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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Wiu Ming
Garoun Investment Bank
Gallente Federation
#1241 - 2012-08-24 17:17:26 UTC
CCP SoniClover wrote:
To give a little bit of framework and to get the ball rolling, here are a few keywords:

...Fitting/Slots...

How about a pos and/or carrier module that lets strategic cruisers modify subsystems as part of using fitting service?

This is long overdue...
Usagi Toshiro
Null Tax Crew
#1242 - 2012-08-24 18:30:45 UTC
Iris Bravemount wrote:


A highslot module which adds bandwidh.

A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)

Salvager and/or Tractor Drones

A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).

Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs

Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.





I like these ideas. +1

Trolls are like stray cats. If you feed them they multiply. Please do not  feed the trolls.

Veskin Sentinel
University of Caille
Gallente Federation
#1243 - 2012-08-25 10:58:35 UTC  |  Edited by: Veskin Sentinel
I have an idea for a module that would modify the ship shield so that it would emit shockwaves upon enemy weapon attacks.

First off this technology is meant to be implemented in a brand new module called Reflective Shield Hardener. It would be a Mid Slot module, pretty much like existing Shield Hardeners (Invulnerability Fields etc.), but it will have unique abilities.

The Reflective Shield Hardener would increase Shield resistances just like an Invulnerability Field, but it would also emit an electromagnetic field that would create electromagnetic focused rays that would reach the ships that have an active lock on the parent ship. This smart magnetic field would have some limited radius.

Visually this would look like soft rays of light that follow nearby ships (the ones that have a lock) orbiting the ship that has activated this Reflective Shield Hardener.

Whenever an enemy fires a weapon upon the ship that has such module, there will be a random chance for the Reflective Shield hardener to “return the attack” by emitting a shockwave (pretty much like a voltaic arc or lightning) that would damage the aggressing ship if it’s in range. The range of that shockwave would also be pretty random, but the shockwave itself will be aimed to the aggressing ship(s) with the help of the magnetic field.

More info in my blog:

Voyager Spirit Blog - Shield as a Weapon

www.veskin7.blogspot.com - my EVE related blog.

Bienator II
madmen of the skies
#1244 - 2012-08-25 17:04:51 UTC
armor reinforcement module


increases resistance dramatically as long it is activated. Eats capacitor booster charges.

pretty please

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Amaroq Dricaldari
Ministry of War
Amarr Empire
#1245 - 2012-08-25 17:33:44 UTC
Modules that make Hull Tanking more viable, for example;
- Passive Hull Resist modules (Damage Control needs to be turned on and off, and you can only have one at a time)
- Reinforced Bulkheads that don't suck (it has been a while since I played, so I don't know if they got changed yet)
- Hull Reps that don't suck (and use Nanite-based Repair Paste as ammo)

Thank you in advance for reading this

Also, I would like our ships to have access to dedicated Ammution Bays (especially destroyers, they would need it)

This is my signature. There are many like it, but this one is mine.

vagy
Dicta Boelcke
#1246 - 2012-08-28 07:28:17 UTC
New Armor Repairer - Similar to ASB.

Consumable - Super Smart Bomb.. This would be used by kamikaze pilots if you know what i mean.
Mechael
Tribal Liberation Distribution and Retail
#1247 - 2012-08-28 09:18:42 UTC
ChromeStriker wrote:
Bring back mines!!!!!111


Please and thank you.

Whether or not you win the game matters not.  It's if you bought it.

Kiroma Halandri
Brutor Tribe
Minmatar Republic
#1248 - 2012-08-28 11:49:42 UTC
Dubstep Lasers.
'Nuff said.
[center]I'm not Anti-Social,    **I just don't like you.[/center]**
Kuehnelt
Devoid Privateering
#1249 - 2012-08-28 12:10:50 UTC
1MN Variable Propulsion System I

Fitting cost of a MWD. When run cold it has all the performance characteristics of an AB. When overheated it has all of the performance characteristics of a cold MWD: scrams shut it off and make it revert to an AB at the end of the cycle, it has 500% sig bloom. Still takes heat damage when overheated, but lasts as long as an overheated AB would.

Frigate-only module. At least initially?

The advantage over an MWD is that you can use it while scrammed, as an AB. The advantage over an AB is that you can move at MWD speeds to close on a target. The disadvantage compared to MWD is that you can't get overheated MWD speed (not a small thing in frigate fights, especially when kiting/engaging a kiter); the disadvantage compared to AB is that it's harder to fit and also that you lose the 25% total cap even when running it as an AB.

It might also have a relatively high cap consumption, but with both AB and MWD skills reducing that cost.

It might also take a lot of heat damage but also have a lot of structure HP, making it overheat as long as an AB but cost more in paste/isk to repair.
zus
TxivYawg
#1250 - 2012-08-28 19:05:51 UTC
Shield damage bleed through control unit. Allows X% amount of damage to pass through on to the armor after been filtered through the shields resistant’s
Uris Vitgar
Center for Advanced Studies
Gallente Federation
#1251 - 2012-08-28 21:49:11 UTC
Neural Destabilisation Projector

A fairly expensive high-tech analysis and interface device, possibly built from aincient or sleeper components. When activated on a hacking/analyzing container, it behaves as a tech I analyzer or codebreaker. When activated on a ship, it behaves as a warp disruptor with 20km range.

What would this do? It would allow players to combine PVP and exploration, at the cost of a 10mil+ module which might be looted. Perhaps there should be a scrambling version as well to account for brawling setups
Leto Galt
State Protectorate
Caldari State
#1252 - 2012-08-29 02:27:54 UTC
Keywords - Area of Effect

Variable Geometry Bombs:
Bombs with an adjustable blast radius (2.5km – 20km) adjust damage output accordingly.

Timed Fuse Artillery Ammo:
Large artillery turret ammo that Causes AOE damage to its target if it hits, or explodes at fall-off range if it misses.
Possibly add Artillery scripts to targeting computers to allow more ability to control the fall-off range of timed fuse ammo.

Shockwave Torpedoes and Cruise missiles:
Explosion Radius 5-10km? Increased explosion radius does less damage to any single target but with the ability to saturate an area. Sort of like throwing smart bombs.
Alara IonStorm
#1253 - 2012-08-29 12:17:24 UTC
New Shield Boost Amps for Frigates.

+25% Shield Boost / -20 CPU Fitting

Fitting a normal one is difficult with 55 CPU cost and an Invuln sucks a ton of cap on top of a -44 CPU Fitting.

A Passive Omni Shield Mod would be nice as well.

Buffing SSE so MAPC + MSE isn't the only Shield Buffer option would be nice too.
Edward Olmops
Gunboat Commando
#1254 - 2012-08-31 12:13:46 UTC
Tactical Computer

Basically a smaller and less powerful version of the high sophisticated Gang Links for personal use.
Active module, normally it does nothing but beep now and then and give you the war m fuzzy feeling that you are not alone in space.

But you can load various scripts in it that provide a bonus to what not.
Each bonus is significantly weaker than the bonus of a comparable module, but you can switch without refitting.

Examples for possible bonusses:
+10% speed
+10 damage to one weapon type
+10% E-War strength
+10% agility
+10% warp speed
+10% weapon range
+10% scan resolution
+20% sensor stregth
+10% armor or shield resists

whatever.
Usually, no matter what you fit, your ship will have to perform several tasks during an op.
I.e.: travel->camp->fight

With this, the FC (if all ships have this thing) or also a single pilot do have slightly more flexibility in an extended operation at the cost of total power (the typical damage mod does like +20% and an omni-hardener would provide 25%)
Saede Riordan
Alexylva Paradox
#1255 - 2012-08-31 15:48:48 UTC
Tactical Siege Module

Low slot module, active
Comes in three flavours, small, medium, and large.

Gives a +40% bonus to all armour resists when active, reduces velocity by 90%. Moderately long cycle time, probably 20-30 seconds. Basically, a way for armour tankers to dig their heels in, and just take it. Not an instawin module, its use has to be timed right or you basically shoot yourself in the foot with it.

MJ Incognito
Macabre Votum
Northern Coalition.
#1256 - 2012-08-31 22:44:40 UTC
Communications Jammer

-- Mid slot
50 cpu
20 pg
100 capacitor
15 second cycle time
can only fit one per ship

25% chance to jam communications + 5% per level
55 optimal
25 falloff

Prevents target from sending or receiving broadcast
Cadesc
Exotic Dancers Union
Hatakani Trade Winds Combine
#1257 - 2012-09-01 18:48:50 UTC  |  Edited by: Cadesc
flare launcher

idea:
Flares seems to be the logical defence mechanism against missiles.
The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius.
It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius.
Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition).

-- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?)

grafics:
Just look at this pictures! I'm sure CCP would do a good Job on this task. :P
flares!!!
more flares!
and one more!

Why would it be awsome?
-new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module)
-awsome look
-countermeasure to target painters
-new mechanism
-new skill
-missiles would still have their big advantage to always deal damage
-...but you could reduce the damage effectively
Amaroq Dricaldari
Ministry of War
Amarr Empire
#1258 - 2012-09-03 09:02:02 UTC
Cadesc wrote:
flare launcher

idea:
Flares seems to be the logical defence mechanism against missiles.
The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius.
It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius.
Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition).

-- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?)

grafics:
Just look at this pictures! I'm sure CCP would do a good Job on this task. :P
flares!!!
more flares!
and one more!

Why would it be awsome?
-new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module)
-awsome look
-countermeasure to target painters
-new mechanism
-new skill
-missiles would still have their big advantage to always deal damage
-...but you could reduce the damage effectively


This man deserves a medal. Or better yet, a free Navy Issue Battleship, equipped with a prototype version of this module.

This is my signature. There are many like it, but this one is mine.

ITTigerClawIK
Galactic Rangers
#1259 - 2012-09-03 11:51:43 UTC
a rig that provides a +1 module slot come in 3 variations per size for low mid and high slot.

can only add up to a maximum of the currant cap of 8 in each category,

will not be able to fit rig if it would put the slot category over 8, does not add any grid or CPU.

drawback would be large increase in mass. only thing i can think of T2 version would be reduced drawback +2 modules slots would be a bit much me thinks.


Lin-Young Borovskova
Doomheim
#1260 - 2012-09-03 13:07:59 UTC  |  Edited by: Lin-Young Borovskova
[list]
Scripts
-> Armor buffer tanking plates (T2 Only): no cap use (script), reduce mass 35% increase agility 15%-100%
->Armor Rep script 1 (T2 reps only): Reduce cap consumption and cycle 35%
->Armor Rep script 2 (T2 reps only): use booster charges 400 -use no ship capacitor-increase rep amount 50%, cycle (without skills) 12sec
->Armor Energised plating script: increase resistance plate for 25% -increase PG use 100%

Heat
->Reduce T2 guns/launchers heat significantly

EW
->Damp specialised ships in need of huge dampening boosts
->Increase T2 web range up to 15km
->Increase T2 Scram range up to 15km

Drones
->Web drones 50% speed reduction, not cumulative, chance based (like ECM?)
->Target painting drones now have a chance to reduce ships resistances (shield/armor)
->Energy neutralising drones now return cap drained to drones owner ship
->Ability to self repair with logistic drones if aggression timers off (right click menu)

Fitting/Slots
->Reduce DCU II/CPU II less cpu hungry
->Make DCU passive
->Get rid of speed penalties on plates/armor rigs, change them to -shields, increase slightly HP
->Get rid of sign radius penalties on shield extenders and rigs, change them to -armor, increase slightly HP

Area of Effect
->Self destruction
->Torpedoes
->Scram disruption probe

One-use (consumable) modules
->OFFENSIVE: MWD script, warp your ship 100km away of your alignment. Affected by targeted warp jamers and bubbles
->DEFFENSIVE: mwd scrip, +2 warp strength against targeted warp jamer systems. Affected by bubbles
Both get recharge timer of 180sec

->Afterburner Script: you ship is insensible to webs for an entire cycle. Recharge 180sec

Roll

brb