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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
X Gallentius
Black Eagle5
Villore Accords
#1221 - 2012-08-21 11:14:57 UTC
Some New Drone Modules, Rigs, Pills, Implants, Ship Bonuses, Whatever:

Drone Command Module: Gives increased chance of drones actually obeying your commands and not moving off to do something else.

Drone Deployment Module: Decreases time for drones to undock from ship and also redock.

Drone Sensor Booster: Decreases time it takes for drones to start moving to target once deployed

Drone "Keep at Range" Module: Allows drone to "keep at range" on target to apply dps. This is a 2-in-1 module. 1. It allows drone to "keep at range", and 2. It allows drones to stay moving and not turn off mwd when attacking a target (stays with target all the freaking time).



Andy Landen
Deep Core Mining Inc.
Caldari State
#1222 - 2012-08-21 12:27:34 UTC  |  Edited by: Andy Landen
Remote Sensor Manipulation module - medium slot - boosts or damps sensors of remote ship based on loaded script (same as already available for the respective modules). Affected by ship bonuses of celestes, lachesis, and arazu.

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

Lili Lu
#1223 - 2012-08-21 15:59:48 UTC
X Gallentius wrote:
Some New Drone Modules, Rigs, Pills, Implants, Ship Bonuses, Whatever:

Drone Command Module: Gives increased chance of drones actually obeying your commands and not moving off to do something else.

Drone Deployment Module: Decreases time for drones to undock from ship and also redock.

Drone Sensor Booster: Decreases time it takes for drones to start moving to target once deployed

Drone "Keep at Range" Module: Allows drone to "keep at range" on target to apply dps. This is a 2-in-1 module. 1. It allows drone to "keep at range", and 2. It allows drones to stay moving and not turn off mwd when attacking a target (stays with target all the freaking time).


Or some of these fixes could just get built into the present drone stats and AI.Smile That list looks painful on available slots.ShockedWhat?

Lili Lu
#1224 - 2012-08-21 16:06:08 UTC  |  Edited by: Lili Lu
Is there a reason you left out skills? The game could always use more skills (speaking as one of the over 100m sp crew).

CCP has tried to nerf ecm twice already and at the same time you rebuffed ecm boats to compensate. I do not think you can succeed at nerfing it, and logis do need to fear and compensate for ewar anyway, whether ecm or damps. Simultaneously the game could always use new skills. Presently there are skills to increase lock range and lock speed, tracking range and tracking speed, but there are not skills to reduce signature or increase sensor strength.

I propose that you consider introducing sensor integrity skills (e.g. ladar sensor integrity, etc.) and a skill for a very slight decrease in signature radius. The sensor integrity skills do not have to be very much percentage. Just so long as they provide some slight relief against getting jammed it would help even the playing field v other ewar and ewar boats.

As long as the sig skill does not wipe out the increase that will come from improved painting boat percentage it would be a good addition to the game.

As for the eccm skills they would help 1. reduce the rage against and op'd ness of ecm, and 2. increase the relative utility in fitting an eccm module. This indirect nerf to ecm boats is probaly the best way to address that ongoing problem.

Simultaneously, please consider altering the eccm modules themselves. Possibly make them a combo of a small whole number bonus and a percentage bonus on top. This might make these modules worth fitting on BCs and below.
X Gallentius
Black Eagle5
Villore Accords
#1225 - 2012-08-21 18:29:37 UTC  |  Edited by: X Gallentius
Lili Lu wrote:
Or some of these fixes could just get built into the present drone stats and AI.Smile That list looks painful on available slots.ShockedWhat?
Here's a few more including:
1. Assign E-war drone module: Allows you to assign ewar drones to a fleet mate.
2. Drone ewar amplifier module: Increases drone ewar effectiveness by 15%
3. Return Abandoned Drone Rig: Drone warps back to you after you have left field.
4. Drone Frigate Tracking Module: Increases chances of your light drones actually applying dps to interceptors if drones are the main anti-frigate defense on your ship (you lack a high utility slot for energy neutralizers for example).
Andy Landen
Deep Core Mining Inc.
Caldari State
#1226 - 2012-08-21 18:31:49 UTC
Lili Lu wrote:
Is there a reason you left out skills? The game could always use more skills (speaking as one of the over 100m sp crew).

CCP has tried to nerf ecm twice already and at the same time you rebuffed ecm boats to compensate. I do not think you can succeed at nerfing it, and logis do need to fear and compensate for ewar anyway, whether ecm or damps. Simultaneously the game could always use new skills. Presently there are skills to increase lock range and lock speed, tracking range and tracking speed, but there are not skills to reduce signature or increase sensor strength.

I propose that you consider introducing sensor integrity skills (e.g. ladar sensor integrity, etc.) and a skill for a very slight decrease in signature radius. The sensor integrity skills do not have to be very much percentage. Just so long as they provide some slight relief against getting jammed it would help even the playing field v other ewar and ewar boats.

As long as the sig skill does not wipe out the increase that will come from improved painting boat percentage it would be a good addition to the game.

As for the eccm skills they would help 1. reduce the rage against and op'd ness of ecm, and 2. increase the relative utility in fitting an eccm module. This indirect nerf to ecm boats is probaly the best way to address that ongoing problem.

Simultaneously, please consider altering the eccm modules themselves. Possibly make them a combo of a small whole number bonus and a percentage bonus on top. This might make these modules worth fitting on BCs and below.


Has anyone mentioned ECCM rigs yet? We should have skills which increase the effectiveness of ECCM and ECM modules. I mention ECM modules, because the only skill I can recall affecting them are ones which reduce cap use, and increase optimum range. Rigs and low slot modules increase ECM strength but I can't recall any skills which do. To be honest, I think we should combine PECCM with ECM all into one RECM (Remote ECM, for standardized naming conventions) module with scripts. The scripts will be: type PECCM or type ECM, where type could be multi or grav/ladar/radar/etc. (forgot the last one). The scripts affect the stats of the module. The ship bonuses for falcon, rook, BB, scorp, etc. apply to this module. Same idea for combining RSB with RSD (previous thread) using scripts and ship bonuses applying to this new module. There could be capital versions for use on a new ewar captial. New skills for that one too.

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

Lili Lu
#1227 - 2012-08-21 21:15:06 UTC
X Gallentius wrote:
Lili Lu wrote:
Or some of these fixes could just get built into the present drone stats and AI.Smile That list looks painful on available slots.ShockedWhat?
Here's a few more including:
1. Assign E-war drone module: Allows you to assign ewar drones to a fleet mate.
2. Drone ewar amplifier module: Increases drone ewar effectiveness by 15%
3. Return Abandoned Drone Rig: Drone warps back to you after you have left field.
4. Drone Frigate Tracking Module: Increases chances of your light drones actually applying dps to interceptors if drones are the main anti-frigate defense on your ship (you lack a high utility slot for energy neutralizers for example).

P

I like your sarcasm. I thought I was alone in making such posts. You are now my buddy in that regard.Smile

Anyway, definitely the AI and interface with drones needs lots of work. And some more drone rigs or even a few new mods.P
Cid SilverWing
The Scope
Gallente Federation
#1228 - 2012-08-22 03:56:49 UTC
Cloak Disruption Field

Upon firing, offlines and disables all cloaking within 250km of the host ship for X minutes, cannot refire for Y minutes, like a mini-Doomsday. High Slot module, only fits to a specialized Battleship.

There's nothing in EVE to counter cloaks except gatecamps with a million drones circling the area. I really am tired of being camped by 1 imbecile in a bomber alongside 10 other miners with no way to fight back.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#1229 - 2012-08-22 12:13:10 UTC
New bubbles Twisted

Ewar bubbles - stop people locking (low % chance, baced on a set ticker. ie tries to unlock evey 10sec?)
TP bubbles - makes ships sig bigger
Disruptor bubbles - cant track/reach a target with turrets (maybe missiles?)
Sensor damp bubbles - can only lock whats IN the bubble?
Webbles - slows you down

Obviously the effectiveness and size is dependant on type and effect (T2 Lrg TP bubbles = HUGE with... 20% sig increase?)

Could use a new ship or dictors/hics now with new modules

No Worries

X Gallentius
Black Eagle5
Villore Accords
#1230 - 2012-08-22 22:48:26 UTC
Lili Lu wrote:
Anyway, definitely the AI and interface with drones needs lots of work. And some more drone rigs or even a few new mods.P
One more:
o Drone Transfer Rig - Allows you to move a drone from your cargohold or a container into your drone bay.

Gogela
The Conference Elite
CODE.
#1231 - 2012-08-22 23:54:09 UTC
Marcus Harikari wrote:
Max Von Sydow wrote:
Disguise module.
Allows you to disguise your ship as another ship of the same race and similar size.
Similar drawbacks as cloak.

Uses scripts to select disguise.

rofl epic
way in for this roflmao

Yah this would be something else... a fleet of Titans that look like a fleet of Ibis? I see goons taking this to a weird level. Initially was on board but now thinking about it... maybe not so much.

Signatures should be used responsibly...

Edward Olmops
Gunboat Commando
#1232 - 2012-08-23 12:59:23 UTC
Then make it a D-Scan disguise at least...

Tons of Ibises on your D-Scan - until you enter the grid and realize they're actually titans! :-D
Just kidding. But what about a thing that lets you in fact conceal your true nature on D-Scan?
Maybe just something that only gives "Cruiser" instead of "Deimos".
Baiting could be easier as well as hiding and also concealing the exact composition of one's fleet.
Edward Olmops
Gunboat Commando
#1233 - 2012-08-23 14:54:02 UTC
Another one:

What about a module that makes ramming attacks possible so that bumping actually does damage?
(put it in a separate thread initially but now I am too stupid to create a link Straight)
Ford Perfekt
Brutor Tribe
Minmatar Republic
#1234 - 2012-08-23 20:04:48 UTC
Here is an idea ... I know that gankers will hate even the idea of it ... but let's make the play-field a little more levelled.

In real life if I was delivering a cargo and I would expect that I could be attacked I would make along the cargo a little "present" for a ganker. This "present" would look like some standard container, but if the ganker picks it up and puts it in his cargo then it explodes. Or if he opens it for looting. Damage here should be like smart-bomb or bomb for bomb launcher. And of course here also apply the downside of a bomb if using it in higsec and so on .

I would love to have some guerrilla creativity tactics here and not just plain old frontal attack or gate camping. So in the end there would be always a question on your mind: "do I feel lucky today"
Vokradacka
Hedion University
Amarr Empire
#1235 - 2012-08-24 11:20:01 UTC
What about rig to switching slots?

1) mid to low
2) low to mid
(max one per ship - you can limit this by points )

This maybe can make some ships more op , but it definitely ill make fitting less predictible .
Forstbyte
Spark In The Dark
#1236 - 2012-08-24 11:30:34 UTC  |  Edited by: Forstbyte
Cloak bubble, only deployable by a dedicated ship, just like the interdictors.
This would be a super powerfull module so the downside sould be severe. Read: high risk of using it.

In order to keep de bubble up all modules must be deactivated and there is a reactivation delay of 60 seconds when cloaky bubble drops, for the entire fleet. This puts the fleet in great danger when they uncloak or get decloaked. Only (battle?)cruiser size ships are allowed in the cloak bubble.

As this generates alot of weird signatures maybe these things should be probable with a new special, but slow, probe type. Aiming for about 10 minutes max?
Garudja
Spark In The Dark
#1237 - 2012-08-24 11:52:35 UTC
small size jumpfreighters and big cloaky freighters


now we have in normal transport ... small cargo transports up till huge freighters with cargoholds varyin from only 10 000 m3 up til the massive freighters bulk , but there's no balancing at al in the cloak and jump departments

in cloacky we have blokkade runners and cloaked freighters up til occator size but NO huge Freighter

in jump ships we have HUGE jumpfreighters , but nothin else , just adapt requirements like fuel etc to the smaller cargo size , a 10k cargo jumper and a 50k max cargo jumper would realy make it more easy to ship in and out of low/null sec when you dont have HUGE amounts to transport
Garudja
Spark In The Dark
#1238 - 2012-08-24 12:13:48 UTC
Bait modules



deployable device , similar to a cyno or a bubble generator but generating the signature of a ship (per ship type)
requires a launcher like a smartbomb or probe launcher , requires a dedicated ship specific for deployment

limited duration like max 15 min present but imitating the real thing perfectly so scanning wil give bogus info

this would make gankers life a bit more interresting ... is that ship REALLY there or not
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#1239 - 2012-08-24 15:00:31 UTC
Bring back mines!!!!!111

No Worries

Yaturi
The Scope
Gallente Federation
#1240 - 2012-08-24 17:04:16 UTC
Resist Debuff and EA Ships

I was wondering how to make an electronic attack ship a better addition then what it is today, and it came to me that maybe a role supported module might do the trick.

Much like stealth bomber, interdictor, and hictor have unique role modules,
what if you made an EA ship-only equippable mod that debuffs resists.

They'll be heavy stack penalties to it, so that say 3 + debuffs barely add to the existing effect. You can only have one slot of these debuff machines on a single EA frigate.
If the targeted resist goes below 0% then it actually becomes a weakness since its a negative.

Also, instead of making a bunch of different modules that target differing points like armor explosive or shield em, it would be just one module utilizing script technology. The single damage type debuffs would be the most potent of course. You can also use a multi-point script and employ something like a 'counter eamn or invul field' where the damage type increase is distributed evenly across the board in a lesser degree than the former single type debuffs.

I would also like to see a strength governer for this new module that ties in with the electronic attack ship skill directly. This would be the ships 'Role bonus'. For every skill level in ea ship piloting, a percentage increase is applied to the strength of the module. So, for a level 5 ea frig pilot, the role bonus would equate to a top out of 50% for a single damage type debuff, same as hardner, and 20% for multi-type script. You could have tech II debuff machine that pushes 55 and 25% respectively.

Thats basically the idea behind it. More utility to beef up the EA Frigates out there. As for the name of the debuff machine module I really dont know. I just wanted to pass the idea out. I dont know if its been considered before on these forums but I hope its not too overpowered as to disrupt the fragile balance in eve, maybe just spice things up.