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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Lallante
Blue Republic
RvB - BLUE Republic
#1381 - 2012-09-27 17:29:54 UTC
Skydell wrote:
Rigs to improve stasis webifier range and strength.


too overpowered unless at the expense of the other (+10% range = -20% strength, +10% strength = -20% range)
Smelly PirateSaint
Perkone
Caldari State
#1382 - 2012-09-27 18:29:01 UTC
Andy Landen wrote:
Smelly PirateSaint wrote:
I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:

How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km?

It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers.



Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate"

Your argument has just been rendered invalid.
Kyrplexa Insanitus
KarmaFleet
Goonswarm Federation
#1383 - 2012-09-28 00:23:12 UTC
I only read the first page thus far, but, on a note of the on-grid gang bonuses and the ideas behind how the enemy can get into the bonused 'field'... There should be modules that provide an outward push, depending on the mass of a ship using said module. Sure, this can create a lot of lag, but it would only be fittable to certain ships, one would suppose. It would be deemable worht while in a fight dealing with positioning, since bumping is the only way, currently, to re-adjust people's positions once a fleet is engaged and well under way. controlling who is in the field would depend on, maybe, the command ships on grid.

should prolly use a high capacitor amount.
Major Eyeswater
Pane In The Glass Manufacturing
#1384 - 2012-09-28 11:03:15 UTC
Serge SC wrote:
I might've skipped a few posts, but here are some ideas perhaps:

Offensive / E-War Modules

1. Slowness Bubble -

4. Light structure - .

Defensive Modules

1. Adaptive Invulnerabilty Amplifier -

2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs!

4. Heavy plating -

5. Collision deflector. "Passive" midslot that reacts using the ship's energy


Offensive
1. Stasis bubble module for HIC and maybe a launchable version for DIC; I like.

4. Stealth plating; I like.

Defensive
1. Just fit a second AInvuln?

2. Interesting idea; like

4. Already exists; called 'Layered Plating' these days

5. You can't have a passive module that burns cap, and the active version is surely called a Shield Booster?
Lallante
Blue Republic
RvB - BLUE Republic
#1385 - 2012-09-28 11:03:43 UTC
Smelly PirateSaint wrote:
Andy Landen wrote:
Smelly PirateSaint wrote:
I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:

How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km?

It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers.



Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate"

Your argument has just been rendered invalid.


I dont seem to have problems smartbombing people warping to a gate by sitting just outside that range. Why would this be any different?
Andy Landen
Deep Core Mining Inc.
Caldari State
#1386 - 2012-09-28 14:18:16 UTC
Smelly PirateSaint wrote:
Andy Landen wrote:
Smelly PirateSaint wrote:
I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:

How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km?

It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers.



Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate"

Your argument has just been rendered invalid.

My argument is only resolved IF you are proposing the following smartbomb-like attributes/mechanics: The Decloaking Smartbomb does not work within 25 km of a stargate (15 km radius plus 10 km align and warp out space), has an AoE of 5 km (same as large T1 smartbomb). You might even add that it renders the pilot's ship immobile and unable to warp, dock, or eject for 20 s (cycle time). It would only decloak at the start of each cycle.

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

Harvey James
The Sengoku Legacy
#1387 - 2012-09-29 13:50:33 UTC
a drone tracking mod for the lows would be nice like the turrets have and soon the missile's will too drones only have a mid which is largely unused as drone ships shield tank mostly now

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

Harvey James
The Sengoku Legacy
#1388 - 2012-09-29 14:32:03 UTC
medium launchers do need to be looked at the RML is so much easier to fit than HAMS although why you want to i don't know especially now these missile dessies eradicate the need for light missiles on a cruiser.
Thus they should change the RML to use different ammo say a new missile called light assault basically a mixture of light missile and Heavy assault missile giving a missile designed to kill cruisers well with good damage because as we know HAMS are best for killing bc's really unless you have a TP like a bellicose.

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

Harvey James
The Sengoku Legacy
#1389 - 2012-09-29 14:34:22 UTC
maybe some pirate drones that are like mini versions of bigger ships like mini cynabal drones would be cool and mini ashimmu drones now that would be intriguing

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

Sentinel zx
#1390 - 2012-09-29 21:45:41 UTC
Drone-Support-System

D.S.S. have the ability to increase the performance of drones (it´s like a Commando Module but for Drones ;) )

-they are 6 different Modules
-all 6 are active high-slots Modules
-it´s remove/replace all turrets or Launcher Hard-points to perform 100% Drone DMG (still it will perform lesser DMG than a mix of Turrets(Blaster) and Drones but i don´t want it make them to overpowered Blink )
-works not on Carriers


Tech 2 Version
if the Module is active it gives Drones
+10% DMG
+5% Effect of E-War and Combat utility Drones and Logistic Drones
+10% Speed
+20% increase effect of drone upgrade Modules

Overheat Modus max 20 sec
+20% DMG
+10% Effect of E-War and Combat utility Drones and Logistic Drones
+20% Speed
+25% increase effect of drone upgrade Modules
at the end of the Overheat Modus Drone perform a Kamikaze Attack or just explode

Damage Control II effect
+12,5% Shield,+15% Armor,+60% Structure and 10% Droneship speed reduction
or
50% MWD Sig-radius reduction from Drones and Droneship Sig-radius increasing by 10% ?


1
D.S.S. Alpha
needs 3 high-slots and gives Bonus only to Light Drones
CPU usage: 40tf
Powergrid usage: 24 MV

2
D.S.S. Delta
needs 4 high-slots and gives Bonus only to Light Drones and Medium Drones
CPU usage: 100tf
Powergrid usage: 500 MV

3
D.S.S. Sigma
needs 5 high-slots and gives Bonus only to Light Drones, Medium Drones and Heavy Drones
CPU usage: 200tf
Powergrid usage: 6000 MV

4
D.S.S. Omega
needs 6 high-slots and gives Bonus to all Combat Drones and Sentry Drones
CPU usage: 400tf
Powergrid usage: 7000 MV

5
D.S.S. Psi
needs 2 high-slots and gives Bonus only to E-War and Combat utility Drones

5
D.S.S. Chi
needs 1 high-slot and gives Bonus only to Logistic Drones

Gneeznow
Ship spinners inc
#1391 - 2012-09-29 22:30:26 UTC  |  Edited by: Gneeznow
self repair armour drones
self repair shield drones
small and medium sized sentry drones
self ECCM drones

edit: smartbomb SPECIFICALLY for drones and nothing else, it targets only the drones attacking you, doesn't get you concorded or criminally flagged unless the drones orbiting you are neutral.

edit2: web strength bonus for the rapier

If it were up to me I would remove the scrambler effect on mwd, and bring back 90% webs like it was 3 years ago, and in turn give afterburners the effect of -40% web effectiveness against ships that have an active afterburner on. That way your MWD cannot be switched off, but afterburners still have a role.
Hazell D'ark
Caldari Provisions
Caldari State
#1392 - 2012-09-29 22:36:06 UTC
some silly ideas for your consideration:
- a module for remote repairing Heat damage . sort of like unlimited nanite repair paste ( Logistics high slot ) for cheap bastards like yours truly.
- Please do fix the Cap power relays . the meta 4 gives the exact same bonuses compare to T2 but requires 5 less CPU because 5tfs CPU matters !
- here's a more silly one for all them torp lovers: make the missile explosion radius count . if you shoot at a smaller or faster ship (compare to your explosion radis and velocity ) some of those precious gunpowder will go waisted . so imagine if a missile explodes and the the targeted ship is faster than explosion velocity it wont damage the ship which is fair but ! now imagine if at the point of explosion a ship moves to the explosion area and it would actually take some damage depending on its sig radius , that would be awesome wouldn't it ? it sounds like a lot of for for such small window of use but hey , there are alot of
Andy Landen
Deep Core Mining Inc.
Caldari State
#1393 - 2012-09-30 00:41:47 UTC
Smartbomb drones sound great. These drones are basically a mobile smartbomb. They keep away from each other so as not to have your drones get popped by them. Maybe too complicated in the programming.

Warp Disruptor drones too. These simply add a point to the target. Small -2 scram. Medium -1 disrupt. Heavy -1 disrupt and -x% web.

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

Catalina Cruz Madeveda
256th Shadow Wing
Phantom-Recon
#1394 - 2012-09-30 01:53:57 UTC
Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1395 - 2012-09-30 03:03:33 UTC  |  Edited by: Andy Landen
Catalina Cruz Madeveda wrote:
Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected.


No kidding. And what exactly is the counter for that? At least now, a diligent group can scan dscan every few seconds by manually clicking the scan button and can sit on all known whs/gates/etc. With that, not even the tedious dscan clicks can counter the threat.

That said, I think that dscan should auto-update every 5 seconds and should sound an alarm and show a message if certain specified conditions are met like the appearance of new ships or probes.

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

Gabriel Karade
Coreli Corporation
Pandemic Legion
#1396 - 2012-09-30 09:35:08 UTC
Drones (Logistics)

Re-code to allow them to be used on any ship, including the ship which launches them.

(Functionality aside, repair drones buzzing around, patching up the ship is also way more immersive than ‘magical’ nanobots from armour repairers…)

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Flashrain
Dragon.
Pandemic Horde
#1397 - 2012-09-30 09:49:47 UTC  |  Edited by: Flashrain
#Module, #HEAT, #Scripts

Module:
Projected Heat Generator

Function:

  • Overheats modules on target
  • benefits from command boosts


Script:

  • High hardpoints (overheats turrets, missiles, etc)
  • Medium hardpoints (overheats shield mods, propulsion, ewar etc)
  • Low hardpoints (overheats armor repairers etc)
  • Focused ( -50% range, double heat damage)
  • Extended ( +50% range, half heat damage)
  • None (random modules affected)


#Module, #HEAT, #Scripts, #interdictor

Module:
Time Dilation Generator
(restricted to light/heavy interdictors)

Function:

  • Create a time dilation field
  • Create a time dilation effect on target
  • Benefits from command bonuses
  • All effects : propulsion, repair, module cycles etc.,. slow down.


Scripts:

  • Focused (single target, +100% time dilation effect)
  • Extended (single target, +100% range)
  • None (30 -40km radius)

NinjaStyle
Deep Core Mining Inc.
Caldari State
#1398 - 2012-09-30 10:46:56 UTC
sitting in a Fleet I had the sudden tought of a new possible module designed to Improve Overloading mutch like a dmg amp mod this would be low slot module however I wonder if I could be the first ever scripted one so here is the basic Idea

Low slot Module

Increases the Overload Gain my 25%* (I have no basis for what % is should be to be considered balanced)
Lowers Heat dmg by 15%

As for the script idea it could interchangeable between affecting High, Mid or Low slots for bonus since an Overall bonus to all modules would probably be way overpowered.

Either that or there could be a general module made for each Slot type

Either way a module that positively affects overheating should be an interesting addition to Eve.
Harvey James
The Sengoku Legacy
#1399 - 2012-09-30 14:01:22 UTC
one way to solve the problem of armour tank vs shield tank is for large plates and shield extenders too be impossible to fit on medium hulls this will halve the penalties of sig bloom and mass increase and nerfs t3's and bc's tank in one go making battleships more desirable.
Now ofc the medium plates/extenders may need a slight buff/balance to bridge some of the loss of tank and too increase their fitting requirements so frigs have to use smalls etc.

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

Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#1400 - 2012-10-01 12:49:21 UTC
A new high slot module that acts like siege, but can be affixed to any hull. (may need to be restricted for balancing)

This module would when activated.

Consumes Strontium.

Lose the ability to warp or jump
Reduce the ships max speed by 50 to 75%
Reduce the ships agility by 50 to 75%
Increase its mass
Bloom it's signature
Reduce the effects of all ewar by 50%
Remote repair effects effectiveness reduced by 50%
Shield and armor reps would get a 50% effectiveness increase.

All weapon platforms (ie, guns and missiles) get 200% damage increase
All weapon platforms (ie, guns and missiles) get a tracking penalty which leads to a 25% drop in damage application


I feel that smart bombs and drones should benefit from this as well but I'm not sure how that would effect gameplay.