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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Banana1x
The Scope
Gallente Federation
#1661 - 2013-02-24 14:27:10 UTC
A module that fakes the type of ship you're flying, both visually and on scanner. You can load it with scripts to change the ship type. It will also project the image of the ship around you, but only works if you select a larger ship than what you're in. On close inspection you'll see tell tale visual anomalies and combat will deactivate it.
Corey Fumimasa
CFM Salvage
#1662 - 2013-02-25 00:49:16 UTC
Fitting/slots

Either or Modules

I am always swapping out a Nanofiber internal structure with a Cargo expander and then back again after the load is dropped off. Would love to see one module that could be flipped from one state to another. Maybe 10 or 15% reduction in efficiency and increased cost to balance out the convenience factor.

Other either or modules might be Warp core stabs or Inertia stabs.

either or on all the ECM mods.

Sensor Damp or remote sensor booster.

I think these items would add functionality and create fitting options for people to explore.
Sir Dragon
Einherjar Yggdrasils
#1663 - 2013-02-25 12:21:57 UTC
Scripts - yes;
Heat - what is heat;
EW - stop the instant lock madness;
Drones - you fixed the programing code, nerf the drones to allow for more then 5 pr ship, LIKE it used to be.
Fitting/Slots - Pilot interface for titan should be recerated.
It seams to follow the standard of 8 high , 8 med, 8 low, x rigs, and etc.
Consider that we are talking about a ship that is 15 km from stern to bow.
It is illogical!!!! ILLOGICAL!!!!

Area of Effect - bombs are fun.
One-use (consumable) modules - drugs, oh please give me drugs.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Miyammato Musashi
Freeport Exploration
Loosely Affiliated Pirates Alliance
#1664 - 2013-02-25 20:50:38 UTC
My idea is for a mid slot module that you could fit that, when activated and with a 15 second delay, would detonate your ship in a massive explosion damaging ships around it. This module would be an AOE weapon similar to a smartbomb but with greater range and damage... maybe similar to a bomb. Activating this module and destroying your ship also destroys the loot... AND THE POD! That's right! No eject for you if you activate the module. In this way fleets of cheap kamakazee destroyers with self-destruct modules warping into fleets will be a possible tactic, but not a viable or efficient one.


  • Idea The self destruct module is the ultimate middle finger for the bitter pirate victim.
  • Idea This module increases the sink rate of ISK, as loot is destroyed in the blast (ISK sinks +1)
  • Idea Possibly limit class of ships that can fit this to cruiser or above?
  • Idea No ejecting. No saving the pod. Using this mod is a commitment and has significant drawbacks.

Discussion thread here

I am a meat popsicle. 

Aliath Sunstrike
#1665 - 2013-03-03 21:20:23 UTC
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...


An AUTOMATIC SYSTEM SCANNER!



PLEASE FOR THE LOVE OF ALL THAT IS HOLY!

I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.

Continuous player since 2007.

duckmonster
Perkone
Caldari State
#1666 - 2013-03-04 11:23:28 UTC  |  Edited by: duckmonster
Bienator II wrote:
heavy tractor beam, can pull ships.

reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)

resistance is futile


This would own.

Hell, make a supercap version as an ultimate version of this that can straight out steal your ship off you and it'd be the funniest goddamn weapon in the game. You could literally use it to camp gates and just take peoples stuff off them and keep the stuff.
Do tractor beams properly
Untanas Volmyr
Perkone
Caldari State
#1667 - 2013-03-05 22:06:04 UTC
Mining - dark matter and dark energy harvester?

Murphy's Technology Law - If your not thoroughly confused. Then you were not thoroughly informed.

Unkind Omen
State Protectorate
Caldari State
#1668 - 2013-03-06 02:36:34 UTC  |  Edited by: Unkind Omen
Aliath Sunstrike wrote:
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...


An AUTOMATIC SYSTEM SCANNER!



PLEASE FOR THE LOVE OF ALL THAT IS HOLY!

I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.



Won't help.
Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby.

When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot.
Meditril
Hoplite Brigade
Ushra'Khan
#1669 - 2013-03-06 11:15:15 UTC
How about an E-War Stacking Prohibition Module?

One of the main issues with e-war is that using several modules from same or different enemies completely tend to shut down your ships abilities. E.g. while you can deal somehow with one ECM or one Tracking Disruptor or one Web being applied to you, this completely sucks once the enemy applies two or more ECM, Tracking Disruptors or Web... even though there is already some stacking penaltiy for some modules applied.

Therefore I propose that the E-War Stacking Prohibition Module simply raises the stacking penality to any e-war applied to 100% for the second, third or whatever module of the same kind. So if you have this module installed and the enemy applies ECM and Web on you the e-war has full effect on you. However, any further ECM and Web applied to you is just reflected into space.

Benefits of this would be that "the blob" would need to be more active in spreading e-war instead of just focusing everything on one poor victim. This also means that the victim has at least some options to defend himself since he is not rendered completely useless.
Harvister
Deep Core Mining Inc.
Caldari State
#1670 - 2013-03-06 15:06:28 UTC  |  Edited by: Harvister
Heat:

one area in that aspect is the anomaly of safety when overheating, most experienced solo pvpers watches the overheating meter like a hawk and in the last expansion you can now see the percentage witch greatly helped us to stretch the limit when overheating the modules.

2 things i would like to suggest:

1. beeping sound when modules approach exceeding heat limit (or flashing blinks, for those who say eve have sound?). it help us focus on other systems and give attention when its needed, will expand our limit in pvp (also a way to set the alarm percentage when overheating if possible).

2. advance nanite paste, that can slow down the heat instead of repairing, extending the overheating process. the condition of use and consumption is up to you.


thank you.
zahg
PARABELUM-Project
#1671 - 2013-03-08 11:17:56 UTC
- limited cloak time of 20min, 3min cooldown
- faction cruisers boost, so they can at least match t1!
- limited fleet members can jump on covert cyno
- cyno jamming modules with a range of 35km ( its not like we can only see drops nowaday since its so easy and risk free)
- have a true recognition of the work of players doing pvp vids. There are some really inspirative and maybe it will help having "commercials" of the best ones on the logging page. On my opinion, those people are the ones showing the way to ppl to stop beeing scared of a game and go out challenge themselves a bit.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#1672 - 2013-03-08 20:41:11 UTC
From my post on another topic:

Ramming Warp Core Overcharger

This module works in a similar form to the Microwarpdrive, making use of the ship's warp core to accelerate it to ballistic speeds in the direction it faces, effectively converting it into a projectile that can be slightly directed in-flight for smashing on other ships. The greater the ship's mass, the greater the kinetic energy it gets. Of course, hitting other ships at such speeds also damages (heavily) the ramming ship, granting this module some sort of 'suicide attack' nature. However, since larger ships are usually more resilient than their smaller cousins, and also accumulate more kinetic energy due to their enormous mass, they are sometimes used for literally digging a tunnel through smaller ships' fleets, in a similar way a ground rail transport would traverse through smaller vehicles that happened to be on its way.

Traits:

- Only one can be fitted at the same ship.
- As MWD's, reduces maximum capacitor capacity and can be shut off by Warp Scramblers.
- Has a maximum, constant range of about... 50 km?
- High capacitor usage.
- The damage caused to both ramming and rammed ships can be calculed in a similar way to this one: they both receive damage equivalent to the mass (in kg) of the other ship, with perhaps a small reducement. This may be too much, but if you realise that shells accelerated by Projectile and Hybrid turrets have much smaller mass, while having similar speed, you'll see a whole ship has much greater kinetic energy, therefor causing much more damage. For nerfing things a bit, damage could be equal to ship's mass in tons, or in kg*10^2, for example.
- Once an entity has been hit (may it be a ship, an asteroid or even a space station), if the ramming ship is not destroyed it will continue its way but with reduced kinetic energy, proportional to the mass hit (real life energy equations could be used for determining all of this, but results could be pretty much apocalyptic), therefor causing less damage to the next entity it hits.

Potential uses:

- Using your almost-wrecked little Frigate to deal a glancing, heroic (read: suicide) blow to that nasty Battleship.
- Finishing that guy's ship the same size to yours, while getting yourself a painful HP drop.
- Cleaning Jita's undock from pirates using your Freighter as a monstrous, km-wide train/seaship to dig a tunnel through those little nasties, and getting yourself the rank of Hero from the traders.
- Wreacking havoc on some crowded highsec gate with your Battleship.
- Accelerating your Titan to... oh gods, that would be so apocalyptic...

Fun assured!

Aliath Sunstrike
#1673 - 2013-03-10 04:31:03 UTC  |  Edited by: Aliath Sunstrike
Unkind Omen wrote:
Aliath Sunstrike wrote:
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...


An AUTOMATIC SYSTEM SCANNER!



PLEASE FOR THE LOVE OF ALL THAT IS HOLY!

I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.



Won't help.
Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby.

When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot.


You missed that one by a mile.

It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on.

As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do.

Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part.

You fail at reading comprehension sir - please uninstall EVE.

Continuous player since 2007.

supernova ranger
The End of Eternity
#1674 - 2013-03-10 05:16:50 UTC
Defense platform crystal for strip miners

Instead of mining an asteroid, after completing the strip miner cycle it despawns the asteroid and deploys a defense platform that aids the one who deployed it and/or his fleet.
Omnathious Deninard
University of Caille
Gallente Federation
#1675 - 2013-03-10 08:24:41 UTC
Aliath Sunstrike wrote:
Unkind Omen wrote:
Aliath Sunstrike wrote:
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...


An AUTOMATIC SYSTEM SCANNER!



PLEASE FOR THE LOVE OF ALL THAT IS HOLY!

I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.



Won't help.
Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby.

When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot.


You missed that one by a mile.

It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on.

As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do.

Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part.

You fail at reading comprehension sir - please uninstall EVE.

You fail at research as this module existed in the past and was removed.

If you don't follow the rules, neither will I.

Saede Riordan
Alexylva Paradox
#1676 - 2013-03-10 15:06:29 UTC
There's a few examples of what I'd call "low hanging skill and module fruit" things I'm kind of surprised CCP didn't add already. I've including mock names, cause I felt like it, but this is all just me throwing ideas at the wall, it started out as a short post but got kind of monstrous by the time I finished it. So lots of different ideas and discussion points. Curious to see what people think of all of this.

Skills:
Weapon Feeding: Skill that decreases weapon reload time, decreasing it by (50%?) at lvl 5
Magazine Consolidation: Skill that allows you to load more ammo in a weapon, allowing (50%?) more ammo at level 5
Controlled Degradation: Skill that increases crystal durability by (50%?) at lvl 5
Directional Focusing: Skill that increases range of Directional scanner. Nerf current D-scan range to 5 AUs, increase scan range by 2 AUs for every skill level, allowing a 15 AU scan range at level 5.
Sensor Monitoring: Add automatic cycling for the d-scan. Put the default cycle time to 1 minute. For every level of this skill trained, it reduces the cycle time by 10%, allowing a 30 second automated cycle time at level 5. This could accompany a 'wormholization' of local everywhere.
Signature Bloom Reduction: make the 'resolution' of D-scan dependent on the signature radius of the ship you're trying to scan down. This skill reduces your ship's signature radius by 3% per level.
Signal Suppression: This skill reduces the 'noise' and sig bloom that an active scanner makes when activating by 5% per level.

Accompanying these possible changes to local/d-scan in my head would be an active and passive scanning component. D-scan makes up the passive component, and will detect if the active component is used on your ship (like passive sonar picking up another ship's active sonar ping) What currently exists as probes and a new active scanning module would form the active component. The actions of these scanning components would be detectable by the passive scans.

Modules:
Passive ROF Damage mod, Lowslot. This would replace the current damage mods, with ones that only improved rate of fire. Racial versions:
-Heatsink (lasers)
-Magnetic Field Stabilizer (hybrids)
-Gyrostabilizer (projectiles)
-Ballistic Control System (missiles)

Passive Alpha Damage mod, lowslot. This would then be the other side of the ROF increaser. Increasing flat damage. Racial versions:
-Energy Channel Regulator (lasers)
-Magnetic Coil System (hybrids)
-Rifling Array (projectiles)
-Detonation Sequencer (missiles)

Arc Weapons: Active Shaped highslot Shockwave Weapon, like a smartbomb, but in an arc facing towards the 'front' of your ship. Possibly has a pushback effect. Huge drain on CPU/PG/Cap

Coolant Pump: active lowslot module, prevents heat damage to modules while overheating. Consumes coolant to do so.

Capacitor Pump: active Highslot module. cycles and produces a certain amount of capacitor power each cycle.

Weapon Coordination Array: Active highslot module. Increases weapon tracking, damage, ROF, optimal range, and falloff while running. Can be loaded with scripts to direct it to a specific area of improvement.

Weapon Disruption Vent: Active highslot module, decreases incoming DPS by creating a cloud of debris around the ship to stop incoming fire. Does not require a launcher or turret hardpoint. Consumes scrap metal.

Flare Launcher: Active highslot module does not require launcher hardpoint. launches a flare every X seconds. Every time a flare is launched, there is a serve calculation to determine if an incoming missile will jump to chasing it. Also has a chance of transferring a hostile ship's target lock away from you. Consumes Flares (new PI product)

Flak Battery: Active highslot module. Requires a turret hardpoint. Large. Damages drones, missiles, pods, frigates, and other small objects within a radius around the ship. Consumes small projectile ammo and shares the damage profile of the ammo used.

Point Defense Laser: Active highslot module. Requires a turret hardpoint. Large. Does a small steady amount of damage over time to all frigates, drones, and missiles within an AOE kill zone between the ship it is activated on, and an attacking ship.

Antenna Array: Midslot, passive module. Increases directional scanner range.

Automated Scanning Array: mid slot active module, causes directional scanner to automatically cycle every 10 - X seconds where X is equal to a skill level in Sensor Monitoring

Active Scanning System: Directional Active midslot scanning module. Releases a ping that tells a pilot the range of all nearby ships within its scanning cone, provides detailed information on range, ship types, etc. Causes massive sig bloom. Ping can be picked up by ships within the cone of its effects.

Stealth Plating: passive lowslot module. Hides a ship from active scans by absorbing the scan ping instead of rebounding it. Offers some reduction in sig radius.

Combat Tractor Beam: Pulls another ship towards you, whether you move towards them or they move towards you is a factor of your combined velocity and mass.

Energy Pulse Generator: Deals 1 damage across a large radius AOE area, (upwards of perhaps 50km) thus decloaking all cloaked ships within that radius. Takes one minute to cycle.

misc. quality of life changes:
Remote rep drones should be able to rep your ship, thus allowing you to 'drone tank' if you so desire.
abandoned ships should be able to be tractor beamed, and towed back to a station or POS in warp.
hacking should be a minigame that could be used to access locked containers, forcefields, and outposts.

There, just about used up all the space I have to post \o)
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1677 - 2013-03-11 14:05:57 UTC  |  Edited by: Jonas Sukarala
i don't know if you have or are considering buffing afterburners as you don't normally respond at all.

but mwd and AB's have the same mass penalty which seems a bit strange considering how much more speed you get out of a mwd and its job would surely require a bulkier engine to generate its speed ... physics and what not.

So perhaps consider reducing the mass penalty by %50 and perhaps building in some web resistance to promote the usefulness of AB's over mwd's.

Oh and nerf the strength and range of webs whilst you're at it

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Slatin Morbid
Analytical Decimators Inc.
#1678 - 2013-03-11 15:07:24 UTC
A few Modules I would like to see is:

Cargo Scanning jammers- Now I'm fairly new to the game, but I haven't really seen any effective way to stop from getting ganked cause your hualing good cargo around.

AB or MWD - with cap boosters to feed them freely for a few cycles. Although thinking about it, might help make them OP'd

Rigs that act like subsystems to non-strategic vehicles. I think having the abilitiy to customize your ship, or atleast maybe ships that can use them other then Strategic Cruisers. Allowing for more options on the and a big in-depth to the Role playing aspect of the game.

Energy Vampries that could cause DMG, kind of like a DOT. The longer and more Vampire turrent is running on the ship the more heat dmg it builds up.
Gogela
Epic Ganking Time
CODE.
#1679 - 2013-03-12 21:32:25 UTC
Anti-cloaking pulse mid-slot module w/ 15-20km range depending on skills / implants / etc... penalty to targeting speed. Pirate

Signatures should be used responsibly...

Arne Aratur
Royal Amarr Institute
Amarr Empire
#1680 - 2013-03-13 01:05:00 UTC  |  Edited by: Arne Aratur
A pod ejecting module.
Ejects pod X km during ship destruction.
The point would be to lessen the chance of pod loss in pvp.