Booster Charges to boost shields. How about an Armor Rep that uses Metal Scraps to repair armor? Since you can't build metal scraps it would be a great way to feed them to this module. Or maybe you could feed it raw Trit or other modules to use a raw materials.
Zakurai
Perkone
Caldari State
#874 - 2012-05-14 21:22:05 UTC
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.

I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.Bear
jahamesh neutron
Sebiestor Tribe
Minmatar Republic
#875 - 2012-05-14 21:32:31 UTC
FIX THE COVERT OPS CLOAK

Having a covert ops cloak that allows players to camp systems 23.5/7 with complete impunity makes the covert ops cloak the most unbalanced module in the game.

I don't want to nerf the ability of the covert ops cloak to allow cloak capable ships of deeply infiltrating enemy space for legitimate purposes, but the cloaking device should use some fuel mechanic, or have a period of cool down after prolonged usage. In addition, there should be some sig radius penalty for an inactive cloak and a penalty to sensor strength, making it easier to scan down an uncloaked ship fit with a cloaking module.

The way the covert ops cloak works now, one guy AFK can disrupt the activities in a solar system or constellation without having to do anything but logging in and turning on his ships cloak. That seems out of balance with the spirit of PvP and null sec activities which require pilots to engage in more skilled attention to their activities.
Lucian Ghorric
FSM Manufacturing
Pretenders
#876 - 2012-05-14 21:42:11 UTC
Zakurai wrote:
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.

I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.Bear



2 words

test server
Nyreanya
Serenity Labs
#877 - 2012-05-14 21:48:53 UTC
Nova bomb: does heat damage to modules on ships within 15km radius of blast.

Static charge: Does small amount of damage to target ship, "charges" said ship. 5 seconds later, "charged" ship damages all ships within 5k of it for slightly more damage and causes those ships to become "charged", becomes "uncharged" itself. 5 seconds later all those "charged" ships damage everyone within 5k of them for small damage (possibly including original target). 5 seconds later.... Only usable in low/null, long cool-down on module. Goal is to reduce blobing by making people move away, "discharge" on their own, then return to the fight.

Virus broadcaster: Chance of causing ships within 5k to activate/deactivate/offline modules randomly. Does not effect capitals. Can fit scripts to make it more effective against a specific race of ships.

[/sarcasm]

Lucian Ghorric
FSM Manufacturing
Pretenders
#878 - 2012-05-14 22:05:59 UTC  |  Edited by: Lucian Ghorric
Mobile XL gun boat (insert fancy shiptype name here)

Capital ship
Can fit 2-3 xl guns / launchers
1000% bonus to damage to capital ships
regular damage to structures
regular damage to subcaps

Does not siege
No jump drive
Cannot be titan bridged

can use stargates

USE

Basically its a capital ship thats of a brawling design, its not a super and has the HP relatively 1/2 that of a carrier

purpose is to counter supercaps
easily countered by subcap fleets

wouldnt be able to jump with other caps therefore making it more of a HOME DEFENSE type of ship but it can use stargates so offensive use is not too limited

Bonuses

no jump drive, siege module or fighters makes it much easier to train into and i believe it would be an excellent counter to supercaps

would be cheaper than a carrier

pretty please

Captial ship engagements are pretty straightforward and there is no suprise or worry for blobs of titans or supercarriers

This type of ship i truly feel would or could turn the tide on supercap proliferation and more supers would die in capital ship engagements
Zakurai
Perkone
Caldari State
#879 - 2012-05-14 22:20:47 UTC
Lucian Ghorric wrote:
Zakurai wrote:
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.

I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.Bear



2 words

test server


The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players.
Lucian Ghorric
FSM Manufacturing
Pretenders
#880 - 2012-05-14 22:28:32 UTC
Zakurai wrote:
Lucian Ghorric wrote:
Zakurai wrote:
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.

I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.Bear



2 words

test server


The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players.



Fair enough, but its a great tool and if you can utilize it you should!!