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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Amaroq Dricaldari
Ministry of War
Amarr Empire
#1261 - 2012-09-03 21:20:37 UTC  |  Edited by: Amaroq Dricaldari
Amarr Drones that don't suck.
I want my Augmented Acolyte drones to be USEFUL.

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

Nestara Aldent
Citimatics
#1262 - 2012-09-04 01:40:49 UTC
Capital rigs.
Souisa
Subhypersonics
#1263 - 2012-09-04 08:54:16 UTC  |  Edited by: Souisa
Distress Beacon

Basically its a module that allows people to warp to you from the right click menu in local. There should be a public version, allowing anyone to warp, there should be a corp version, and an alliance version or at least it should be configurable wether you want it to be public or only for corp mates etc. When you activate it, you can type x in local or whatever to notify people its active and you need assistance. People can then right click, warp and be on their way.

It will allow for swift reponses, without having to be in a fleet. I can imagine mining barges and what not will equip it, and people being part of factional warfare might actually take to the belts and start mining when they know friendlies is just a distress call away. It also gives a chance of escalating PVP fights, as more and more reinforcements are able to arrive, even people who are just passing through the system. Again this applies more to factional warfare as you will often have a few friendlies in local who are not part of your fleet.

o/

Alara IonStorm
#1264 - 2012-09-04 13:57:20 UTC
Amaroq Dricaldari wrote:
Amarr Drones that don't suck.
I want my Augmented Acolyte drones to be USEFUL.

It is a miracle I still know what Drone you are talking about when you say Acolyte.
Kesthely
State War Academy
Caldari State
#1265 - 2012-09-04 19:30:13 UTC  |  Edited by: Kesthely
Capital Energy Redistribution Network:

Carrier only:

High Slot

Activated:
Increases the Effectiveness of Energy Neutralizers Vampires and Transfers by 300%
Increases range of Energy Neutralizers by 500%
Increases range of Energy Vampires by 500%
Increases range of of Capital Energy Transfers to 150 km

Activation Time / Duration 300 Sec
Consumption Type Cap Booster 800
Consumption Quantity 30

Dissallows Assistance: True
Dissallows activation in warp: True
Max Velocity bonus -100%

Capital Energy Redistribution Skill:
Each level in this skill lowers the consumption quantity of cap boosters 800 by 5

Basicly the idea of this module is to give a carrier the option to be designed around cap warefare, this module will be able to use heavy neuts nosses and capital energy transfers at up to 150 km giving carriers an additional role to play. With the current suggested stats the heavy neuts will be able to neut a battleship in 3 cycles, and most other sub capital ships in one cycle.

Tactical implementations can be neuting out heavy interdictors, or tacklers, cap warfare at an extended range vs other capitals and capping up other capital ships

Note that this module in its current state does not allow yourself to move or warp, nor that you can be remote repped. Also you do not receive the huge bonuses of Triage mode for self repping or remote repping and you cannot be remote repped. So its not a module you always activate.

The one thing that might be a big concern is the energy transfer range on carriers that currently don't have a bonus to it, granting it a possible unbalancing alternative
MJ Incognito
Macabre Votum
Northern Coalition.
#1266 - 2012-09-04 19:37:39 UTC
acolytes are useful, you're just terrible at eve
ApolloF117 HUN
The All-Seeing Eye
GaNg BaNg TeAm
#1267 - 2012-09-04 22:13:26 UTC
Mechael wrote:
ChromeStriker wrote:
Bring back mines!!!!!111


Please and thank you.


yes its a good idea but maybe limit the numbers of the mines in one grid
Andy Landen
Deep Core Mining Inc.
Caldari State
#1268 - 2012-09-04 22:40:22 UTC
Look what you got yourself into, CCP. At least a few of these ideas here are good, but so many of them make my stomach turn. A capital suicide module so that I can give and kill cap? Doesn't even make sense. Mini-AoE DDs? How about a lesson on why existing DDs are bad enough, let alone a history on the problems with the AoE version. Gates surrounded not just by hundreds of jetcan trash for decloaking cloakies, but by hundreds of mines? OMG. Capital rigs? As if large rigs are not pricey enough. Suicide modules? It's called Concord. Wow, I feel for the guy that has to weed through all that crap.

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

Obsidiana
Atrament Inc.
#1269 - 2012-09-04 23:10:06 UTC
ApolloF117 HUN wrote:
Mechael wrote:
ChromeStriker wrote:
Bring back mines!!!!!111


Please and thank you.


yes its a good idea but maybe limit the numbers of the mines in one grid

Mines in sovern space only too.
Obsidiana
Atrament Inc.
#1270 - 2012-09-05 00:33:32 UTC
New type of webs with shorter optimal and massive falloff.



I really think that all webs shoulds have falloff, but that is a modification of existing modules. This has been mentioned before, but these new webs should be scripted and have skills that affect them.
Scipts should affect with various tradeoffs:
range
strength
cap use
falloff

Me, I think the old type of webs should go. Instead, have two new scritped types. One can change range slightly, with scripts that focus more on strength vs. cap use. The other should change cap use slightly but not strength, with range and falloff traded for one another. This forces you to chose either strength or range when out fitting your ship.


Type 1 Stength vs. Cap w/ some optimal range difference

Get in range and you don't need as much cap. Strength will indirectly improve falloff effectiveness.

Type 2 Optimal vs. falloff range w/ some cap change

If you don't need to get close, control range with more falloff. Switch as the oponent gets closer. If you need to be in medium range, try to catch them with optiomal range which indirectly affects strength.


This would help Caldari keep range and armor tankers catch shield tankers.

Drop-Me-Own-Stocks Darius
Caldari Provisions
Caldari State
#1271 - 2012-09-05 05:01:07 UTC
An Area-of-Effect Mining Doomsday
Powerful enough to split planets, ignite gas clouds, and melt ice fields! Now mining is easier than ever!



*laughing*
Nah man, just joking.
Who would like to buy a melon?  Madame, would you like to buy a--   ...oh. I see you've already got some.   Who would like to buy a melon?
Pinky Denmark
The Cursed Navy
#1272 - 2012-09-05 13:41:07 UTC
Take the "Auto Targeting System" and have the module automatically target THE closest agressor within targeting range when jammed...

Not because ECM is overpowered but to make the module more attractive and just because I got jammed yesterday shooting a Falcon into structure hehe
Obsidiana
Atrament Inc.
#1273 - 2012-09-05 14:45:49 UTC
Multi-Warhead Missiles

Designed to hit smaller targets better. Hitting intended targets is chance based (remnants will FoF towards other targets). Only for targeted missiles (Cruise, Heavy, Light).

Note: Smaller as in hitting BS cruise missiles hitting a BC well and a CC decently. It is similar to tracking enhanced ammo. It is not designed to let a BS kill a FF easily (unless rigged).

Close targets can be out of range. The range of the missile is dictated by the two phases. When the first phase ends at its max range, the second phase is limited by its own shorter range. The window of use is limited; timing is critical.

Drawbacks:
Chance of missing intended target
Close targets can be out of range
Timing required
More ammo switching

Related skill increases the chance of hitting the intended target.
Saede Riordan
Alexylva Paradox
#1274 - 2012-09-05 19:39:40 UTC
Hacking /analysing scripts that let you try to hack into player cans and structures, with it becoming more and more difficult the greater access you're trying to get, and criminally flagging/aggroing you/warning the other player, with failed attempts. Also possibly make it a minigame that generates a puzzle of some sort using their actual imput password, that gets harder to do mechanically with each failed attempt, but that might let you figure it out logically using brute forcing past that point.
Maria Jyrgen
Notion of Malice
#1275 - 2012-09-06 12:19:10 UTC
I have wished some time EW on Cloaked vessels. We all know that thee's small ships (Or big) can sit just outside of the station, gate, complex and so on.

So I have an Idea over HiSlot fitted Cloak disruption pulse. It would come in various sizes ( Small, Medium, Large, Capital )
Size would establish Pulse base range, for example Small 6 000 m, Medium 18 000 m Large 54 000 m and Capital 162 000 m. Module cycle duration could be 360 seconds regardless it size. Also success to uncloak in ranged vessel should be example 0.30
It could have 3 Skills required to use. In example.
Primary: Field Pulse Theory (x1) Each level increases pulse range by 5%
Secondary: Field Pulse Engineering (x3) - Each level increases uncloaking success rate by 10%
Secondary: Field Pulse Mechanics (x5) - Each level decreases cycle time by 5%.

On restriction side this could be limited to Null and Low Sec only ( In HiSec CONCORD would take as an aggression if used near gate, station or other vessels. ) So if used in Low sec at the gate, it would result to security loss and aggression.

Now, KISS!
Danel Tosh
The Scope
Gallente Federation
#1276 - 2012-09-07 15:33:49 UTC
Armor and Shield Siphons: modules that drain a target's shields or armor and add it to your own. Armor siphons will only effect armor and shield siphons will only effect shields.

Energy Drain: module that reduces a ships capacitor by a percentage of its total power usage, effectively doubleing the target's module power consumption.
Leto Galt
State Protectorate
Caldari State
#1277 - 2012-09-08 14:40:29 UTC
Some ideas stolen from Start Fleet Battles.

Over-sized directional thrusters:

Low slot and/or an Astronautic Rig that causes the same effect listed below with an overheated AB or MWD.
Ship is fitted with maneuvering thrusters that can operate beyond the safe limits of the ships structure.
Increases ship agility at the cost of Hull and/or Armor damage if the ship is pushed past its designed limits.

Power absorption panels:

Armor fittings that redirect energy from incoming attacks to the ships capacitor.
Warning; capacitor management will be extremely critical when fitting this module(s). Damage that pushes the capacitor over 100% charge will be applied directly to the ships hull.

Mauler siege weapon system:
(Yea, I know not going to happen but since I was on a SFB kick I figured I would throw it in as well)

Axial firing beam weapon that applies energy directly from the ships capacitor.
High slot module that works opposite of the way most modules in eve work, each additional mauler module fit multiplies the damage caused. Damage will be so low with one lone module it will be ineffective. In order to be effective you will need to fill the high slots with 6 or so mauler modules to take advantage of stacking multipliers.
The stress cause on the ships power system by firing the mauler weapon precludes fitting many other modules, (ecm/eccm/ew/sensor boosters) are incompatible with the ships heavily modilied power system.
The shock to the power system when firing the weapon will damage any other high slot fittings mounted to the ship.
Sati Kerensky
Perkone
Caldari State
#1278 - 2012-09-09 22:09:05 UTC
Daedalus II wrote:
A module that could change pvp in eve for better or worse:

Imagine an actual invulnerability field. It's a module that when activated makes your ship invulnerable (by setting all resists to 100%) for maybe 10 minutes, but it also completely incapacitates the ship. It's essentially there to buy yourself time to get reinforcements (if there are any). Once the time runs out you'll be vulnerable again and can't activate the module for a cooldown period (10 minutes+). Any hostile modules activated on the ship will still be active when in invulnerability mode (remember it just sets all resists to 100%) so it can be for example warp scrambled already when it goes out of invulnerability mode.

While I'm sure gankers and everyone hoping on a fast kill wouldn't like a module like this, I think it might bring more "good" fights if one look past the initial knee-jerk reaction to the suggestion.

Example:
Industrial ship gets damaged by pirates and goes into invulnerability, 5 minutes later reinforcements arrive and bring pirates into invulnerability. Another 5 minutes and the industrial goes out of invulnerability at the same time as pirate reinforcements arrive, and so on until a fullblown battle is on, instead of just a single boring gank. Think about it...

I doubt it'll ever get past the 'OP'-screaming gankers, though maybe mainly due to highsec ganks... So how about limiting it to low and null? No CONCORD there to screw up the gank..
Bagrat Skalski
Koinuun Kotei
#1279 - 2012-09-10 10:25:22 UTC  |  Edited by: Bagrat Skalski
New module: something what will detect cloaked ships within 50 km radius. Not uncloak it, not make it visible, but will show in directional scanner that it's there lurking. High slot module.
Omnathious Deninard
University of Caille
Gallente Federation
#1280 - 2012-09-10 10:30:11 UTC  |  Edited by: Omnathious Deninard
Deleted

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