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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#1421 - 2012-10-09 20:47:45 UTC
Tracking Device - probe that sticks to a target and allows you to warp to it or that tells you which system it is in.

Grappling Hook - devise that lets you pull an enemy ship with you in your warp.

Eternal Montage
Myriad Sequence
#1422 - 2012-10-09 20:54:46 UTC
Well everyone said all the good ones already, so im gonna throw out the most outlandish ideas, who knows maybe you'll like one of em.

-electro magnetic pulse (EMP) diminishes cap in an AOE including the ship using the module. Maybe make them one time use or something.
-Modules that use nanite repair paste as fuel
-t2 nanite repair paste
-t3 frigates with 3 subsystems
-drone mines. Mines that fit in the drone bay and deploy like sentry drones and only work when you're on grid and have AOE (just spit balling here, some of these may be bad ideas)
-heat sink drones
-t2 shuttles that are immune to EW
-something that tricks customs scanners so that you can smuggle contraband as a profession, maybe like a minigame, just a thought. In fact make it so you can trick any scanner but there's skill involved, it would be an interesting response to suicide ganks happening out the wazoo lately.
-head lights... for those fits with empty highslots
-slot adapters... i dont know if i even like the idea but sometimes i've though "i would gladly give up 2 low slots for a mid slot on this ship"

A little outside the box, i know, but I'm trying to imagine eve 5-10 years down the road.
Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#1423 - 2012-10-10 13:45:06 UTC
Mines - player created minefields.

Suicide Bomb - when your ship dies, the explosion packs a punch and actually matters.

Super Salvager - high powergrid item which can salvage off of a ship rather than a wreck.

Holographic Projector - creates an image of your ship flying with you that might be targeted instead of you.
Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#1424 - 2012-10-10 14:01:24 UTC
Wreck Hacker - module that allows you to change a wreck or cannister to blue. Or update actual hacker modules to do this.

Acid projectile - does damage over time.

Probe Scrambler - device that can be dropped into space at the gate of a plex and either make it impossible to scan down, or make it read as another type of site (IE, make a Serpentis Phi Outpost read as an unstable wormhole).


zus
TxivYawg
#1425 - 2012-10-11 03:27:06 UTC
{ suggestion for a new AOF weapon like smart boom effect .{ CIWS }

defends against all hostile drones missals and ships when in range ideal to use in high sec


http://www.youtube.com/watch?v=Zdp9llrBLnA&feature=related

enjoy

Galileo Black
#1426 - 2012-10-12 04:17:26 UTC  |  Edited by: Galileo Black
There have been many suggestions for an AAR (Ancillary Armor Repairer) or in functional terms, a short-term, high-hp armor repairer that is immune to capacitor warfare and/or is highly hardpoint-efficient.

I think that's a bit redundant. Armor repairers do fine. The only semi-new concept I could imagine would be a passive armor repair module or rig that might sacrifice cap recharge or movement velocity for a trickle-repair of sorts.

That would perhaps see more pve use than pvp, or maybe a solo pvp buffer tank would use it while behind enemy lines. But that is rather limited, and doesn't give the absurd ehp boost that an ASB does in a continued fight.


Here's what I suggest for armor tanks:

Large Ancillary Damage Control I

CPU: 46tf Powergrid: 200MW

Ammo: Cap booster 400, 800

Cycle time: varies with charge.

Reload time: 90s

Armor resists bonus: to be determined, but absurd.

---


So how would this be used?

Well, unlike the ASB, this would scale well with fleets. It would multiply the effectiveness of logistics, but after the cycle, prove them far less effective than they would be with a normal, consistent tank.

It would also act very hardpoint-efficiently, giving even more damage mods to zealot fleets, for example. Do they need 4? yeah. I think they need 4.

What about drawbacks? Well, it needs some. maybe movement speed, or something besides going inactive after use. maybe the movement speed nerf is only during reload, to make it extra-deadly once your time is up? who knows.

There are multiple ways of balancing it, there's the notion of having different sized modules for each ship, but also the one module that scales with the ships. maybe the resists are static, but cycle time varies with each hull, saying "while this is active, frigates should stay alive for 45 seconds, cruisers for a minute, and battleships for two." or something to that effect.
or maybe the larger cap charges provide higher resists, and the cycle time is static. So you could run 2 cycles of 400 charges and get 50% resists for 2 minutes, or 1 cycle of 800s and get 65% resists for 1 minute, and so on. And after that, you are on your own for however long seems balanced. The idea is pretty much the same. "Make this ship survive for X amount of time then die unless I won."


---


Then there's another section of modules:

remote armor/shield resistance modules.
function to multiply the effectiveness of repair-based logistics in fleet engagements.


It would only be effective after the first 2-3 logistics, and each fleet would almost never need more than 2-3, but it would definitely add variety to support compositions.
Unless it is flown with a buffer-tanked fleet, and there is only 1 logistic, and the ehp boost from the resists is greater than the repair only 1 rr logi could deliver in that amount of time, but that's very situational.

eve likes situational, though.
-----------------------------------------------
Victoria Sefica
Imperial Academy
Amarr Empire
#1427 - 2012-10-12 13:47:02 UTC  |  Edited by: Victoria Sefica
Make an Orca specific Jump Drive, pretty please. I've heard all the arguments against it, so here's my proposal:

- make it a low slot module, so it gimps cargo hold (hence not rendering JF's useless)
- make it very expensive, perhaps to the point of it costing like another orca so that the final cost (orca + JD) is in the region of 1.5 -2 bil.
- Perhaps play with the range so that it's not OP.

IMHO, this would help small groups manage their logistics better, and even allow individuals to try their luck at lowsec/nullsec trade hub supplying. It wouldn't make BF go out of business since 320k m3 is still decently more than 119m3 and with shorter jump range it wold require more effort for longer distances supply. Btw, that 119k m3 is the amount of cargo a maxed out char can get out of an orca fitted with 2xlarge cargohold optimisation II rigs+ 1x large cargohold optimisation I rig and a cargo expander II module.
MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
#1428 - 2012-10-12 13:53:22 UTC
Crispin McTarmac wrote:
1mn/10mn/100mn pulse drive unit

Applies a very large impulse to the ship in the direction in which it is aligned for 1 second, which ignores the ship's max speed or warp strength (as if it had been bumped). How much speed is added depends on the mass of the ship, and it cannot be online simultaneously with a microwarpdrive or afterburner. Before each use the module requires 20 seconds to charge up, this timer is started immediately after decloaking or undocking (so it cannot be used to speed up aligning from a gate). The amount of impulse generated should be perhaps enough to almost reach MWD speed from a standstill, but not enough to average faster than an afterburner with continuous use.

How might this module be used?
>to urgently sprint towards an enemy as they land or uncloak
>to aid in bumping- as you're about to hit the ship you wish to bump you switch your mwd off and fire the pulse drive for extra speed. A difficult but very potent trick
>fitted to kiting ships to permit a last ditch escape from hard tackle
>fitted to brawling ships to "slingshot" across the range gap more effectively
>a chance to "break through" dual webs or serpentis webs with skilled piloting
>used by slower, tougher ships to reapproach a camped gate (while skilled gatecampers will use the same module to bump them away first)


from the devblog from team superfriends, and here is the quote:

"Micro Jump Drive. The classic ‘blink’ ability, allowing ships to maneuver around the battlefield in a new way (with some hefty limitations of course) . We’ll try to get this out on a test server as soon as we can. It’s still some weeks away, but stay tuned."

something very similar methinks
Matthias Vilmet
Deep Core Mining Inc.
Caldari State
#1429 - 2012-10-12 18:35:06 UTC
Communications Relay Amplifier - module that increases the distances for which you can see competative prices on the market.

Spectral Analyzer - device that changes your HUD, creates a colored orb around ships within range, allowing you to get a general sense of their damage taken without locking onto them.

Armor Spikes - module that causes damage to ships when you ram them with your ships (for obvious reasons, you might have to make this a toggle).

Reverse Thrusters - same as MWD or afterburner, except you move backward. Might be useful for bombers.

Drone AI Interface - Allows you to target yourself with drones.


HRCIII
Extreme Dimensions
#1430 - 2012-10-13 01:55:12 UTC
Suggestion:
A new module for carriers / supercarriers / rorqals

Description:
Bubble shield (like the POS) module for carriers / rorqals

Mechanics:
Simple, when active it immobilizes the carrier, burns strontium while running, and provides 80% of the shields as a 10km bubble shield with exactly the same protective capabilities as a POS.

Interesting notes and questions:
1. Now your carrier can be used to make a safe spot and remain mostly functional. Great for small mining parties.
2. I suggest fighters should still be available as ultimately, no carrier would be any where near as strong as a real POS.
3. I suggest that when active, it will cause the ship to stay in-game even if the pilot logs, thereby being very useful to small mining parties or other roaming parties (think temp staging area).
4. Host ship should retain its ship maint bay functionality, again, acting like a little temporary POS.
5. I suggest a slow fuel burn rate, something like 4 to 8hrs on a full load. The idea is to encourage its use as a temporary mining camp or staging area. Also long cycle times, 5 mins or more would seem fitting.


Final thoughts:
1. Using this tactically may become an issue (warping in, turning it on to disperse bad guys by bubble bumping).
2. The ability of carriers or rorqals to move around thru gates out in 0.0 space would be helpful and encourage more use. (ship can fly out and 'setup' ahead of its mates)

Staleward Ad'mraa
F-I-N-K PROPERTY
#1431 - 2012-10-13 11:17:09 UTC  |  Edited by: Staleward Ad'mraa
Auto-Scan Array
Designed to automatically scan ships that are targeting pilot's vessel, giving information about their ship's setup and weaponry so pilots can use counter-measures.

Adaptive Reflective Shield
Passively adapts to the previous damage, allowing to actively reflect up to 25% of the damage.

Another thing I like to see is focused doomsday weapons that isn't AOE, but has an piercing effect. I can see a massive beam of particles piercing through ships or an massive mass driver that uses resources instead of ammo to damage targets. This would make unique weapons that can be placed on an Super Dreadnought or Titan.
Unbendable McRib
1ST German Space Force
#1432 - 2012-10-14 13:30:22 UTC
Nestara Aldent wrote:


Maybe faction deadspace and officer moded rigs, something we know how to use, but not really copy. Smile

For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability).

EDIT:

T3 cruisers have better overheat capability. That could be added to ordinary ships as well through the use of new rigs or modules, but with significant drawbacks not inherent in T3s. It might be hard to balance, so its maybe not a good idea after all.

Consider making the rewards from pirate LP stores such that grinding rep and LP with them is worthwhile.


I like this idea with that faction stuff Blink
Unbendable McRib
1ST German Space Force
#1433 - 2012-10-14 13:41:27 UTC
I miss an module :fighter damage amplifier this module need also work with asinged fighters

Rigs for fighter drones?
Terranid Meester
Tactical Assault and Recon Unit
#1434 - 2012-10-15 14:37:35 UTC
Booster Neural Interface - for increasing the effects/duration a booster has on someone.

While Im here the booster slots are currently 4:3:1 [taken from an earlier thread, one I
made on the subject], so maybe those slots could be balanced by adding more boosters
[so a hybrid user would find some use for the last slot for example].
Opertone
Deep Core Mining Inc.
Caldari State
#1435 - 2012-10-15 17:36:58 UTC  |  Edited by: Opertone
CCP please re-work broken modules.

I strongly advise to change ELECTRONIC hardwirings slot 9 from capacitor bonus to EW strenght bonus. Currently this hardwiring bonus is pointless and may save 0.2 cap/sec if you buy it.

Can you possibly give Dreadnaughts a SIEGE weapon, similar to titans beam. Let some dreads deal AOE (area of effect) damage. Let other dreads do FOCUS damage, the more firepower, the damage increases exponentially. 2 Dreads 4x damage, 3 Dreads 8x damage, 4 dreads 16x damage. Ammar laser focus weapon. Gallente shockwave cannons (AOE), Minmatar explosive artillery charges (AOE). This will end blobbing and make super spamming less superior due to AOE and FOcused tank breaking.

Dear devs, this one is actually cool - please add ship ejection catapult. You can escape from bubble, but you leave intact ship behind for enemy capture. More incentive for war trophies, and thought.

Also very important idea - please allow covert SHIP scanner and covert CARGO scanner to be activated when covops is cloaked. It will provide intelligence about cargo traffic and potential enemy fittings. Unfortunatelly uncloaking to scan does not go well with espionage and data retrieval - it is way to insta pod.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Opertone
Deep Core Mining Inc.
Caldari State
#1436 - 2012-10-15 17:42:50 UTC
In before other posts!

I want XL BS only SHIELD extenders :P. We fit Large extenders on cruisers and such. Something is out of place.

Also US, Caladri, want missile control module - similar to tracking enhancers, smth that can improve explosion velocity and missile precision.

HHM, how about LOCAL channel generator for NULL sec? In case you be so kind remove local, carebears can use smth to gather local intel, right?

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Andy Landen
Deep Core Mining Inc.
Caldari State
#1437 - 2012-10-15 21:16:56 UTC
HRCIII wrote:
Suggestion:
A new module for carriers / supercarriers / rorqals

Description:
Bubble shield (like the POS) module for carriers / rorqals

Mechanics:
Simple, when active it immobilizes the carrier, burns strontium while running, and provides 80% of the shields as a 10km bubble shield with exactly the same protective capabilities as a POS.

Interesting notes and questions:
1. Now your carrier can be used to make a safe spot and remain mostly functional. Great for small mining parties.
2. I suggest fighters should still be available as ultimately, no carrier would be any where near as strong as a real POS.
3. I suggest that when active, it will cause the ship to stay in-game even if the pilot logs, thereby being very useful to small mining parties or other roaming parties (think temp staging area).
4. Host ship should retain its ship maint bay functionality, again, acting like a little temporary POS.
5. I suggest a slow fuel burn rate, something like 4 to 8hrs on a full load. The idea is to encourage its use as a temporary mining camp or staging area. Also long cycle times, 5 mins or more would seem fitting.


Final thoughts:
1. Using this tactically may become an issue (warping in, turning it on to disperse bad guys by bubble bumping).
2. The ability of carriers or rorqals to move around thru gates out in 0.0 space would be helpful and encourage more use. (ship can fly out and 'setup' ahead of its mates)


Ships inside the field should be able to target and remote repair the carrier while still instead it, and to attack other ships outside the field but not inside the field. Non-blues would be ejected from the bubble, but remain untargetable while in the field, if undocking into the field, etc..

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

AskariRising
State Protectorate
Caldari State
#1438 - 2012-10-15 23:02:37 UTC
Change ECM to one universal module that can be loaded with different scripts based on the target. for example, instead of having racial specific ecm modules, we use racial scripts instead that can be loaded into an ecm module and swapped out when needed. it saves on fitting.
Angry Mustache
KarmaFleet
Goonswarm Federation
#1439 - 2012-10-16 07:46:40 UTC
Module : Missile Launcher Partition

penalty, - some amount to missile launcher capacity.

This would be a high-slot utility module, as missile boats often have poor capacitors and PG for rr/nos/neut/cap transfer.

This module holds a certain amount of missiles , say 3-5 for each launcher. When the module is active, missile launchers will fire the missile type in the partition bay instead of the missile type currently loaded in the launcher itself, depleting the partition in the process.

this would not increase how many missiles the ship can launch before it has to reload, but the partition bay can be reloaded independently of the missile launchers, but at a very slow pace (~60 seconds). In fact, putting the partition bay on the ship could reduce the "clip" of a missile launcher, handwaved as the partition taking up space that would have gone to more missiles.

This is aimed at giving missile ships some extra versatility in clutch situations. A ship could choose to load Navy missiles in the missiles, and a few precision missiles in the partition for clearing tackle in a emergency. It could choose to fill the partition with defender missiles to mitigate a missile wave, or Auto-targeting missiles for when jammed/dampened. Loading rage torps in the launcher, and a few javelin torps in reserve if the target runs, etc. the tactical possibilities of this mod would be endless.

An official Member of the Goonswarm Federation Complaints Department.

Keui Tan
Lasting Solutions
#1440 - 2012-10-16 08:16:57 UTC
No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.

Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.

Field Integration Disruptor- Same song, second verse. But for the shields.

As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.

For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array.