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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
TheBreadMuncher
Boxxed Up Industries
3
|
Posted - 2012.02.22 22:19:00 -
[631] - Quote
Weapons platforms.
Kind of a ship/module idea, but basically a huge, slow ship with 27 highslots - 3 dread guns, 8 large guns, 8 med guns, 8 small guns. No drones, a tank that relies on logistics to keep it alive and does about 5m/s without a "tugboat" to pull it (Logistics role using tractor beams, perhaps?) Better tracking than dreads, but again with a much smaller tank. Fits a siege-equivalent module that gives the same bonuses as dreads except halved, but also allows logistic support. Also no tank bonuses. That's just me thinking while typing, so excuse the poor structuring. |
Xanatia
Noir. Noir. Mercenary Group
12
|
Posted - 2012.02.22 22:54:00 -
[632] - Quote
Missile Pods.
an externally mounted box launcher that takes up a rig slot. (limit of 1 per ship
the only control the pilot has is when to fire it, and who to fire it at, missiles rely on internal guidance, so skills will not effect the missile stats.
missiles must all be fired at once. can only be reloaded in stations
possibly limit the missile pod to short range missiles only,
comes in 3 sizes:
Small carries HAM's Medium carries Torps Large carries Citadel torps
lets say a load of 20-30 missiles per pod.
tech 2 will mount either more missiles, or can use the pilots skills when firing the missiles
unlike other rigs, this could be represented by a visible module on the ship.
Drawback would be degraded scan res or something similar |
Hemmo Paskiainen
Silver Snake Enterprise Against ALL Authorities
303
|
Posted - 2012.02.22 22:59:00 -
[633] - Quote
T2 cyno > Time Reduction
Damage mods for Drones > Extra damage, only for drone specialized ships
T3 smartbombs > omni damage
T3 mobile bubbles > reduced onlining and oflining time (queve?). 5/10 seconds? more dragging range?
T2 Warpsphere launchers > reduced time
T2/Faction bubbles > webbing area effect bubbles? Target painting? Sensor dampning? tracking disrupting? Longer warp disrupting distance (200 - 400km?)
Dark matter stuff?
CCP FIX BLACK OPS FFS |
Warzon3
Solar Storm The Forsaken.
17
|
Posted - 2012.02.23 01:12:00 -
[634] - Quote
A module that makes black opses usefull
Or T3 resists that are inferior to T2 resists but use scripts so that you can change resists on the fly so for that drake you load up some kinetic resists and when you are done killing the drake and encounter a harbinger you swap resists around to em/therm |
Xercodo
Disturbed Friends Of Diazepam Dark Matter Coalition
911
|
Posted - 2012.02.23 01:32:00 -
[635] - Quote
Remote Smartbomb, works similarly to the Remote ECM for SCs but this one causes damage....lots of it, in a 20km radius.
How's that for anti-blob mechanics? The Drake is a Lie |
Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:34:00 -
[636] - Quote
A highslot module for lights/lamp, so people can fit lights onto their ship. These would use launcher/turret slots and blink ... maybe.
Scripts for different colors, or different modules. No idea what's better.
Yeah, i'm serious. If they don't look like crap, people will love them. (personally though, i'd never use that lol)
Inappropriate signature removed. Spitfire |
Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:39:00 -
[637] - Quote
A module that allows me to put a Gravity Marker into space, which can only be seen by who uses the module and can be used as (relatively) short-timed grid-only bookmarks.
Move to position. click. Marked. Move 151km away. click. Marked.
Ping-Pong-Warp.
Inappropriate signature removed. Spitfire |
Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:40:00 -
[638] - Quote
A module that lets me decrease minimum warp range, including scripts to have some options.
Yeah i'm warp possessed. bookmarks are too borked and buggy. Inappropriate signature removed. Spitfire |
Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:44:00 -
[639] - Quote
A cargomodule for pods, so people can jump onto the ship in space and get carried somewhere else... for a fee, of course.
Hey Taxi !! Inappropriate signature removed. Spitfire |
adopt
Enlightened Industries Test Alliance Please Ignore
268
|
Posted - 2012.02.23 02:04:00 -
[640] - Quote
T2 capital mods plox
Other than that, 5th subsystem for all t3s, for example, the Tengu is primarily a missile boat, with the new offensive subsystem it would be a blaster/drone boat, so on and so forth. Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled. |
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RiskyFrisky
The Hebrew In Me Pinked
12
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Posted - 2012.02.23 05:41:00 -
[641] - Quote
Modules that reduce Heat damage. One of high, low and medium slots. T3 Rigs and reduced material need to produce T2 rigs. More T3 Cruiser subsystem options.
Counter Jamming Mods that could allow a player to redirect the signal back to the jammer with plausibility of jamming that ship.
T3 guns(Instead of damage, have other bonuses, such as range or no need for capacitor energy).
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Nova Fox
Novafox Shipyards
3269
|
Posted - 2012.02.23 06:15:00 -
[642] - Quote
External Bomb Launcher.
This preloaded launcher has enough propellant to send a bomb flying towards the alignemnt of the ship at 2km/s
These high slots are ejected after use and cnanot be reloaded without refitting.
Bombs loaded into these launchers are not as powerful as the ones launched by stelathbombers hoewver any ship with enough grid and cpu and a spare high slot can fit this.
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Aloe Cloveris
The Greater Goon Clockwork Pineapple
83
|
Posted - 2012.02.23 10:49:00 -
[643] - Quote
No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM*, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module.
* Oh, actually maybe you could implement a 250km AoE module that biomasses all Falcon pilots on grid? Also, a colossal electrostatic charge that leads back to any ship controlling EC- drones and knocks all their ******* mods offline. Hit me up for collaboration, we can make this happen. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 10:54:00 -
[644] - Quote
I'd be quite happy with some drone equivalents to existing mag stab/heat sink modules, along with a bunch of implants to improve drone speed, hit points, damage, tracking, range. All made from redesigned drone poo, of course (i.e.: drone poo no longer refines to minerals, it is directly used in manufacturing modules and implants). |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 10:57:00 -
[645] - Quote
Aloe Cloveris wrote:No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module.
Halo implants already do this. |
Aloe Cloveris
The Greater Goon Clockwork Pineapple
83
|
Posted - 2012.02.23 11:00:00 -
[646] - Quote
Mara Rinn wrote:Aloe Cloveris wrote:No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module. Halo implants already do this.
Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.
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Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 11:20:00 -
[647] - Quote
Aloe Cloveris wrote:Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.
Of course! |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 11:27:00 -
[648] - Quote
Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.
So there's your deployable terrain: it's called a Titan. |
Bubanni
SniggWaffe EVE Corporation 123566322353
88
|
Posted - 2012.02.23 11:44:00 -
[649] - Quote
What about a "Smart Bomb" module that instead of doing a 360 AoE, would do a 60-120 degree but at a longer range in the direction your ship is pointing, or with script behind the ship, hitting stuff chasing you
I am thinking damage could be the same, or slightly higher, cap usage the same or slightly larger? but range would be between 25-50% more? :)
its sort of like a wide beam laser pulse, and should proberly have such an effect... |
Crucis Cassiopeiae
EvE-COM
870
|
Posted - 2012.02.23 12:20:00 -
[650] - Quote
Mara Rinn wrote:Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.
So there's your deployable terrain: it's called a Titan.
+1000000000 |
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Reaver Glitterstim
Dromedaworks inc
28
|
Posted - 2012.02.23 14:43:00 -
[651] - Quote
I support hull repair drones, mining rigs, anti-heat remote logistics, small and medium stasis webifier drones, cloaked-ship-hunting, and an idea I heard for a consumable tanking module. I also believe tech II rig components need to be more available.
I am possibly in support of a salvage drone, but only if it is large size and very slow. A missioner might deploy it to get a valuable wreck in the distance while he slowboats his battleship in a different direction.
Consumable Tank Module I think the consumable tank module could be an option for a battleship to put in a high slot (leaves their normal tank modules unaffected), and would cost some 50-100 million isk worth of minerals to produce. When activated, it would provide perhaps 5 or 10 minutes of dramatically enhanced armor repair and shield boosting and those repair module activation costs would be decreased. Plus, it would provide a small capacitor injection every few seconds to add resistance to neuting. But while this module is active, the ship becomes immobile and cannot warp.
There could also be a similar module that dramatically boosts shield and armor resistances for the duration instead of boosting repair, in case a pilot expects to encounter such heavy neuting as to render the other module useless. This alternate module would also decrease shield regeneration dramatically, or maybe entirely. It could also be used in conjunction with remote repair.
It would be useful in situations where you know you might suddenly start getting hit very hard, so you can survive for a while. But you had better get some friends to bail you out. In nullsec, a gang attacking someone who activates this module can record the time it was activated, warp out and await the timer. Then they can warp back to the pilot right before it finishes and kill him...unless his friends arrived.
Warp Reinforcement Module This would be a lowslot module similar to a warp core stabilizer, but different. This module would not infer a bonus until onlined. There would be no targeting range and scan resolution penalties for equipping it or activating it. It would have perhaps a 20 second activation time, at the end of which it goes online and provides 1 unit of warp strength. It would also have a lower CPU cost than the warp core stabilizer.
Industrial ships should get 2 warp strength from the module when it goes online, because otherwise they won't use it since they don't mind the penalties from the warp core stabilizer. Also, this would give industrials the option to fit more tank instead of just lots of warp core stabilizers if they want to go into lowsec or something. no penalty for equipping, thus making it more accessible to, say, solo pilots in lowsec takes time to activate, so you have to be prepared to defend yourself for a short time industrial ships would get 2 warp strength out of it since they don't mind the warp core stabilizer penalties deep space transports might find this to be a very attractive fitting option Strategic Frigate Cause why not? It would be extremely effective in many warfare situations and also would be extremely expensive for a frigate. And since it's a frigate, it's prone to random accidental popping. Good isk sink for the richer players I think. Would also make level 1, 2, and 3 mission running grinding easier for the veteran player.
Battleship Shield Extenders and Armor Plates I want to be explicitly clear that I am in favor of nerfing tank and making more glass cannons, only because the current EVE favors tank and I prefer a good balance. I submit these because battlecruiser effective hit points aren't that much lower than battleship effective hit points. Shield regeneration setups are not viable on battleships and the rigs that boost hit points by a percentage give around the same bonus as the flat bonus modules that cost a chunk of powergrid. It seems unbalanced in favor of battlecruisers.
X-Large Shield Extender I +3750 shield HP 50 tf CPU 750 MW powergrid AND
2800mm Reinforced Steel Plates I +5250 armor HP 34 tf CPU 1000 MW powergrid OR 3200mm Reinforced Steel Plates I +6000 armor HP 35 tf CPU 1250 MW powergrid (I wasn't sure if the full 3200mm was too much or not) |
Reaver Glitterstim
Dromedaworks inc
28
|
Posted - 2012.02.23 16:02:00 -
[652] - Quote
More Tech II capital ships If capital ship rigs are ever included, and tech II variants among them, then there ought to be more juicy tech II capital ships for greedy factions to battle each other with. Plus lets face it, it's going to be another way for rich people to duke it out. I'm not rich and I can support this because while they spend their money, I can sit back and watch the fireworks. I can just see the forum posts now, players who lost their multi-billion isk hulls fitted with multiple several-hundred-million isk tech II capital modules and they'll have huge tech II threadnoughts about why it was a bug and why CCP should give in and replace their ship.
What kind of tech II capital ships should be added? Some ideas might be: a dedicated triage ship as a tech II carrier (no fighters) an electronic warfare platform specifically designed to assault capital ships and ships that are immune to electronic warfare a glass cannon carrier that is able to fit fighter bombers a stealthy ops ship that can fit a capital covert ops cloaking device a siege ship that hits significantly harder but has less tank - fits a special siege module that gives much less tank bonus (required for the hull) tech II capital industrial ship with some advantages to make it more attractive than the largely unpopular rorqual tech II orca to give carebears more to spend their money on and Goonswarm bigger targets to gank in highsec. Mini-freighter I'm just slightly bothered that the iteron mark V is the biggest industrial I can get until I buy a rather expensive and high skill requirement freighter. People tell me the orca is a small freighter but that's true only in its cargo size. Its price and skill requirements are similar to a freighter and it has less agility.
I propose a ship somewhere between industrials and freighters which would require the transport ships skill perhaps, in addition to the racial industrial skill. Or perhaps instead of transport ships it would require advanced spaceship command. But it would not require the capital ships skill. Its cargo size would be a bit over 100,000m3 so that it could hold a single freight container. Otherwise it would be similar to a freighter with its hit points, agility, and mineral cost adjusted to reflect its smaller size. It could not pick up cargo while in space, and it would have no fitting options. |
DarkAegix
Acetech Systems
959
|
Posted - 2012.02.24 05:45:00 -
[653] - Quote
Hull nosferatu. For real men. |
Sir Sniper
East India Ore Trade Apocalypse Now.
1
|
Posted - 2012.02.24 13:41:00 -
[654] - Quote
Point Defense turrets - module that shoots down incoming missiles.
We have defender missiles, but no turret based options.
Reactive Defenses - Module that is fitted to the ship that will explosivly detach itself to counter (1) bomb. Causes (x) damage to host ship.
Suicide drones - Need I explain the idea?
Blockade Runners Paradise - Enables blockade runners to ignore bubbles... +2 warp strength is not enough in reality. Only fitted on blockade runners.
Flak/Spinning crystals/multi warheads - splits damage of said weapon into smaller, aoe type weapon to improve damage against smaller target(s), however drastically reduced damage. Example would be EMP shell is split to do a 5km aoe effect at intended target, however only does (x) precent damage.
Towing Tractor Array - Allows you to select (x) ships to folow you where (x) is based on number of mods fitted, which are based on skills and/or towing ship size. When doing this, towed ships are considered empty, but "locked" preventing theft. Train moves as fast as slowest units base speed (both standard and warp).
Not sure if any/all have been posted before -_-
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Andrea Griffin
132
|
Posted - 2012.02.24 17:46:00 -
[655] - Quote
Faction and deadspace damage controls. Not original, I know, but they would be nice to have. 70-75% hull resists for a stealth Gallente buff.
Wouldn't it be interesting if a special probe could be launched to provide an additional sensor to the owned ship? Dropping one of these could prohibit one jammer from affecting the ship; drop two, and two jammers won't affect the ship, etc. Similar to how warp strength works; you need N+1 points to hold a ship down.
These wouldn't affect the sensor strength of the ship, and the charge should probably take up the entire probe launcher's space. Lifetime should be relatively short (minutes). The charge could also be destroyed.
This would be a HUGE win for solo / small gang PvP types, and it would give pilots an option of giving up a gun/missile/utility slot instead of a mid or low slot, while nerf ECM ships without actually touching them.
I'm not sure how expensive spherical calculations are, but perhaps the probe would, instead of preventing jamming, allow the ship to target anyone within a certain radius. It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
GeeShizzle MacCloud
59
|
Posted - 2012.02.24 22:05:00 -
[656] - Quote
CCP u guys need to fix all ur in game items that have an infinite attributes!!!!!!!!!!!!!!!!!!!!!!
ill give you some examples and how you guys sidestepped the issue to try fix the symptoms rather than the route cause.
Titans AoE DD - affecting all on grid (changed to single high alpha on one target) Titans infinite tracking DD - DD hitting anything for max damage (changed to only be used on caps) SuperCaps immunity to EWAR (still an issue and a restriction to the tactical combat sandbox)
They are the 3 most obvious but there are more areas of Eve Online that have these.
especially when you consider the level at which Eve is played by people... when is an infinite variable a good idea in a game like this?
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GeeShizzle MacCloud
59
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Posted - 2012.02.24 22:25:00 -
[657] - Quote
EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.
so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.
Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.
It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural counters to Supercap blobs that arent the rediculous 1000 rifter idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
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Elanor Vega
Native Freshfood Minmatar Republic
105
|
Posted - 2012.02.24 23:41:00 -
[658] - Quote
GeeShizzle MacCloud wrote:EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on. so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties. Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve. It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
In EWAR group, i hope you putted tackle modules too. Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives. If any small ship could tackle larger ships, then that ship should be specialized in tackle. |
Quade Warren
Urban Mining Corp Rising Phoenix Alliance
3
|
Posted - 2012.02.25 00:46:00 -
[659] - Quote
Nestara Aldent wrote:Some ideas above I don't like. Nobody would hull tank anyway so hull tanking remote rep module would be for lulz only and too from fiction point of view Empire navies wouldn't develop such useless things. And the game isn't WWII as well, so leave it alone! There are broken modules in the game, T2 armor plates are worse than meta 4 plates for example, useless 50mm/100mm and 200mm armor plates and Micro and Small shield extenders etc. They need to be fixed somehow. What would be nice are faction and officer and deadspace Covops cloaks maybe, which would need less CPU and maybe have less targeting delay after deactivation. Maybe faction deadspace and officer moded rigs, something we know how to use, but not really copy. For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability). EDIT: T3 cruisers have better overheat capability. That could be added to ordinary ships as well through the use of new rigs or modules, but with significant drawbacks not inherent in T3s. It might be hard to balance, so its maybe not a good idea after all. Consider making the rewards from pirate LP stores such that grinding rep and LP with them is worthwhile.
I've noticed this is a growing trend as well. There are several modules I will not consider when trying to fit out a new ship because the cost/benefit just is not there. I am in no way a veteran when it comes to fitting, but it just doesn't make sense to fit 200mm plate when a larger one will do better for a little switching around of modules.
These modules also seem only useless because of the experience of the player base. Experienced players offer ideas to some of the best fittings, so sites like Battleclinic thrive. This is a good thing. Newer players begin to understand the complexity of fits and how the slots can interact to form one unit. This is also a good thing, but in some ways it is stagnating. I imagine this is why there is a push for new modules.
So what to do about the leftover modules? There are a slew of science, mechanic, and industry skills that are very tightly focused. Is it possible you could expand the concept of invention through a sort of technological "alchemy"? Create new modules by throwing together certain components with chance based modifiers, like the current invention, to create something new? Not precisely greatly enhanced, but just better or even different.
I believe this is similar to the idea that the players could eventually design technologies and submit them for the developers to add to the game, but that obviously would get out of hand. This system is constrained by the attributes already present on existing "useless" modules and could be relatively automatic. Relative being highly relative; designing the algorithm to take attributes and skills into account sounds like a nightmare, but I digress.
An example? Combine an armor plate with a projectile cannon to create a "reinforced barrel" which could either lead to greater ranges for the same damage or the increased damage for a more unpredictable range. Based on the mass of the plate or type of plate would determine the characteristics of the reinforcement.
What if you combined a rig with a module of a relative type to increase the modules capabilities? A propulsion rig on a propulsion module to give it different characteristics. Decreased sig radius penalties on MWD, maybe enhanced agility. Granted, the purpose of rigs is to enhance the performance of the ship in question, so this would seem like a form of "double" stack. There are numerous drawbacks that can be taken into account. You could argue that the enhanced thrust requires lighter shielding for radiating excess heat out into space, therefore the new and improved propulsion module takes away armor points much like the Dynamic Fuel Valve rig does.
Ultimately, this would lead to a more unpredictable sandbox environment. It may also result in a very disrupted market once modules like this could be sold. Just my two cents.
I would also like to say that I apologize if I am stating something that has already been said. It was a quick idea and I did not feel like researching the forums extensively to guarantee a "unique" post.
Quade
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Ganthrithor
GoonWaffe Goonswarm Federation
121
|
Posted - 2012.02.25 01:34:00 -
[660] - Quote
1. 'Filthy Capitalist' Capital Whateverturrets
Special PVE-only capital gun turrets for dreads (and titans, I guess, in theory) that provide siege-like damage (but without having to siege) with improved tracking for use against rats. After spending months training for dreads only to have Dominion released a few weeks later, I feel my dread should be useful for something :\ Also, anything that results in more capital kills in Sanctums is a-ok with me.
2. Capital Sentry Drones
Like sentry drones, but for Supercarriers! Massively increased damage output and range over existing sentries combined with vastly inferior tracking. Lets supers participate in POS shots again while avoiding giving them a dronebay (although personally I'd prefer it if you just gave them a ~250m3 drone bay and let them use a few normal drones-- come on, that's less bay than a Dominix...). While normal sentry drones look like water boatmen, capital sentries should look like little space buildings bristling with scary looking guns. And they should have little windows / lights all over, because they are so much bigger and more exciting than regular sentries, you see.
3. T2 cynosural field generators
Jesus christ, I'm sick of sitting around for ten minutes at a time every time I need to move a cap. T2 cyno field gen that uses half the ozone of T1 and has half the duration (5 minutes on most ships, 2.5 minutes on recons). It's just the right thing to do.
On a related note, give covops frigates (covops and bombers) the same cyno duration bonus that force recons get.
4. Hacking modules that allow players to "take control" of offline POSes
It would be good for the server, and good for explorers!
I've got a bunch of ideas for deployable equipment and other gear as well, but you said modules so I'll leave it at that. |
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