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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
76
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Posted - 2013.11.16 16:22:00 -
[751] - Quote
Also maybe a Mobile Structure that is a cyno, be nice to not also have to sit in a ship and wait to get taken out when one is doing a cyno. |
Corben Arctus
Future Corps Sleeper Social Club
15
|
Posted - 2013.11.16 17:13:00 -
[752] - Quote
Mobile smartbomb launcher, AKA Mobile Energy Pulse Emitter I. |
NextDarkKnight
Global Economy Experts Stellar Economy Experts
22
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Posted - 2013.11.16 17:15:00 -
[753] - Quote
Scuzzy Logic wrote:NextDarkKnight wrote:Player Ghost Structures - Labs / Manufacturing / Research
They are scannable while deployed but not active,
Once active they are not scannable by probes.
When they are done the lab / Manufacturing/ Research cycle they become scannable again , and anyone can loot from them with some minor hacking.
(Remember.. all activity with a deployed ghost structure adds a suspect flag.. )
All these can be deployed in HS. Maybe not highsec, but I could see this breathe life back into lowsec big time.
I'm just looking for highsec PVP.. Interact with a Player Ghost site and instant suspect flag.. PVP time |
Mikhem
Taxisk Unlimited
71
|
Posted - 2013.11.16 18:07:00 -
[754] - Quote
Long time ago I made idea of roleplaying building that could allow you to anchor habitation module around planet orbit. This roleplaying building could have editable description that allows you to bring your EVE fantasy place real. Description can contain internet links where you could place drawn sketches to make this place more alive. This building would open limited range chat channel. This building would be visible in overview but you need to warp to it before you see description.
This place could be attacked and defended. It could serve as meeting point. These buildings could allow you to explore space since there would be (evil) fantasy places everywhere.
I have seen people to create fantasy places in forums and this building could make them visible in EVE.
You could only anchor one roleplaying building around planet orbit limiting amount of roleplaying buildings / solar system. Mikhem
Game improvement ideas. |
Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 18:41:00 -
[755] - Quote
Proposal: Moble Medical Facility
Mobile Structure that gives Medical Facility operations and functions in-space to update / upgrade clone type, change stations, and create jump clones all from the confines of the cold, dark, and vast reaches of space.
Can be deployed in all bands of space to include wormholes.
Can accomodate the clone [and jump clone] inside the Mobile Medical Facility only if deployed inside Wormholes, otherwise, the player utilizing the station must assign his clone to a nearby Station or Outpost within a specific and fixed range, in AU.
Players can use the Mobile Medical Facility to store and switch to their jump clones but only in Wormholes. For example, from High/Low/Null > Wormhole jump clones and vise-versa, but only to another jump clone.
Can only be used by members of the Corporation in which the Mobile Medical Facility launched this mobile structure.
The cost of Medical Facility operations will increase slightly due to the convenience this moble structure provides. Exact amount will defer judgement to CCP and the feedback of other players. Thinking of a penalty of 15% + the Corporation's effective Tax Rate %.
When members of the corporation use the Mobile Medical Facility a portion of the payment paid will be deposited directly to the Corporation Wallet in the amount of the effective coroporation Tax Rate %. For example, current cost of changing clone's station + convenience penalty + Corporation Tax Rate % = Final Cost
One-Time Use: No
Scoopable: Yes
Cannot be deployed or scooped while in a active or pending War Dec but can be used at all times.
Destructable: Of Course, but should be relatively tough but not impossible for a small opposing fleet to destroy.
Special Reinforced Mode: Yes | No - Deferring judgement to CCP and the feedback of other players
Alliance-use: No, specific to one corporation while anchored in space but can be transfered to other corporations within the same alliance, similar to the transfer of POCO's.
Incorporates the same proximity limitations of mobile structures: cannot be too close to a gate, station, or starbase.
Minimum Distance from Gates, Stations, & Starbases: Thinking something like 25-50km, but defer judgement to CCP and the feedback of other players. Can also see a 1 - 2 AU minimum distance too that could give way to mobile weapons to automatically protect other moble structures that can use Fuel Blocks to power but in small amounts.
Benefits
Promotes Exploration and creates a permanent home for people to live in Wormholes and defend their space.
Provide Medical Facility to remote regions of space like wormholes and other areas where a Medical Facility is a good amount of jumps away.
Accommodates corporations that operate in areas of space where a NPC Station Medical Facility does not exist.
Makes systems that do not contain a NPC Station Medical Facility more appealing
Won't restrict players to a cluster of systems and will support players to spread out and explore the vast reaches of space.
Gives another way for Corporations to increase cash flow. |
ihcn
Life. Universe. Everything. Clockwork Pineapple
212
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Posted - 2013.11.16 19:35:00 -
[756] - Quote
wormhole stabilizer drop it within 30km of an unstable wormhole and it'll extend its lifespan and cumulative mass limits by 100%. one time use only. if destroyed, the wormhole's limits will go back to normal levels, and if the current time or mass is over its original, it will collapse immediately
wormhole creator drop it anywhere and it'll open a normal unstable wormhole 250km away. one time use only, and it should cost like 100m isk to make. if destroyed, the created wormhole's collapse timer is set to 30 minutes (if it is not already below 30 minutes) |
Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 20:26:00 -
[757] - Quote
Caleb Seremshur wrote:Don't know if this has been mentioned yet but -- a mobile dispenser.
Think of a vending machine: now you fill it with whatever you want to dispense BUT it must be a charge of some kind. Like cap booster or ammo or whatever. The dispenser should have a cruiser signature, require starbase charters to anchor in highsec - and - have a very minimal amount of EHP ie 5k or so.
...
Co-Sponsor Proposal: Mobile Collection Point or Mobile Dispensary
I definitely like and second this idea of having a "vending machine" that you can deploy in all bands of space. Make them pubically avaliable so anyone can fly to it once they probe it down and purchase stuff. Also, I like the idea of having Charters for High Sec and using a small amount of Fuel Blocks to keep it Online. Or better yet, let the owner decide if they want to keep it hidden (only can find the structure by using probes or getting lucky) or make it pubically accessible. In order to buy anything from this "vending machine" mobile structure you have to be within 100km of the structure itself in space; that way customers are also vulnerable and is up to the owner to protect their customers.
They should also be destructable too so that an opposing force can destroy or hack this mobile structure to blow it up or steal the loot, respectively. That way it not only adds some danger elements to this but is a drawback from using a mobile structure. Also, make it a one-time use so that it is not scoopable but it lasts permanently, until its destroyed, or implodes / drifts away when the fuel is empty for over 24-48 hours....whichever comes first.
Also, they should have a Centralized Management Console (CMC) so that you can drag and drop items you want to sell and assign them to specifc mobile structures that you own, your corporation owns, or that your alliance owns. The backstory or lore could be explained by having slaves or robots that take the items from the source location (where the item resides at in station) to the destination (where the mobile structure is located at). Also, create new skills that allow longer distances to give remote access to manage these moble structures through the CMC, a skill that allows the owner to improve the hacking defenses of the mobile structure that are applied only upon launch / deployment of the structure, and maybe a skill that allows for more contracts a person, corporation, or alliance can create. Then you can deploy and link a specialized Depot to give fitting services to your customers at the Mobile "Vending Machine".
Should also be totally customizable so you can restock your supply from where you make your stuff or live at, set prices per item, restrict usage based on standings and security status, give discounts to other players based on editable list that you can get on if your added or meet certain objectives like spending x.xx amount of cash per month, link other owned of similar mobile structures together to create a vast trade network, and monitor online fuel time so you know when you need to fuel them that is all controlled and viewed through the use of the CMC.
Also, you could allow the owners of this mobile structure to setup Courier Contracts to request items, and Fuel Blocks, to be brought to the mobile structure which would revive the existance and purpose of Courier contracts.
Maybe even have it where people can donate / give items they have and get money back only if the owner has it setup to buy those items they are willing to buy (and defined price for each item) by dropping those items, similar to importing PI from customs offices, that way the owner can setup, if he/she wishes, to buy items from people but a customer cannot give any item and get money automatically. This information can be delegated in the CMS on a tab called "Collection" . By default, the "Collection" tab would not list any items that way the owner has to knowingly add items to this list but always remains optional.
The money can come from a linked wallet within the CMC: Personal Wallet (if Owned Individually) or Corporation Divisional Wallet (if Owned by a Corporation). Inside the CMC is where you would define which wallet is to be used and a section that can be enabled or disabled to define how much of the profits is to go to the Master Wallet of the Alliance Executor Corporation; the owner can then select if he/she wishes to share profits with their Alliance. The valid profit sharing range should be from 0% - 100% |
Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 20:52:00 -
[758] - Quote
Steve Ronuken wrote:Customs Station. Scans passing traffic and notifies about contraband. Initially low sec and sov null only.
In low, pilots go suspect, depending on the empire's policies
In sov null, the sov holder can mark things as contraband.
Ah nice, I second this idea for a Mobile Structure that scans passing traffic, notified about contraband, and works with Concord and Police to obtain this data so that it will not only scan traffic but also be aware of known activity to make it smart.
The owner would recieve a notification or report per day or per week of what the unit found. If destroyed no notification or report is generated.
Each mobile structure of this type would only work in one system at a time but would be aware of major events if reported to Concord or the Police. For instance, Police detects contraband from a person and has flagged that person they would have a specifc time period in which all of these mobile structures would be notified within the same region or constellation then reported to the owner.
Have a Console that the owner can setup certain filters or criteria in which you are looking for, for example, if any War Targets or people with negative standings come into said system and which ship did they fly in, at what times during the day did the fly into the system, and how often or how many times did they enter/exit system.
Make it scanable and hackable to influence what gets reported or to remove the entry of yourself into the system. Mu-hahaha!
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unimatrix0030
Viperfleet Inc. Disavowed.
51
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Posted - 2013.11.16 20:52:00 -
[759] - Quote
Gate disruptor Disabling all gates in a system for a day. Only way to get in or out of that system is to use wormholes or destroy the disruptor. Doubles the chance of having wormholes in system. You need a probe launcher with probes to find it.
Disabeling system bountys Up on anchoring it disables all bountys in a system for a day or when it is destroyed. You need a probe launcher with probes to find it.
local inhibitor disables the local chat in the system untill destroyed. You need a probe launcher with probes to find it.
Clone swapping facility Can only swap clones at this facility no jumping from and to a clone. Is to be used to swap clones with diferent implants. Same amounts of uses like the jumpclones though.
remote camera unit Very cheap thingy that only looks into one direction can be accesed by tablets Is usefull for keeping eyes on wormholes, gates, stations,... One downside if a char is using it, they can't be logged into eve .only by tablet. If viewer leaves it "dies". Can be killed and shows up on overview
remote fleet commander viewpoint unit that can target, boadcast to fleet and see the grid. usefull for FC's that have been shot of the battlefield can help train junior Fc's if manned by experianced Fc's Maybe also only by tablet. Can be shot of the field.
remote web unit tablet users can help people web
remote target painter unit tablet users can help people shoot stuff |
LuckOfCauthon
International Unification
2
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Posted - 2013.11.16 21:01:00 -
[760] - Quote
Read about 10 pages before skipping to the end so I apologize if already suggested. (just brainstorming, so don't be too aggressive if you disagree with something)
-Mobile ECM Burst Similar to the ecm burst modules but deployable. Effects all ships in range.
-Mobile Scrambling Disruptor Prevents scrams/disruptors from working in its radius (not deployable near mobile warp disruptors?)
-Mobile Sensor Interference Increases lock times for all ships in radius
-Mobile Drone Signal Repeater If within a ship's drone control range, extends that range in a radius around the repeater.
-Mobile Drone Unit (For POS's: I know thats not what this thread is for, but w/e) Like all the other pos weapon turrets, except it uses drones.
-Mobile Covert Cloaking Device Conceals all ships or other deployables inside its radius, but it is visible and can be shot. If you are within the radius you can see everything else being cloaked.
-Mobile Distress Beacon Provides a warpable beacon on grid which any player in system can warp to. Works anywhere. (including wormholes)
-Mobile Scanning Unit (as many have suggested, not sure if anyone has suggested this possibility for it) Automatically clicks the d-scan for you xD
-Mobile Missile Defense System Shoots down (some) missiles with lasers.
-Mobile (Wormhole Environment) Projector Effects ships within the radius with whatever type of environment the deployable is. For instance: Mobile Pulsar Projector: (c3 stats?) effects ships with +55% shield, targeting range, and sig radius. -27% cap recharge, -22% armor resists
-Mobile Salvager Goes with the new tractor deployable. (too easy?)
-Mobile Cargo Unit (more literal sense of the word "Mobile") Holds cargo. Can command it to stay put, follow you (in grid), or warp to you (out of grid). Cannot use jump gates or go through wormhole entrances.
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Jan Toras
Introduction To Agony
0
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Posted - 2013.11.16 21:21:00 -
[761] - Quote
I'd like to see a "Sonar Buoy".
Option 1 Have it take 5 minutes to fully deploy, and create a beacon while doing so. Once deployed, it sends out a ping that travels system wide, deactivating all cloaking devices for the next 5 minutes.
Option 2 Limit 1 per system. It sends out a ping every 5 minutes. After being hit by x pings, a ships cloaking device is disabled for 5 minutes. |
Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 21:22:00 -
[762] - Quote
Many people have suggested, hinted, or thinking the new mobile structures we have been suggesting in this forum are, or may be, replacing the traditional POS Starbases as we have grown accustomed to. I can't say I know the answer but it is my opinion that POS Starbases are here to stay and that CCP will finish the long task on improving them for the long haul. It will be hard work but I believe that people will need POS Starbases and this is a way of strengthing that relationship while making them more useful and the management much easier.
It is hard to imagine that eventually future expansions will completly remove the traditional POS Starbases forever -- but they may get changed in a way that will be more beneficial. Instead I see the mobile structures being an extension of the POS Starbase system and being able to interact with mobile structures in a way that we never imagined. Each mobile structure doing a specifc thing or task but being able to combine them in such a way they will work in-concert with each other.
Mobile structures also provide a way of having a personal POS Starbase one that was never fully developed in a meaningful way. Will there be a Moble Research Lab outside of a POS? Maybe, but they will be limited in what they can do so they aren't more useful or better than the Research Lab you launch for your POS Starbase. Plus, mobile structures don't have to orbit a moon so gives more ways we can use "Structures" to add more meaningful experiences in game.
For the justifcation of my opinion, as expressed, I note what the first four of the new mobile structures are and what they do 1) a hanger and fittings service, 2) tractoring wrecks and auto-looting, 3) stealing resources from Silos from POS Starbases, and 4) Cyno Jamming. It would seem that there will be offensive, defensive, and helper Mobile Structures to do various things and accompish various tasks. The mobile structures so far that have been put out in SISI and for the first expansion of Rubicon on Nov 19, 2013 have all been to aid a particular activity in game. Plus, why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??
Additional Proposals
Mobile Medical Facility https://forums.eveonline.com/default.aspx?g=posts&m=3883653#post3883653
Mobile Collection Point/Unit | Codename: "Vending Machine" https://forums.eveonline.com/default.aspx?g=posts&m=3884000#post3884000
Mobile Intelligence Gathering Unit https://forums.eveonline.com/default.aspx?g=posts&m=3884092#post3884092 |
Elmnt80
Life. Universe. Everything. Clockwork Pineapple
9
|
Posted - 2013.11.16 21:52:00 -
[763] - Quote
Mobile Cyno Beacon - Deployable object with a 12km3 cargo bay. Uses 500 Liquid ozone per minute to keep running and will have a cyno beacon activated so long as there is fuel in the cargo bay. The people able to jump to the beacon is controlled in the same way as a pos based cyno beacon, has approximately 50k ehp, no resists, can't be anchored within 15km of a station or pos shields or gate, no reinforce timer, takes 30 minutes to anchor and online. To anchor and online requires anchoring V and Cyno V.
The idea is giving lowsec and npc null an option for increased logistical capabilities since you can't deploy a cyno beacon in those types of systems. It'll give them an hour to do whatever with a fully fueled beacon and might be useful for blops groups when returning to a staging system after a gank/fight/siegefleet thingy. I'd also be happy to see a covert option available if the blops group is being heavily considered with this. |
Kalissis
42
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Posted - 2013.11.16 21:52:00 -
[764] - Quote
MOBILE MARKET HUB
Open your own shop in the universe! Place Offers/Orders Customers buy/sell(when allowed) at the hub When destroyed, loot drop (or whatever ISK?!) Make it more work as normal station markets (like introduce PICK UP ISK after sale) GREAT FOR WORMHOLES!!! Make your own system even more attractive (even with no stations! NPC 0.0 yeah)
WIN |
Kalissis
42
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Posted - 2013.11.16 22:06:00 -
[765] - Quote
MOBILE CLONE BAY
Clone jump, get into action! Great for systems with no stations/clone bays Drop IMPLANTS when destroyed (and for you cadaver fans out there corpses, too!) Make Rorqual still useful (add fuel or any other costs!?)
WIN
EDIT: Similar to >> Moble Medical Facility << Except, no way in WH space, this will break A LOT. |
Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
67
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Posted - 2013.11.16 22:24:00 -
[766] - Quote
Deployable 50'000 and bigger m^3 hard-to-probe storage would just be great. Seriously.
Could be dedicated bays like the new T1 indies not to completely replace the corporate hangar array.
Chloe Celeste wrote:Why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??
Make us hate it so nobody will miss it? |
permion
I Sneezed Nerfed Alliance Go Away
6
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Posted - 2013.11.16 23:17:00 -
[767] - Quote
Deadspace anchor.
Placed in site clear of hostiles, when site despawns it instead keeps that specific room up and the acceleration gate to it up.
__________
All these silly claims about taking power away from the empire, when anything that opposes empires uses dead space... Which is the only space players have no control over, instead only ever being used for for silly PvE hunting safaris. |
Nimrodion
Globaltech Industries Yulai Federation
12
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Posted - 2013.11.17 00:41:00 -
[768] - Quote
How about a mobile unit that pulls in and scoops corpses? :) |
Michal Swiostek
Unseen Nomads Exiled Ones
1
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Posted - 2013.11.17 04:13:00 -
[769] - Quote
So many good ideas floating around here, things I would like to see:
* anything that can interact with decloacking ships on grid,
* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...
* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,
* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,
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Gilbaron
Free-Space-Ranger Nulli Secunda
1142
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Posted - 2013.11.17 04:40:00 -
[770] - Quote
someone on failheap suggested a cyno trap
directs any incoming cyno traffic to a system to itself instead of the chosen cyno We are recruiting german-speaking PVP players, contact me :)
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Gilbaron
Free-Space-Ranger Nulli Secunda
1142
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Posted - 2013.11.17 04:43:00 -
[771] - Quote
a flare that has a chance to be targeted by missiles instead of their original target We are recruiting german-speaking PVP players, contact me :)
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Gilbaron
Free-Space-Ranger Nulli Secunda
1142
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Posted - 2013.11.17 04:55:00 -
[772] - Quote
timer sync thing
syncs timers across systems, unblob the blob We are recruiting german-speaking PVP players, contact me :)
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Chloe Celeste
Net Effect
44
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Posted - 2013.11.17 05:23:00 -
[773] - Quote
Michal Swiostek wrote:So many good ideas floating around here, things I would like to see:
* anything that can interact with decloacking ships on grid,
* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...
* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,
* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,
All great ideas but I specifically like and second the use of a mobile structure that will decloak ships passing in the vacinity or passing through what it creates. From some of the other previous posts and the one about a Shield Wall instead of a shield make it so that the owner can use multiple of these mobile structures to create an invisible layer that is a sensor field or something that emitts a partical that destabilizes any cloaked ship while within a specific proximity but also for a brief period of time after leaving the Sensor Network.
Incorporating previous posts and ideas the mobile structure itself would only be useful in multiples of three that are used to triangulate a field or layer of sensor or emitting particles that way based on the positions of the other three mobile structures you have the X-axis, Y-axis, and Z-axis which multiple coordinates can be use to create a 3-deminsional object made up of the sensor or particle field to create the entire network or object around in which you want to protect. It is also flexible so that you can create a barrier at specific points instead of a 3D object so passing ships that are comming out of warp, if cloaked, are able to be seen from a celestial point in space.
Of course this mobile structure should be scanable with probes but not seen on the Overview by default. Also destructable but a one-time use that has a similar lifespan of the Cyno Inhibitor that is comming out on Nov 19.
The only thing that worries me about this idea for a mobile structure is that it is too similar to Moble Warp Distruption bubbles and that it may be easier to make those bubbles decloak ships as a feature rather than create a whole new mobile structure item and far shorter time to make that change I presume. Might be a good idea to do so and even though it is not invisible having the ability to decloak ships in its entire bubble range and maybe a brief period of time after it decloaks, like some kind of delay, may be better and more efficent overall -- plus we could get another new mobile structure in its place.
Bottom line, I think the people want something that decloaks enemy ships.
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Seabronc
Valkyrie Professional Resources I Whip My Slaves Back and Forth
1
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Posted - 2013.11.17 06:32:00 -
[774] - Quote
Webifier mobile structure Used for gate camps. Used for warping friendly industrials faster . |
Chirality Tisteloin
Zervas Aeronautics The Unthinkables
36
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Posted - 2013.11.17 07:17:00 -
[775] - Quote
Lighthouse (limited decloaking) Since many people would like to see some decloaking ability here is this:
The light house emits a focused cone (20 degrees opening angle?) of radiation into space, visible through a nice graphical effect. Range: The whole grid. The cone slowly rotates along an axis chosen when anchoring the lighthouse. Cloaked ships that get into the light cone decloaked. T2 Version has larger opening angle or faster speed of rotation.
It would be cool if the lighthouse would not shut down the cloaking devices but just nullify the effect for duration of the ship being inside the light cone. Thus illuminated ships would not be lockable but appear on the overview and in space. Real decloaking would still have to be done with interceptors. Also the illumination effect may be chance based with diminshing chance of being uncloaked with larger distance from the lighthouse.
I realize this would be a b**ch to implement.... well... challenge! See you at my blog: http://spindensity.wordpress.com/ |
Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 07:55:00 -
[776] - Quote
Since there are so many crazy suggestions, I get to be crazy too...
Mobile Slot Machine Structure:
A passive way to make money and allow others who are bored to make money as well.
The owner would set: Chance of Winning (5-100%) Payout Cost Open to all vs Based on standings
This would include a Gambling skill as well. Each level of the skill would increase your chance of winning by 5%. So a machine set to 50% would suddenly have a 75% chance of payout if a pilot with Gambling Lvl 5 played it (this would be a social skill).
It could be dropped in asteroid belts to entertain bored miners or it could be combined with other future Gambling Structures (Poker, Roulette, etc) to create "Casino Systems".
To further expand it, you could add that it drops an "ISK Voucher" when popped or when someone wins and that it could be ninja'd or destroyed to steal the money from it.
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Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 08:01:00 -
[777] - Quote
New Structure: FW Button Blocker
This is a fairly simple structure. Drop it in a system and it stops cloaks and warp core stabs from working in FW sites. |
Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 08:10:00 -
[778] - Quote
Concord Spawner
Dropping this structure in high-sec would force all Concord in the area to respawn on the structure and attack it, assuming it was a criminal that needed to be dealt with. Only after the structure is destroyed would Concord react to other criminal activities in the system.
This would allow gankers extra time to pull off a gank (requiring fewer ships) but the trade-off should be that it would cost more to deploy this structure than it would to use the extra ships.
Let's say it makes it instead of 8 catalysts you require 4 catalysts... then the structure should cost at least as much as 8 fully fit catalysts (2 x the reduction (4)).
You would have to determine the maximum effect that it would have based on the time it would take concord to kill it and how many additional volleys attackers could get off to determine the full cost I'm guessing somewhere in the 150-200M mark.
It could also be that there are multiple versions with varying amounts of hitpoints with an increasing cost.
Small -- Delay Concord enough that a Catalyst can get off double the volleys Medium -- Delay Concord enough that a Brutix can get off double the volleys Large -- Delay Concord enough that a Tornado can get off double the volleys |
Zhoon
ZHOON PROVOCATEUR
12
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Posted - 2013.11.17 10:14:00 -
[779] - Quote
Quote: "decoy structure that imitates a specific ship on probe and d-scan" that's an awesome idea!!! looking forward... |
Zaknussem
Everybody Loves Donuts
54
|
Posted - 2013.11.17 10:41:00 -
[780] - Quote
While I took a minute to skim through this thread, I obviously didn't read all of it. The only idea I have that I didn't see is the Mobile Drone Orphanage, a structure that scans for and automatically retrives "lost" Drones within a set radius, like on-grid or even up to 1 AU. This could also be a secondary function of some other mobile structure.
Beyond that, I second the ideas for mobile structures that:
# Allow for trade. # Allow for ore compression (with some loss). # Allow or a beacon to be deployed. # Allow for a player-controlled billboard to be deployed.
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