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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Sortido
Slipstream Pilots
DARKNESS.
#1301 - 2012-09-13 12:06:25 UTC
This is not a new idear but it might not be a bad one.

Concord have a Module for preventing / decloaking ships

This module is a bit OP for common use but in a revampt lower tier/meta lvl it can work nicely

i'm kind of thinking along the line of this

Meta 1 mod

15 Km radius Aoi decloake burst
20 sec cykel time
and 20 sek target delay


T 2 mod / meta 5

30 Km radius Aoi decloake burst
15 sec Cykel time
10 Sec target delay

Decloake Aoi only works om ships moving when cloaked
Cloaked ships sitting stil is imune to it.

How about it?

Tsubaki Takashima
Garoun Investment Bank
Gallente Federation
#1302 - 2012-09-13 16:58:08 UTC
like we have actually for turret :
tracking enhancer
tracking computer

sames modules for missiles would be nice.
Harvey James
The Sengoku Legacy
#1303 - 2012-09-13 17:04:44 UTC
Tsubaki Takashima wrote:
like we have actually for turret :
tracking enhancer
tracking computer

sames modules for missiles would be nice.


You would need to nerf the range of all missiles first which i think they should anyway mind.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sollis Vynneve
Destructive Silence
#1304 - 2012-09-13 17:52:36 UTC
Wormhole generator that generates an unstable wh to unknown space for a limited time say 2 hrs. would be good for a quick fix of wh space or in pvp a gtfo clause.
Hermann Simm
Doomheim
#1305 - 2012-09-15 15:33:58 UTC  |  Edited by: Hermann Simm
Supplemental coolant system - loaded with coolant, overheating would be replaced with overload where it cools faster but some coolant is wasted

Active Module Repair System -high/med slot - loaded with nanite repair paste, repairs heat damage to all modules that are damaged and and works with 50% efficiency on active modules

Heat vents - med/low slot - Reduces defensive stats to give superior cooling

Secondary Capacitor - low slot - bottom 10% of your capacitor is separated from the main power-grid and thus un-neutable and unable to be cap boosted, energy vampires still work with greatly reduced efficiency

Shield Parasite - high slot- disrupts the effectiveness of shield boosters and draws a % to your own shields if you are in 5km range, works better against ancillary shield boosters

Advanced turret controller - module that reduces the firing speed of turrets but increases accuracy and damage, can be loaded with special accuracy or damage script.

Dissipator Shields - med slot - passive-active - 1GJ of power for activation/short cycle time: activates itself when electronic warfare is detected, has a chance to greatly reduce the effects of all forms of targeted electronic warfare

Subspace Communication Analyzer - cov ops only, usable while cloaked, contraband module in high sec space - gives a chance to join corp/alliance/fleet channels for a minute until you are detected and removed by the defensive protocols, works only when in 20km range of a ship in 0.0 or nullsec and wartargets in highsec, unusable in wormhole space due to different chat protocols, other possible uses are analyzing npc pirate comms and finding where they have complexes or possible locations for high value rats, based on rat bounty: higher bounty ones know more while lower ones know rumors

Turbocharger - works like an afterburner but less speed boost at the expense of reducing the effects of stasis webifiers greatly

Fleet Cloaking Device - capital module, can be fitted to command ships - cloaks the fleet in a 5-10km area around the command ship anyone 20-30km from the cloaking area can see them

Proxy Warfare Links - increased drone damage // drone mwd speed // drone tracking and optimal // remote repair drone effectiveness

hi/med/low slot rig - adds 1 slot to the ship but takes a large % of the powergrid

drone bay rig - small - 10/15m3 //med -20/25m3 // large 30/35m3 - turns % of the cargo to drone bay

drone bandwidth rig - small - 10/15mbit //med -20/25mbit // large 30/35mbit - allocates % of the cpu to drone control

pirate modified drone rig - gives both drone bandwidth and bay

pirate modified shield resistance rig - 12 resistance or 40% of t1 rig bonus to every damage type
Jehan Markow
Wu Si Yuan Luojishan
#1306 - 2012-09-16 14:23:07 UTC  |  Edited by: Jehan Markow
*Ancillary Armour Booster, so armour-repping ships can be on par with shield-repping ships (otherwise, just kill off the ASB modules please)
*XL Shield Extenders
*More rigs, especially some real mining rigs, and let's get some T2 mining rigs to be fair
*Upgrades to alter the range and strength of various ewar (like what you did with drones, sorta)
*Smartbomb upgrades (to improve range and strength)
*A ship hacking module so you can hack somebody's pod out of their ship
*Low-slot upgrades to improve astrometric scanning, salvaging, hacking, and archaeology
*An upgrade for Strip Miner range
*New kinds of Ewar: Target reduction (reduce the number of max locked targets), module-specific jamming (turrets, shield boosters, armour reppers), drone control disruption field generator, resistance destabilisers (for inflicting damage type weakness on a targeted enemy ship)
*T2 scripts
*Deployment modules for T2 logistics cruisers and HACs (like what exists currently for capitals)
*AoE cloak for command ships only (cloaks all ships within a set range (10km?), but those ships de-cloak when they start to lock
*More gang links, maybe gang links for DPS, or more specialised ewar links (for sensor damps or webs, for example)
*Damage reflection modules
Harvey James
The Sengoku Legacy
#1307 - 2012-09-16 15:22:07 UTC
gang links for dps like we need more dps in the game.. shakes head.
capital sized rigs would make more sense than using large ones plus more expensive so bring that on and any other things capital ships need should be relative size/expense more consistency please.
Warfare links need some work they are too powerful atm especially the skirmish one plus it needs a area of effect to stop off grid boosting although even on grid boosting can be exploited i'd say limit them to 40km maybe less and have the T2 have slightly more range and maybe a skill to increase it and lower cap usage.
And armour reps do need a boost not an ASB version they need a slight nerf.
I would also like to see AB's and mwd's be ship size specific. including a capital size one. including better speed on T2 mwd's no one uses them as they are worse than meta 4. and include all meta's for mwd's and AB's. with maybe less penalties maybe T2 mwd could have a lower sig rad penalty.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Oreb Wing
Last Rites.
#1308 - 2012-09-16 16:53:11 UTC
implement a new drone mechanic of a Maintenance Array Bot, which can engage a friendly unit and allow them to drag a cargo module over a specific active slot and "swap" the module. Give them a 25m3 bandwidth, so allowing a fleet member the opportunity to hot-swap 5 modules. You can give them a cap exhaustive upon completion, with a cap recharge rate so slow it would take half an hour or so to reactivate the drone again.
Harvey James
The Sengoku Legacy
#1309 - 2012-09-16 17:13:01 UTC  |  Edited by: Harvey James
how about letting nanite paste repair drones armour/hull in drone bay.
And make most drone mods highs so they don't have to fill out highs with guns/utility stuff make genuine drone boats.
Maybe drone bay extenders in highs too we need bigger drone bays not bandwidth, after all a drone boat with no drones is not a drone boat anymore.
Plus drones need to be better!!!!
And more devblogs please :)

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tarn Kugisa
Kugisa Dynamics
#1310 - 2012-09-17 01:27:08 UTC
This Thread

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Acac Sunflyier
The Ascended Academy
#1311 - 2012-09-17 23:50:31 UTC
How about a low slow slot moduel that lets you over heat longer.
whaynethepain
#1312 - 2012-09-18 00:08:25 UTC
Alx Warlord wrote:
We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...

Emission Suppression Structural Modification: (Low-Slot)
Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.

Active Emission Suppression System
As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD)


I fear this module may over-power the Zealot, but it is exactly what Amarr needs to fight the pesky Mini TP module.

There is also the implants to reduce sig and the booster too, but yea a signature shielding module would bring Amarr back in the fight.

Getting you on your feet.

So you've further to fall.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1313 - 2012-09-18 07:46:49 UTC  |  Edited by: Andy Landen
Directional Scanner Probe
This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.

PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception.

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

whaynethepain
#1314 - 2012-09-18 13:07:28 UTC
Andy Landen wrote:
Directional Scanner Probe
This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.

PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception.


I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game.

It's only a d-scan probe, but the info it yealds would be invaluable to some.

Getting you on your feet.

So you've further to fall.

Kyle Yanowski
Malevelon Roe Industries
Convocation of Empyreans
#1315 - 2012-09-18 13:42:26 UTC
A module that lets us alter the stats on webifier.

I.E. Increase range (maybe at the expence of velocity)
Increased velocity modifer (maybe at the expense of range).



Brawlers need to be able to catch and kepe their targets.

Host of the High Drag Eve Online Podcast ( http://highdrag.wordpress.com). Director of Aideron Robotics.

Robau
Dark Providence
#1316 - 2012-09-18 16:30:55 UTC
Webifier Probe

Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.

Webifier Range: 20km

Speed Reduction: 60%

Webifier Bubble duration: 180s

The effect cannot be stacked.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1317 - 2012-09-18 17:50:06 UTC
Robau wrote:
Webifier Probe

Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.

Webifier Range: 20km

Speed Reduction: 60%

Webifier Bubble duration: 180s

The effect cannot be stacked.


Seems like more for the interdictor role. I do like the idea of HIB - Heavy Interdictor BS. Adds to Tierification and natural career progression. Maybe allows the fitting of a module which infinitely both webs and disrupts a target or a bubble. Only saying infinite because the HIC has infinite on the point, but maybe infinite is too OP .. maybe it is just with the feature of being able to apply to Supers.

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

Andy Landen
Deep Core Mining Inc.
Caldari State
#1318 - 2012-09-18 17:53:12 UTC  |  Edited by: Andy Landen
whaynethepain wrote:
Andy Landen wrote:
Directional Scanner Probe
This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.

PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception.


I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game.

It's only a d-scan probe, but the info it yealds would be invaluable to some.

Hey Stargate did it ALL the time. It was called a MALP. or a Kino. or a drone, etc. etc. I only add the idea of reporting local too because if the camp is all cloaked, you would see the population (hey these guys are neut/red, uh oh), and plus, any probe that is in system would surely and easily have access to local if in known space and not if in wh space. This probe should be able to enter whs with the appropriate bm and order, but local would of course not be available.

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

Gelvina
Brutor Tribe
Minmatar Republic
#1319 - 2012-09-19 10:20:24 UTC
1. Target Painter needs scripts:

-> painting amplification script: increases TP signature increase at the cost of range+falloff and capacitor usage

-> long range painting: increase TP range+falloff at the cost of increased capacitor usage

2. While at it ECM can use scripts as well:

->racial scripts (4 of them) works only on multispectrum jammers
will increase the jamming strength of a specific jam type by 20% (still 30% less effective than racial jammers)
(this way it is not as effective as jamming single targets using racial ECM but can make a prepared multi-spectrum jammer
more versatile)
(script can also decrease all other jamming types by 30% at the same time - punishing you for using the wrong script)

-> range script : increase ECM range+falloff at the cost of increased capacitor usage

-> hyper script: each time the jamming fails increases the cycle time by 5% up to a maximum of 25%.
penalty: decreased range and/or more capacitor usage
(will obviously use more capacitor as cycling faster and if jams it will jam for shorter period of time and then return to normal operation but it decreases the time of the non-jamming cycles)

[with something like this ALL ewar will have scripts finally :)]

Would be nice of you (CCP) to take a look at the HULL tanking modules.
especially in a world where capital refitting during battle is becoming common these should be balanced properly as well.

Drones
- drone damage control module (mid slot) that increases your drones durability. (doesn't work on fighters/bombers)
- low slot module to increase drone bay size?
- EWAR drone amplifier. active mid slot module which increases the effectiveness of all ewar drones.
(It would be nice if its a valid build to use different ewar drones at the same time. Rather than just simple 5 ecm drones)

I want to launch from my typhoon: 1 ECM drone + 1 neut drone + 1 TP drone + 1 stasis drone + 1 tracking disruption drone
:D

ECCM
The complaint is normally that ECM is 2 strong because it takes out a ship for a total of 20 seconds.
How about a module that can work against this.

Sensor recalibration optimized:
Active midslot module with a duration of 5 seconds using quite a bit of capacitor. (say in the order of 40 cap per cycle)
When activated the modules try to break the current jam cycle.
The % change of success is based on the relationship between your sensor strength and the jam strength incoming (from all projected ECM)
If successfully the jam will break at the END of the cycle of the module.
This gives you the change of breaking the jam within 5 seconds after you are jammed if you are lucky.
But it still means ECCM is important to have a chance.
This also costs you a mid slot and requires a lot of capacitor so you can't just run it permanently - pilot will have to manage it.
If you think about it this becomes interesting for fitting.
You can fit ECCM which means less chance you get jammed. Or you can fit this and hope you can quickly break the lock
when you get jammed. Or you can fit both if you want but since you are getting jammed less this module will be less used, so potentially something else is better











ChromeStriker
Sebiestor Tribe
Minmatar Republic
#1320 - 2012-09-19 10:49:31 UTC
I would like to see mines make a return....

No Worries