These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ideas for new modules

First post
Author
Sentinel zx
#1681 - 2013-03-13 01:25:51 UTC  |  Edited by: Sentinel zx
Damage Absorber Forcefield

it´s restricted only to fleet commanders
you can have only one ship with this module in the fleet and he must be the fleet commander

when it is active,

-it´s generate a small forcefield (10-15km) around the Command Ship
and the damage is caused to the Ships in fleet would automatically damage only the command ship
-your sic Radius will also be increased to 500-1000%
-it´s not possible to use this in High-sec
- Command ship velocity would reduced to 90%
-Command ship itself cannot be repaired (or the repair effectiveness would be reduced to 98-99%)
if the module is fitted (it does not matter if it is active or not)
Passive shield regeneration is also reduced to 90-95%
-your Warp drive and the warp drive of your fleet mates is deactivated

for example a mining op
if somebody would shoot the hulk the damage would go directly to the ship with this Module

this Module only for Cruisers, Battle cruiser and Heavy Interdictors available
Arne Aratur
Royal Amarr Institute
Amarr Empire
#1682 - 2013-03-13 01:35:24 UTC
Angle of attack stabilizer.
makes your ship stable during bumping. 0.o So that it doesn't loose its angular stability when trying to warp off.
essentially a bumping countermeasure that insures intended direction of the ship, but not necessarily speed.
Stegas Tyrano
The Scope
Gallente Federation
#1683 - 2013-03-14 02:30:26 UTC  |  Edited by: Stegas Tyrano
Ammunition Storage and Feed System
- Mid-slot item that holds a specific amount of Ammo, preferably a full clip for all your high slot guns/missile launchers.
- Reloads High Slots guns in 5 seconds instead of 10.
- Requires Cap to work

Remote Ammunition Feed System
- High Slot Module that holds any ammo type (can not use ammo)
- Reloads ammo of targeted ship in 5 seconds
- Has a range similiar to remote reps.
- Requires Cap to work

Both of the above will not work with Cap Boosters, ASBs or AAPs

Tracer Missile/Rocket
- Does 0 damage
- Increases target signature radius by 5% for 10 seconds
- Can be autofired, where they will target smallest sig radius on grid.
- Allow targetting of afflicted ship even you are jammed (only lasts for 10 seconds)

Chaff Missiles/Rockets
- Does 0 damage
- When launched create a chaff cloud which reduces target ships sig radius by 5% for 10 seconds
- Can be autofired where they will disperse a cloud around own ship
- Counts as an offensive module for the sake of high-sec protocol

Energy Vampire/Neutraliser
- New added function with script
- Faux module activation
- Shows a physical representation of Energy Vamp/Neut working on target ship
- Target ship may use cap charges unneccessarily
- can be unloaded and activated normally

Alpha Drones
- Drones that hold a single salvo of missiles
- Missile size according to size class (light drones = rockets, medium = HAMs, Heavy = Torps)
- When launched and engaged will fire single salvo and will self-destruct
- expensive to make

Decoy Beacon
- When activated the beacon gives off the same reading as the ship its fired from
- Will show up on d-scan or probe scanner as duplicate result
- Expensive
- Only one activated per ship per character

Hacking module
- New added offensive function
- when activated on enemy ship, cancels a random command/module activation (even mid cycle) on enemy ship
- 3 minute duration

Temporary AI Node
- Low slot module
- Drops on ship destruction,
- Allows drones to continue engaing enemy after ship destruction for 30 seconds
- If Temp AI node is destroyed drones de-activate
- 50% chance module is destroyed on ship destruction

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Jommis
Brothers of Tyr
Goonswarm Federation
#1684 - 2013-03-14 09:42:32 UTC
A fitting service module for the T3 cruisers. A ship that allows sub caps to refit in space.
Tub Chil
Deep Core Mining Inc.
Caldari State
#1685 - 2013-03-14 10:44:06 UTC
1)
Heat dissipation module
it dissipates heat from overload
comes in high low and middle slot flavour
OR
is low/med slot module that consumes some cap and cools down all modules

2)
Heat inducing module (new type of E-War)
heats up enemy modules until they burn down
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1686 - 2013-03-14 11:33:01 UTC
Remove scripts as they are really cheap and they dont have t2. Instead remake modules a bit, and makes 3 modes for each module that used script. Example: Sensor dampener will have 3 modes: normal (like without script), only to target range reduction and only to resolution reduction.

Make so that in order to change mode you don't need to stop module, simply if mode changed the next cycle will start with new mode.
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1687 - 2013-03-14 12:12:15 UTC  |  Edited by: Lidia Caderu
Rotation optimizers:
  1. + reduces agility
  2. - increases signature

Structure augmentations
  1. + reduces inertia, mass
  2. - reduces hull, cagohold

Inertia Optimizers
  1. + reduces agility, inertia.
  2. - reduces shield capacity
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1688 - 2013-03-14 12:40:12 UTC  |  Edited by: Lidia Caderu
Make auto-targeting system actually AUTO-TARGET ships.
Elsa Nietchize
School of Applied Knowledge
Caldari State
#1689 - 2013-03-15 15:14:46 UTC  |  Edited by: Elsa Nietchize
Hope CCP is still monitoring this thread.

Heavy drones need some love. I have almost 6m SP in drones and still can't use T2 heavies.
Everyone understands why Heavies are no good. Great damage but too slow to be useful.

My proposal is for a module that would give heavies essentially a MicroJump Drive.
When the module is fitted, if you have a flight of heavies out, when you select engage target, they can jump to that target.
They would still be limited to the MJD mechanics. 10 second spool up time and 60 second cool down time.
Their range would be limited to your character's drone control range.

This prevents them from being better than sentries in the case of instant damage and if your drones start getting shot, they're dead since it still takes forever for them to slowboat back to you when you recall them.
But this fixes the issue with them being useless for anything further than 10km from you.

The spool up time and the cool down time can be adjusted if the numbers are too conservative/aggressive.
X Gallentius
Black Eagle1
#1690 - 2013-03-15 18:59:19 UTC
"chaff" launched from a probe launcher. X% chance that missile loses target (percentage is proportional to distance missile is when chaff is launched) . Let's make some use of those utility high slots!

Affects all missiles that are being launched at target.


% chance to miss at 0km = 0%, so not very effective against rockets

Potential Formula:
% Chance to miss = 100*(max(Distance Missile from Target/BASE RANGE - 1,1)

Rate of Fire: Unknown, CCP can figure this out.


Lloyd Roses
Artificial Memories
#1691 - 2013-03-18 17:43:52 UTC
'THE CAP BATTERY'

So my cap battery screws around with all those neuts and such already, but I still can't click it for an effect!

I'd like to - once in a while - make use of all that absorbed energy and re-inject it into my circuits or whatever, like a condenser after a storm being squeezed out to get stuff working again.

In my imagination, would be an initially overwehelming, but after a few seconds already dried up, bonus to the cap recharge rate.
Mostly I want to click more modules.
Burseg Sardaukar
Free State Project
#1692 - 2013-03-20 19:32:03 UTC
Flack Ammo For Turrets:

Similar to defender missiles, but for turrets. Destroys incoming missiles by bursting flak in the path of the incoming missile.

Was thinking this could be AoE damage to destroy drones and small tackle craft as well, but that steps out of the role of defender missiles and makes smartbombs pointless. Also removes the usefulness of these in missions in hisec against jamming Guristas.

Also, buff defenders.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Kali Omega
Diamond Dogs.
Mercenaires Sans Frontieres.
#1693 - 2013-03-20 20:38:58 UTC
Burseg Sardaukar wrote:
Flack Ammo For Turrets:

Similar to defender missiles, but for turrets. Destroys incoming missiles by bursting flak in the path of the incoming missile.

Was thinking this could be AoE damage to destroy drones and small tackle craft as well, but that steps out of the role of defender missiles and makes smartbombs pointless. Also removes the usefulness of these in missions in hisec against jamming Guristas.

Also, buff defenders.



Not a bad idea really
Lucian Thorundan
House Of Serenity.
#1694 - 2013-03-21 06:19:39 UTC
This may have been raised already (85 pages!) but i think a local, targetted cyno jammer would be a cool module to see.

Idea being that if you know somebody has a cyno, you can put the cyno jammer on them, and the cyno will either deactivate (unlikely to be the case), get blocked (fleet cant see beacon any more) or if its not on cant be activated at all.

It would have to be targetted, subject to the same timers / limitations that other targetted modules are (locking time, cap use, range etc) so its only real use would be as a counter to an obvious cyno bait ship, but i feel thats a part of the game that has no real counter and it would be useful.

If somebody needs to cyno they can just cyno elsewhere in system anyway but it just adds a bit more dimension to the whole hot-drop mechanic

Plus if you can decloak and cyno up fast enough its not going to affect you anyway.

As for range, cap use, requirements etc thats up to CCP but i would suggest its similar to a warp disruptor in requirements, range maybe not.

Maybe bonus the ceptors / recon ships for it as well (cap use, HICs get a range increase etc?)

Theoretically you could even introduce a mobile cyno jammer onto a HIC the same as the warp disruption field gen, again if somebody needs to cyno that bad and your blocking they can do it elsewhere in system, though im less keen on that idea....
Xe'Cara'eos
A Big Enough Lever
#1695 - 2013-03-21 17:51:59 UTC
would LOVE to see XL armour reppers, to bring armour back up to usefulness, since most of my shield fits on BS's use the XL shield booster...

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1696 - 2013-03-21 21:49:36 UTC
Black Ops Cloaking Device - Allows black ops bs to warp cloaked. High slot.
Black Ops Cyno generator - Allows ships with covert cloak to create a covert cyno while cloaked. High slot.
Black Ops Bridge - Allows a black ops bs to create a bridge while cloaked and allows ships with covert cloak to jump through the bridge while cloaked. High slot. Ships can right-click on their own capacitor if they are close enough to the bridge in order to select the option to jump through the bridge while cloaked. The cloak remains on at the destination side of the bridge.
Mobile Super Cyno Jammer: The Mobile Super Cyno Jammer is an anchorable jammer which destabilizes the wormhole created to each cyno so that ships exceeding 1800 Gg mass may not pass through it and so that it collapses after 5000 Gg has passed through it; similar in characteristics of the largest known natural wormholes. May have a stronger effect on the much weaker covert cynos.
Covert Scan Probe: A Covert scan probe launcher launches covert scan probes on any ship fitted with a covert cloak and only works while the ship is cloaked. These covert probes may scan a cloaked ship, and appear on the overviews of all cloaked ships in the system. If the target decloaks, the probes continue to scan the ship due to the presence of the online covert cloak. For every minute that the target remains on a given grid, the scan signature increases in strength by 1% for that grid. If the ship warps away from a particular grid, the scan signature for that grid decreases by 1% for every minute that the target is away from that grid. If the target returns the a previous grid, then the scan signature for that grid begins to increase again until it gets to 100% stronger. The increase in the scan signature may be attributed to the residual covert cloak emmisions accumulating over time.

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

Scorpionstrike
Federal Defense Union
Gallente Federation
#1697 - 2013-03-24 13:20:03 UTC
Give stealth bombers more flexibility of target types.
Gray DeathStalker
DarkShadow Faction
#1698 - 2013-03-24 23:41:22 UTC
The cyno jammer module is very much needed as hotdrops do need some sort of counter,but I think it should be a area based module. You should be able to protect a small space in space from hotdrops. It should only be able to be fitted to Battlecrusiers or Battleship classes as it should take a considerable amount of power to use. It should require its on skillbook and have a base range of 20km and 50km with skill trained to level 5. It should work much like a cyno field in that it has a timer,but only a 5 min timer and the ship that has used it cannot move. Also it should work both ways as in no cyno can be lite inside the field,but also no ships inside the field can cyno out,effectively the cyno jammer field disrupts any type of wormhole inside its area of effect field. Now with this module you have countered a hotdrop,but only a hotdrop right on top of you. Even if the pilot has his skills for the cyno jammer field to level 5 a cyno can be lite outside the 50km range. Being that it prevents cynos out too there is still very much a chance of getting a capital ship tackle if one is inside the cyno jammer field. With this module now you will have real fun as the ships inside the cyno jammer field will have to protect the capital ships from being pointed while they either try to align to warp off or perpare to engage the other capital or sub capital ships that have landed just outside their jammer field. Also even if you don't happen to catch one of the capital ships inside the field before it warps off you will atleast get to kill the actual cyno jammer ship as it can't move. All this module does is prevent hotdrops from dropping right on top of you and give you some sort of reaction time. You really should be able to defend a small area in space from hotdrops. This module just really makes hotdrops that much more interesting. Imagine if you will a small corp of 52 members wants to do a POS bash in there system. They have 3 dreads and 3 carriers and a few support ships including a BS with a cyno jammer field module fitted. Now they have a small protected no cyno field of 50km. Word gets to one of the larger alliances that 6 capital ships are undock and doing a pos bash,they want them dead so they send in a cyno ship whom notices that they do indeed have up a cyno jammer field. he parks 52km from the cyno jammer ships uncloaks and lights his cyno,8 super carriers and 6 dreads and a number of support ships cyno in. The small corp with the 6 capital ships see this and start scrambling its support ships to engage their support ships so none of the caps get pointed. Doesn't this sound like much more fun than the hotdrop being right on top of them and they are instantly pointed? More likely then not the dreads will be in siege and can't move right away anyway. Just gives the smaller corps a small chance of surviving vs the 0% chance that exsist now.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1699 - 2013-03-25 04:34:10 UTC  |  Edited by: Andy Landen
Gray,

You do know that overheated faction warp disruptors on an arazu can reach well beyond 50 km, right? Also, you do know that Titan DD can reach beyond 50 km, right? Your suggestion doesn't have much of an effect, except to add skills to train and more complications to distract CCP from fixing pos and other important issues long-delayed. If anything, this effect that you suggest should be added to the existing Triage and Siege modules and have no other special visual effects. The range should be extended to at least 100 km, too. What is the range of a titan? Make it that distance +1.

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

Jenn Ji'e'toh
Native Freshfood
Minmatar Republic
#1700 - 2013-03-27 06:24:00 UTC
I think that a script for ab's, and micros would be nice. Something that would reduce the effect of webs on them.

Lets face it the worst thing that can happen to you as a speed tank is to hear that web sound, or get that neut on you

Disadvantage increase cap requirement, or a slight decrees in base speed.
Advantage at least 25% reduction in web effect

Maybe a script for cap batteries to loose the cap increase amout, but in return increase the deflection amount back to the other ship. (allowing you at the frig lv to destabilize another ship with 1 cap battery, and at the cruiser lv maybe 2 or 3)

Disadvantage Less capacitor added on, and some cap per second used up.
Advantage Harder to make you unstable with neut's/vampires possibly even make other ship unstable when they use neut's.