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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Rena Senn
Resurrection Ventures Un.Bound
82
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Posted - 2013.11.13 16:45:00 -
[241] - Quote
A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.
Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too. |
Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
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Posted - 2013.11.13 16:49:00 -
[242] - Quote
Syrias Bizniz wrote:Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.
My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it. |
BugraT WarheaD
67
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Posted - 2013.11.13 16:50:00 -
[243] - Quote
What about orbital structures to prevent Dust Mercenary invasion in CP and in FW, like meta-blasters that destroy MCC before they can enter the orbit of their designated planet. ? |
Syrias Bizniz
Segmentum Solar Nulli Secunda
235
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Posted - 2013.11.13 16:51:00 -
[244] - Quote
Zvaarian the Red wrote:Syrias Bizniz wrote:Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active. My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it.
Maybe deploying it in your own held space would allow you to access the fuel bay for setting a reinforcement timer. As i said, a maximum of 1h or so sounds... good. You can react to defend it, but it has to happen fast. The opposing force has an Hour to do other stuff, like shooting down other deployables, until the Gate is passable again. |
Crasniya
Strange Energy Gentlemen's Agreement
331
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Posted - 2013.11.13 16:51:00 -
[245] - Quote
- Gate guns Similar to how the empires protect their space, null sec territory should be capable of erecting similar defenses.
- Billboards Let us post notices and territorial markers in a manner more appropriate than dropping empty cans. |
GallowsCalibrator
GoonWaffe Goonswarm Federation
415
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Posted - 2013.11.13 16:52:00 -
[246] - Quote
GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.
Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure.
This includes access-limited channels and private chat.
This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much. |
Smug face Makbema
Hedion University Amarr Empire
1
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Posted - 2013.11.13 16:52:00 -
[247] - Quote
*Automated logistics unit when two of these units are deployed in the same system and by the same owner they link together with a Jump drive cargo shuttle mowing chosen cargo between them to the chosen unit.
*Ship launcher unit Launches docked ship to a targeted ships last known position in system.
*Password protected jump gates. in system use.
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BugraT WarheaD
67
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Posted - 2013.11.13 16:52:00 -
[248] - Quote
Nah ... Everything that keep Nullsec safier that Highsec is a bad idea ! |
Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
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Posted - 2013.11.13 16:54:00 -
[249] - Quote
Rena Senn wrote:A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.
Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too.
I like this one. |
Elfi Wolfe
University of Caille Gallente Federation
25
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Posted - 2013.11.13 16:56:00 -
[250] - Quote
People always rage on cloaked ships and want a instant find.
But what about a cloaked detector that flashes brightly if there is a cloaked ship within 100 or 250 km, But does not reveal the cloaked ship. Also the "cloak sensor" cannot overlap with another "cloak sensor" or a bubble or cyno jammer.
Ie purpose is to alert there is a cloaked ship local but gives no other info or help.
I am a hi-sec inhabitant so this does not affect me. "Please point to the place on the doll where the carebear touched you." |
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Stitcher
Re-Awakened Technologies Inc The 11th Hour Alliance
2389
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Posted - 2013.11.13 16:57:00 -
[251] - Quote
Automated weapons platforms. little more than a highslot or two which you can fill with the weapons of your choice, slaved to your ship's targetting systems. Can only shoot what you shoot. Perfect for boosting your DPS a little bit at a secured location, useless when on the offensive. fragile.
Quantum Distortion Amplifier. Deploy it, and it slowly builds up to full strength. Moderately increases the odds of a wormhole spawning in the current system, and makes it more likely to connect to a higher-category system.
Emergency Medical Facility - a clone bay in space. So long as it's active, you spawn there instead. can be loaded with a single small ship (destroyer or frigate). If it gets popped in your absence, it counts as losing your current clone so you'll need to buy your appropriate grade again, so you run the risk of losing SP if you use it carelessly.
Listening Post - alerts the deploying player and their corp/alliance/fleet (depending on settings) to the existence, number and type of any cloaked ship on the same grid as the Listening Post, but does not give away the cloaked ship's actual location. So, you know if you've got half a dozen bombers lining up on you. One use only, limited duration.
Astrometric Observatory - Increases the scan strength of the deploying pilot's probes for the purposes of finding anomalies only. One use only, limited duration.
Brute-force Decryption Array - increases the deploying pilot's virus strength. One use only, limited duration.
Fire Support Relay - deployed above planetary districts, reduces the number of war points that DUST players fighting for the deploying pilot's side must earn in order to call in an orbital bombardment.
Disruption Pulse Generator - On deployment, begins a countdown. At the end of the countdown, fires a volume-of-effect pulse covering, say, a 50Km radius. Siege, Triage and Bastion modules aboard all ships within that radius immediately shut down if they were active. No such module may be activated by ships caught in the pulse for 5 minutes. can be scooped before it fires, but is destroyed if it does fire.
Slingshot Array - assists all ships in the area that meet criteria set by the deploying pilot by increasing their agility slightly, and increasing their rate of acceleration to warp. Has no effect on warp cruise speed or deceleration. (maybe the deploying pilot could even add a small nominal activation fee?) An in-character blog and a video: http://verinsjournal.blogspot.com http://www.youtube.com/watch?v=tu1mbsgo738
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Hatsumi Kobayashi
Origin. Black Legion.
311
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Posted - 2013.11.13 16:59:00 -
[252] - Quote
GallowsCalibrator wrote:GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure. This includes access-limited channels and private chat. This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much.
Mobile Automated Z0R Unit II No sig. |
Abdiel Kavash
Paladin Order Fidelas Constans
1715
|
Posted - 2013.11.13 17:02:00 -
[253] - Quote
Hatsumi Kobayashi wrote:GallowsCalibrator wrote:GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure. This includes access-limited channels and private chat. This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much. Mobile Automated Z0R Unit II Meta variants for "fofofofofo", "o7 m8" and "mine mine mine". |
Bagehi
Sniggerdly Pandemic Legion
222
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Posted - 2013.11.13 17:02:00 -
[254] - Quote
A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics. |
Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
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Posted - 2013.11.13 17:08:00 -
[255] - Quote
Power Generator (generates Power from Fuel Blocks) Shield Generator Generates a shield around the Complex aka Force Field (if shield drops to 5 % reinforced mode) shield needs power from the Power Generator is activatet needs strontium)
A Storage Module that links with the depot around 250.000m3 can link more than one also links with other storage modules
Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules Making it possible to make a inspace refining Complex (Mining Base) needs Power
Solar power plant very little power generation but cheap for litte Bases without huge power need |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2006
|
Posted - 2013.11.13 17:08:00 -
[256] - Quote
Bagehi wrote:A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics.
You see cynos because they're in your fleet, right?
How would you see this? All people in the alliance see it as an option? Constantly running, or needing triggered?
Because constantly running massively enhances power projection. No need to get a cyno chain in place, as it's already there.
Interesting idea though Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
Rees Noturana
Red Rock Mining Company
261
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Posted - 2013.11.13 17:12:00 -
[257] - Quote
I like the ideas people have had for providing services. Selling mining crystals in the belts or ammo in systems that don't have stations for the high-sec crowd. Maybe they'll get enough use. People are fairly creative with this stuff. Providing repair services in high-sec mission hubs that don't have stations could be lucrative as well. They'll just be quickly destroyed in low sec but might work in null. These can evolve into mobile villages. They all need to be more durable than the current depot.
I'm sure this is part of your plan but going to modular deployments and you have starbase 2.0. Make the big brother to the mobile depot and you have the replacement for the tower. Allow modules to be attached and it'll grow into a full starbase. It'll need to be as durable as a POS though and have the same CONCORD rules in high sec. But, this has been talked to death in the starbase 2.0 monster thread.
Create a new method of docking where the ship is visibly attached and takes up a docking slot and then activate an Incarna shared space. Oh, wait, that's dead. -á |
Deornoth Drake
Black Hole Squadron
40
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Posted - 2013.11.13 17:12:00 -
[258] - Quote
* Provide access rights for fleet and corp for Mobile Depot and its variants
* Mobile Slot Plattform ... able to mount a hi-slot module ... controlled like gate guns (various sub-types possible, to house the different weapon system, repair modules, ECM modules and so on) ...
* Ability to "anchor" ships like Orca, Rorqual, Carriers with access to all the hangar according to the access rights. This would be a mobile home. Variation: Ability to anchor a ship to a Mobile Depot ... only one ship per Depot provides access to it's hangars and slots similar to gate guns (see above)
* Mobile Probe Disruption ... generate a field that makes it more difficult for the probes to locate the objects
check out How to improve a nomadic lifestyle |
Rekkr Nordgard
The Ardency of Faith Filthy Bastards
155
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Posted - 2013.11.13 17:13:00 -
[259] - Quote
SOV mechanics rework, modular POSes, and ring mining first, then we can talk about deployables. |
Orosono
SOLUS EVOLUTION CORP From Ashes.
4
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Posted - 2013.11.13 17:13:00 -
[260] - Quote
Mobile Jump Portal Generators. |
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Marsan
Caldari Provisions
131
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Posted - 2013.11.13 17:13:00 -
[261] - Quote
1) Mobile repair base. Able to repair structure, hull, shields, and damaged modules. If attacked it goes into reinforcement mode and does not rep anything. Can't repair supers, or pos.
2) Dead space gate. Creates or finds a dead space area when anchored. Gate can be anchored for self, corp, and alliance. Possible password. Can be hacked or destroyed (POCO like timer)
3) Stargate When 2 are anchored in different systems
4) Portable shield generator. Creates a POS like shield
5) Portable Cloak. Creates a cloaked area 20-30 km needs fuel
6) System scanner. Scans a system for cloaked objects. Reports back with "book marks" every 24 hours. - Yes this is 95% useless against afk cloakers as intended.
7) Clone bank - Allows you to swap clones - Allows you revive there if you die in system - Must be stocked with clones
8) Mineral refinery, and compression - Be at least as good as a POS - Maybe 2 different things
9) Mega miner - Targets nearby minable objects rocks, ice, and the like - Reduces targets to jet cans ownd by the corp, fleet or person anchoring the miner - Less yield than if you mined them with standard mining ships.
10) Hacking device - Allows you to hack secure containers, unpowered poses, a number of mobile objects - When hack is complete the hacked structure is unanchored
PS- Please please let us anchor 1, 7, and the Mobile Depots in a POS. Living in a POS sucks so much right now, and you clearly are intending these to replace POSes. Former forum cheerleader CCP, now just a hopeful small portion of the community. |
Alberik
Eusebius Corporation
29
|
Posted - 2013.11.13 17:15:00 -
[262] - Quote
Mobile Hull/Armor/Shield Repairer
Repairs slow but steady, will target a random target, even enemies. put some at a friendly pos in hisec and never again grind-repair your structures without cap support |
Elfi Wolfe
University of Caille Gallente Federation
25
|
Posted - 2013.11.13 17:18:00 -
[263] - Quote
A gate/wm probe. Deploy, activate, it moves to stargate/wm at 100 m/s jumps through. Then it turns around and moves back to gate/am after taking a picture of overview. Since it only moves at 100 m/s be easy for a gate camp to kill. With speed at 100 it should take two minutes to get back to system. Unit has to be access to get a data log with the info. Gate camp could jump through right after the gate probe jump to try and catch the ship on the other side recovering the unit.
Goal: to make static gate camps less dangerous, to make dynamic gate camps more interesting.
"Please point to the place on the doll where the carebear touched you." |
Kismeteer
GoonWaffe Goonswarm Federation
535
|
Posted - 2013.11.13 17:19:00 -
[264] - Quote
Deployable repair base
- Repairs shield/armor/hull AND modules on a 5-10 minute cycle, where your is immobile and exposed, must be outside pos shields. Warpable as it shows up in space on overview.
Mobile Cloning Bay
- Functions as a full cloning bay, ala Rorqual/Titans, but also allows for people to set their clone to it, and kill their clone to it. Allows for instant remote deployment for a corporation. People fail back to their corporation hub if it's set there and disappears.
Mobile JetCan Miner
- Collects FULL CANS only using capital tractor beams, used for massive jetcan mining jobs. This allows for a simple miner to come scoop without tractoring themselves.
Mobile Gate Rerouter
- Reroutes a gate for a limited time/limited number of ships to send them to a nearby system/same system. Has to be deployed on the side of the gate that it is rerouting, not the far side, so it's destructible.
Mobile PI siphon
- Allows a player to suck PI items from planet warehouses, anyone can scoop out, must be deployed next to the Planetary object. Works in high sec, but pulls suspect tag as soon as you scoop out of, even if you deployed it.
Mobile Screen Reinforcer
- Boosts all shield and/or armor hardening in a certain radius, and affects ALL ships on grid. Give your group an advantage if you're using shields, or maybe just your mining party. Usable in PVE or PVP.
Mobile Cyno Baby (based off Crybaby from Firefly)
- Opens up a 'Cyno' that is not actually a cyno, but appears as one on the overview. Works on a 1 minute cycle, so you deploy for launch and it comes 'online' in 1 minute, giving your actual cyno time to redeploy. Perfect for traps, drawing off hostiles.
Need more radical ideas rather than 'everything you can do in a pos, but in general space.' (Death to POS) |
Kismeteer
GoonWaffe Goonswarm Federation
535
|
Posted - 2013.11.13 17:22:00 -
[265] - Quote
Oh yeah, and Beacon.
Deployable Beacon
Gives a warp in to everyone in system. POS you're shooting, major fleet fight, a deadspace gate, an escalation, a worm hole. Appears on everyone's overview, lasts for an hour, super easy and cheap to deploy. Encourage fights, not encourage AFK play. |
MinutemanKirk
Quantum Cats Syndicate Samurai Pizza Cats
26
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Posted - 2013.11.13 17:23:00 -
[266] - Quote
A tech 2 version of the current mobile cyno jammer that would make it's effects system wide. |
Berluth Luthian
Meltdown.
125
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Posted - 2013.11.13 17:23:00 -
[267] - Quote
Guerilla Warfare 2.0: Tunnels, Trenches, and Traps
Sort of along the 'guerilla theme', the kind of modules that could disrupt the normal terrain of combat throughout a system would be pretty game-changing. You would be able to tailor the geography of your system to your favor.
Mobile Cloaking Unit (visible)-
When owner is nearby, it cloaks any nearby (25 km radius) fleeted ship hull that is stationary and has no modules activated. Hulls can be within 5 km and still cloaked. Use this to hide your fleet. But it can be scanned down and easily destroyed. Have dozens in a system and you can use them very tactfully.
Mobile Warp Tunnels and Warp Anchors-
Create your own deadspace (Acceleration Gates). These would be the equivalent of 'tunnels'. Drop an anchor that becomes the target for the 'tunnel' to land at. The anchors can't be scanned and warped to, but can only be entered through the acceleration gate or through destroying the anchor or acceleration gate. Tunnels can be nested, but if their parent's links are destroyed they are then reachable from regular links.
Mobile Stasis Fields-
Webifier fields that slow all ships within it's radius by a factor determined by their meta. |
Erica Sukarala
Rokh You like a Hurricane The Explicit Alliance
7
|
Posted - 2013.11.13 17:25:00 -
[268] - Quote
Mobile scanning array - Automatically probes down anomalies up to a certain difficulty. Results are only available after several hours. Array must be reactivated after each scan. Nomnomnom |
Typo Interobang
Dirt 'n' Glitter I Whip My Slaves Back and Forth
17
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Posted - 2013.11.13 17:26:00 -
[269] - Quote
Garviel Tarrant wrote:Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and destroyed.
This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.
I don't want to be a part of FW.
I do however think we should have a way to **** with FW for the sake of ******* with them.
I like this idea. The three sided brawls that this could generate would be a lot of fun. |
Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 17:28:00 -
[270] - Quote
deployable beacon. So you don't forget where you place all the siphon units! eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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