These forums have been archived and are now read-only.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
Jimbo Mann
The Scope
Gallente Federation
#1821 - 2013-04-22 10:36:38 UTC
Rovinia wrote:
Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius.

Base change to destroy a incoming missile: 10%
Point defence Skill on V: 20% (2% / level)

Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius. Also, the projection element on allied forces than on enemys (like TR) would need a bit of teamplay in the fleet. Some sort of escort / Bodyguard mode Blink

Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s


In addition to being able to destroy missiles, a point defense system that would let you target smaller ships that get in close would be great. As it is now, the only way to deal with small, fast moving targets such as frigates and drones while you are in a battleship with large weapons that can't track very well is to engage them with drones.

I would think that for a ship of that size, it would be ridiculous to not include some short range weapons to defend against small targets that the main weapons can't track.
Aracno't
Hedion University
Amarr Empire
#1822 - 2013-04-22 11:28:57 UTC
you have passive shield why not some sort of passive armour give people with low skills a chance do tank well
Pablo Nerdfighter
Center for Advanced Studies
Gallente Federation
#1823 - 2013-04-22 12:17:13 UTC
Sentry Hauling Unit - When activated tows all active sentry drones within hauling range towards ship.

Anti Bump Force Field - When initiating warp, cause ships that collide into you to instantly explode / be counterbumped to 100k out / insta 0ms.

AOE: Webs / Neut / Nos / RR / CAP Transfer / Cloak
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1824 - 2013-04-22 13:38:10 UTC
Move the micro cap booster to a low and increase its capacity

'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

Amarrius Ibn Pontificus
Legion Air
#1825 - 2013-04-22 14:12:34 UTC
Nikk Narrel wrote:
Here is one:

Set a module / rig on mining ships.

Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.

Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.

Intended for mining barges and exhumers.


Even better. Make the eve code public so we can play eve solo and as a stand alone game. That way only you can gank yourself.
Haradgrim
Caldari Provisions
Caldari State
#1826 - 2013-04-22 14:55:09 UTC
Three uses I would like to see:

1) A module that exhanges heat for cap or vice versa.

2) A "tracking computer" for mining lasers (to increase range)

3) A targeted ECCM module (when activated on a ship it would shut off their ECM (either all types or just jamming) and prevent them from using it)
HazeInADaze
Safari Hunt Club
#1827 - 2013-04-22 15:29:06 UTC
Dead Space probes. So missions can be scanned down without the use of an expanded launcher. Cannot scan ships, just dead space pockets.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1828 - 2013-04-22 16:01:30 UTC  |  Edited by: Jonas Sukarala
scaling sig blooms on mwds
+200% on frig so sig is around 150 when mwd is activated
+100% on cruiser so sig is around 300
+75% on battleship so sig is around 600

-mass should be applied as soon as module is fitted to ship instead of only when activated
-reduce the mass on mwds so ships can actually turn decently mwd adds 50% a ships mass which is too much.
-reduce cap penalty for fitting mwd as the mwd uses so much cap when activated its like a double penalty.

'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

Darth Saladyn
Hold Fast
#1829 - 2013-04-22 21:40:27 UTC
guns have tracking enhancers in the low slots so give missiles a module that improves missile speed and explosion velocity and fits in the low slots (range=velocity and tracking=explosion velocity)
Jeen Seeker
University of Caille
Gallente Federation
#1830 - 2013-04-22 23:33:00 UTC


Passive Armor Rep Unit Low slot,

the unit slowly heals the ships armor over time simler to the shild version this one would slowly rep the armor of a ship but would not requier activating,

maby also add a mid slot version

this could add more flex to armor tanking that shild tanking currently has

if anyone whats to help flesh the idear out feel free
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#1831 - 2013-04-23 00:51:59 UTC
Scripted modules for missile velocity and explosion radius.
Scripted modules to increase neut\nos range and amounts..
Reaver Glitterstim
The Scope
Gallente Federation
#1832 - 2013-04-23 10:06:30 UTC
Integrated modules - for ships that have no fitting options

I'd like to see shuttles receive an integrated afterburner. Rather than give shuttles a mid slot and let people fit their own propulsion modules (and maybe e-war or other nasty things), just have a built-in afterburner so they can go fast in it. That way they don't have to buy a frigate or interceptor just to travel a bit. Current shuttles align/warp fast and have a high base speed, but they're no good for slowboating a long ways. Even a +100% afterburner would be amazing!

Freighters could have an integrated damage control module to reward staying at your keyboard while you drive your freighter across highsec. Even something weak like +35% hull resists--that's still approx. a 50% EHP increase and makes the freighter significantly more difficult and expensive to gank. And just like a normal damage control module, it has to be activated after every jump.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Debora Tsung
Perkone
Caldari State
#1833 - 2013-04-23 10:29:32 UTC
Haradgrim wrote:
Three uses I would like to see:

3) A targeted ECCM module (when activated on a ship it would shut off their ECM (either all types or just jamming) and prevent them from using it)


We already have that, it's called ECM tho.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Debora Tsung
Perkone
Caldari State
#1834 - 2013-04-23 10:35:20 UTC
Suicide Smartbomb Drones. xD

scout drones with small smart bombs, medium drones with medium smart bombs, heavy drones with large smart bombs.

Just launch 'em and watch them explode once they get close to the intended target with the same aoe and damage as their respective smart bomb counter part.

Would be awesome! :)

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Szet Kaplak
Mando'a Logistics
#1835 - 2013-04-23 14:40:50 UTC  |  Edited by: Szet Kaplak
Z Subcap Jump Drive


A lot of the small guys, corps or alliances have issues getting their feet wet in lowsec or 0.0 due to the fact that there is no "easy" way to do logistics.

A 20 man corporation will most likely not move to 0.0 or deeper lowsec simply because of the fact that solving logistics is a nightmare without capital assets.

While they could use 3rd party services such as Black Frog it would be a better option in my opinion to make it possible for the small "fish" to do logistics themselves in a limited fashion and in a way that it would not require a lot of skillpoint or ISK.

Currently the ways to solve logi:

  • Carriers: ~ half a year training and about 2.5 bill ISK (with skills)
  • JFs: ~ as much training if not more than carriers and about 7bill ISK
  • Covert cyno + cloaky hauler (requires at least 3 accs + Black OPs BS + Cyno 5 guy)
  • Black Frog: at least 75mill and 1 week wait


Proposed way to the small guys:

  • Ability to transport smaller amounts of assets say up to 50k m3 (Blockade runners?)
  • Limited jump capability, say 2/3rd of JFs
  • Requires Jump Drive Operation skillbook (or even less)
  • Should be trainable in 2 months
  • Should be no more than 400mill ISK to start doing it


The module itself:

  • It uses fix amounts of Racial Isotopes regardless of distance. Could make it relatively expensive compared to JF as for cost/m3 goes
  • Has a spool up time such as the MJD
  • Can jump to regular Cynos
  • Has a cooldown of 5mins


Just an idea...
ZehNarume
Pulling The Plug
PURPLE HELMETED WARRIORS
#1836 - 2013-04-23 18:40:25 UTC  |  Edited by: ZehNarume
Scripted Doomsdays

It would turn Doomsdays into a multiuse weapon, here's a few scripts that would be worth while;

-ECM Script, maybe act like a remote ecm burst but dissipating from the Titan itself, or a focused ECM jolt that has a 99% jam chance on any one target.

-AoE Smartbomb Script - Slightly more powerful than current smartbombs, maybe 4 or 5 times more with extra range, would be useful to destroy fighters/fighter bombers or to maybe drop into that pesky SloCat fleet and destroy all the drones, idk would be cool.

-Neut/Nos Script - Drains cap either in an AoE radius, or a large % of a single target, and for nos it would add cap to the titan.

-AoE Web script - Webs everything in say, 45km at the strength of a t2 or t1 web for 30 seconds.

-AoE Target painting - Same as above, but instead of webbing it just blows up the sig of anything in a radius.

-Decloak script - For the lulz, decloaks anything within 100km (or maybe on grid?)

-Bump script - Applies force on anything around the titan (20km?) to starburst them away, obviously it wouldn't be able to work on anything in a forcefield.

-Lockbreaker script - Same mechanics as the lock breaker module.

--Module disruption burst - Turns everyone's modules off in a 40km radius.

Additionally, most If not all of these scripts would be usable in lowsec aswell as 0.0.

That is all.

-Zeh
Esteban Dragonovic
Saidusairos Nebula Concern
#1837 - 2013-04-23 19:50:43 UTC
Module Heat Pump

Slot: High
Positive Effect: Funnels 50% of heat generated by overheated modules into space via radiation/plasma.
Negative Effect: Increases signature radius by 50% as a result or could dump 50% heat into hull damage.
Sorcess
The Haunt.
Cynosural Field Theory.
#1838 - 2013-04-23 21:53:45 UTC  |  Edited by: Sorcess
Specific Cargo Expanders/Bays

Idea is to make different kinds of new cargo expanders, which will in expence cargo bay and few minor penalties add specific cargo for t2 industrial ships.

Example (its just example, numbers may vary and need polishing), Fitting Fuel Cargo Bay into low slot will consume 2700 m3 regular cargo from t2 industrial, and increase capacitor recharge time by 2% , and will add 5000 m3 volume for Fuel Blocks only.
Same thing for PI materials, Isotopes, Moon goo, Minerals.
Cargo specific modules, limited only to t2 ships, usefull and quite balanced.

PS: Actually those could be Rigs, and since there 2 rigs, each rig converts 50% of cargo space into specific cargo space but lets say with +50% m3 volume. So one could rig the ship to have better m3 output for specific kind of goods compared to cargo rig, but will be limited to only this tyme of cargo.
Leskit
Pure Victory
#1839 - 2013-04-24 03:54:04 UTC
Can we get tracking enhancer variants for missiles? slightly improve their flight time, speed, and explosion velocity? if it has to match up with lore, then something like "a new type of fuel was developed to allow for blah blah blah"
not so much as the explosion velocity needs help (unless you're using hams/torps on small targets) but a way to increase range w/o using rigs.

Missile version of a tracking disruptor. Something about lasers affecting the guidance system...probably a gallente bonused ewar idea.

faction drone mods, not just officer ones.

Drone implants!
sprototles Ganzo
Big Fat Panda Corporation
#1840 - 2013-04-24 08:08:17 UTC
i would like to see missile atack battlecruiser

Battlecruisers skill bonus per level:
5% bonus to Cruise and Torpedo (damage or Rate of Fire) per level
5% bonus to Cruise and Torpedo missile explosion radius reduction per level

My ideas...pls chceck them :) Battleship Yamato - http://bit.ly/1e3fPJY Nice Missiles - http://bit.ly/1f8j8Wb OVERHEAT Drones - http://bit.ly/1bh8MT8