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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Evenus Battuta
#1181 - 2012-08-03 12:59:55 UTC
I wonder how it will change fleet combat if there is a 400km AOE warpscrambler for supercaps.

Strength 1, cost as much energy as to last about 30s.
Sphit Ker
Ministry of War
Amarr Empire
#1182 - 2012-08-03 20:21:21 UTC
I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges?

I also want The Device in my CQ. It's got a ~thing~ to do.

It knows what you think.

Sphit Ker
Ministry of War
Amarr Empire
#1183 - 2012-08-03 20:26:30 UTC
Faction mods should have a performance bonus when fitted to a corresponding faction hull.

It knows what you think.

Vakr Onzo
Caldari Provisions
Caldari State
#1184 - 2012-08-05 21:03:37 UTC  |  Edited by: Vakr Onzo
Perhaps decoys have been mentioned already, but I think they would be a good concept for a new drone to add to the Electronic Warfare family of Drones. Drones move and maneuver, so they behave like ships. Once launched, the mothership is split into two or more depending on the number of drones (Up to 5) copies, with one of them actually being the original mothership.

If there's preexisting target lock/missiles inbound, they have 50% chance of being switched to the decoys, this chance increase by every decoy drone deployed past the first one. If there are two decoys deployed at same time, it is 66% chance that the locks/incoming attacks on mothership will switch to one of them. If there are three decoys deployed at same time, it is 75% and so on.

The further the attacker is away and/or the weaker his sensor strength is, the harder time he has distinguishing between the decoys and the real mothership. A ship at 'collision' range or with more powerful sensor will be able to see the decoy drones for what they are; drones and not actual mirror copies of the mothersihp.

Like the ECM Jammers though it would make them more complex, the decoy drones could have racial variations that make them stronger against each race and a base that is weak like the multi spectrum ecm jammer but can cover all four type.

Or, well, to make it easy on graphic, they just simply pulses causing target locks on the mothership back to themselves on the same chance I listed above instead of being a mirror copy of the mothership. This way the attacker need to eliminate the decoys or get closer/have better sensor strength to burn through their 'siren' calls. Of course, until their true nature is revealed, they actually show up as exact copies of the mothership on the Overview. If the overview is set to ignore or favor drones only and the decoy drones have been seen through by the attacker, his overview is clear of all the decoy drones except the mothership or they show up among other drones on his overview.
freighter hater
Native Freshfood
Minmatar Republic
#1185 - 2012-08-06 10:35:20 UTC
HOW ABOUT instead of messing up all kinds of numbers on the mining ships to make them more "balanced" take teh ships that are designed to be FLEET MINERS and give them a bonus that lets tehm recive a greater benefit from ganglink modules. that way tehy could be extra useless for solo mining while making them unparalleled when in a fleet.

all teh while you arent giving them crippling Achilles heel's like a tank that cant handle null sec rats for 30 seconds.

THE MOST IMPORTANT PART ABOUT HIGH END MINING IS THE BOOSTS (i.e. the orca or rorqual) WHY WOULDN'T YOU CAPITALIZE ON THAT?
bloodknight2
Revenu.Quebec
#1186 - 2012-08-06 13:54:02 UTC
Vengeance : once activated, this modules desactivate all online module and will self-destruct the ship (20 sec timer) dealing an AOE of 7000damage (em for amarr, kinetic for caldari...). Can only be activated if pointed (warp disruptor/scrambler).

Rigs : -1 low slot, + 1 med slot / +1 slot slot, -1 med slot

Rick rock'd : Once activated, will play "never give you up, never let you down" aka rick rock'd if someone falls for your scam or your bait ship.
Uris Vitgar
Center for Advanced Studies
Gallente Federation
#1187 - 2012-08-06 22:39:35 UTC
Expanded propellant tank I

With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"

Increases the maximum speed of the ship at the cost of increased mass
freighter hater
Native Freshfood
Minmatar Republic
#1188 - 2012-08-06 23:09:10 UTC
Uris Vitgar wrote:
Expanded propellant tank I

With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"

Increases the maximum speed of the ship at the cost of increased mass


over drive injectors already do that
Andy Landen
Deep Core Mining Inc.
Caldari State
#1189 - 2012-08-07 01:28:49 UTC  |  Edited by: Andy Landen
I want BS-sized eWar modules with much greater strength than regular eWar. PG requirements could make smaller ships struggle to fit them. Even adding new BS with eWar bonuses beyond the Scorpion (meh) and Widow (BO).

I want the medium slot Warp module to increase the speed of the ship by 300% and also allow a ship to enter warp in the current direction without a target lock, assuming it is at speed. With sufficient speed after the module is activated, the ship enters warp in the direction of travel when the warp script is loaded. An FTL script greatly increases capacitor consumption and warp speed to allow the ship to travel between systems in a reasonable time. No, I don't care about deep safes or issues with probing such ships. Isotopes increase the warp speed to much faster than the speed of light. Alignment to another system puts the ship in that system after it travels the distance.

Also, T2 capital RR modules and T2 DCU.
Cap RR T2 could have less cap required.
DCU T2 could add damage bonus or +2 drones or drone resists and hp increase.

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

Uris Vitgar
Center for Advanced Studies
Gallente Federation
#1190 - 2012-08-07 12:38:59 UTC
freighter hater wrote:

over drive injectors already do that


Overdrives give a penalty to cargo capacity, not mass(agility). This penalty is irrelevant to combat and manoeuvering so the overdrive itself cannot be very potent, whereas a module with a relevant penalty can be much more potent without becoming overpowered, promoting a wider varety of tactics
Saul Elsyn
Deep Core Mining Inc.
Caldari State
#1191 - 2012-08-07 16:14:01 UTC
How bout if those propellant tanks increase Afterburner and MWD cycle time so that they cost less Cap per second?

Shield Transporters should be renamed Remote Shield Boosters.

A new module called Shield Transporters could then be added which boosts more then Remote Shield Boosters by subtracting from the boosting ship's shield strength... Perhaps a script could also be added that allowed the ship to strip to the shields of an enemy vessel as well and apply them to your own hull like a Nos?

I have some ideas on T3 Weapons and Ammunition that revolve around overheating as well...
Andy Landen
Deep Core Mining Inc.
Caldari State
#1192 - 2012-08-08 12:18:58 UTC
Sphit Ker wrote:
I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges?

While charging booster charges, the same amount of GJ as the charge carries is taken from the ship's capacitor every cycle. Ships recharge cap booster charges depending on the strength of their capacitor. Could be a mini-profession in recharging booster charges.

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

Deena Amaj
Native Freshfood
Minmatar Republic
#1193 - 2012-08-09 06:04:10 UTC  |  Edited by: Deena Amaj
A general suggestion for using more PI commodities/products as ammo or fuel for special modules. This would not only allow some interesting ideas other than just the usual "uses Cap" - it would also give more worth to the respective PI good. currently, there are several goods that are pretty much "worthless crap".

Another one would be seeing more special modules that are based on other Skills that are usually not really seen elsewhere.

There has to be a general ruleset on bonus<->penalty so that there is no chance of I-WIN.


In order to avoid killing this thread with my blathering, I made a seperate thread that is focused more on the tiericide vessels.
It would also help avoid the need of removing current ship bonuses by fitting modules that could for instance replace the current one with something else - or add in another special bonus but a hefty penalty as well. It is to be a minor alternative to adding in all too new ships by using the existing hulls -- well, in form of copy-pasting and playing with values rather than making an entirely new one from scratch.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Michael Harari
Genos Occidere
HYDRA RELOADED
#1194 - 2012-08-09 17:12:08 UTC
Not a new module, but new module behavior - make heat state persistent when jumping

ie, i I jump a gate with all my mods preheated, they stay that way when I spawn in the next system
Bloodpetal
Tir Capital Management Group
#1195 - 2012-08-10 16:15:16 UTC


1. Signature Radius Reduction module (Active)


2. New Minmatar EWAR to Replace Target Painting racial EWAR:

Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.


Where I am.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1196 - 2012-08-10 17:19:13 UTC  |  Edited by: Andy Landen
Bloodpetal wrote:


1. Signature Radius Reduction module (Active)


2. New Minmatar EWAR to Replace Target Painting racial EWAR:

Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.



First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next? Shocked

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

Vakr Onzo
Caldari Provisions
Caldari State
#1197 - 2012-08-10 19:50:31 UTC
Andy Landen wrote:
Bloodpetal wrote:


1. Signature Radius Reduction module (Active)


2. New Minmatar EWAR to Replace Target Painting racial EWAR:

Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.



First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next? Shocked
Could make it disrupt the armor/hull/shield boosters' effectivness in amount healed or cycle time instead of lowering a damage resist. (including the remote rep modules)
Captain Campion
Campion Corp.
#1198 - 2012-08-12 13:41:56 UTC
Death Blossom
Cheekybiatch
Ministry of War
Amarr Empire
#1199 - 2012-08-14 01:29:49 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


Dictor bubbles that:
- Web
- Cancel your passive cap recharge
- Make signatures bigger

Hull reps and hull resists.

True Heatsinks that take all the heat on the ship but have a massive amount of heat HP

More static mobile bubbles.

Bubbles that can move between 2 anchorable points, not sure why sounds like fun though.

Reverse Ganglinks.

Mobile Gang link Modules
Mobile System deboosters (reverse ganglinks)
Mobile Signature inverters.
Mobile portal generators (can fire to objects in the same system without being next to it however allows frig size vessles to enter.

Mobile Radio Jammer (no more local).
JohnnyRingo
Somali Sailors
#1200 - 2012-08-14 03:47:38 UTC
Implant Scanner Module:
-Scans the implants of a pod, so one can ransom pods accurately
-Acts as contraband in highsec, sort of like drugs
-Possible sec hits for using the scanner (to keep it a low sec affair)

Cynosural Field Distruptor/Jammer
-Makes the targeted ship unable to open up a cyno

The ability to use logistic drones on your self.

Thermal Paste
-Consumable 1 hour duration
-Decreases heat damage taken by 15/30/45% depending on what kind ( like drugs, normal/improved/strong )

Targeted Microwaves / Laser beam ( whatever you want to call it )
- Causes 5/10/15/20/25% ( Skill level possibly ) damage to random module every cycle ( ship size would matter )
- Script to target Low/Mid/High slot

Heat Damage reduction rig
- useless, trimarks/extenders here i come ( just throwing it on the table)