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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
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Posted - 2012.11.27 01:39:00 -
[1531] - Quote
Catherine Laartii wrote:Fix ECM bursts. Instead of a 'pulse' to throw off jamming, turn them into a bubble of sensor jamming, sort of like non-targeted ecm within a close range. It would provide a double bonus of, firstly, making a useful mod that blacks out close-range tacklers, and for ships that will be using the coming microjump drives, it provides a decent defence for battleships against tacklers that more than likely will be able to shut down the microjump drives with scram. Secondly, it would turn the scorpion into a AWESOME battleship for fleet situations, since it would be able to somewhat negate the problem of being primaried every single time one is fielded in a combat situation.
Doesn't the Target Breaker do this (for the fitted ship only)? Has anyone tried one? I'd think if a Skorp got primaried, you'd just pop the TB. |
SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
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Posted - 2012.11.27 01:57:00 -
[1532] - Quote
Harvey James wrote:
Bc's aren't meant to be mini battleships christ sake don't you understand just how much bc's make cruisers useless as it is if you buff them more ........
Lawlwhut?
Battleship - (ship) + Cruiser = Battlecruiser.
They are supposed to be small battleships. They are supposed to be able to beat cruisers. BC's and BS's both require Cruiser IV to train, so they'd both better overshadow cruisers just to justify the time investment and cost.
Cruisers have their place, but shoulder-to-shoulder with the BC's isn't it...btw I'm sure your Logi friends like hearing you call their platforms useless; hope you don't need one soon. |
SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
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Posted - 2012.11.27 02:19:00 -
[1533] - Quote
Has anyone suggested standing bonuses for repatriating slaves/slavers/tourists/etc? I have hundreds of the little guys running all over my station bays and the smell is getting intolerable (Scotty sent me a note about it). I know we're immortal and supposed to be above life and death, but I feel bad jettisoning them to die because there is no other option. Has anyone asked the SoE if they'll take them in? Maybe the Gallente. |
Khanid Voltar
Dark-Rising
8
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Posted - 2012.11.28 09:53:00 -
[1534] - Quote
My out of the box thinking would be to script a lot more.
I would say have a propulsion module that can be scripted with either a MWD, AB or MJD script
Active Hardeners could be scripted in the same way as could ECM.
Likewise tackle mods could be fiddled with more, ie less range higher warp strength/web strength.
All variants of each module could become the script, with a basic module shell (with no inherent attributes of its own besides the ability to fit that kind of script)
Reload time could be adjusted to balance the item, even if it was like a minute - eve is way too much rock paper scissors especially in todays homogenized fleets, this allows PVP to be more dynamic, set up on the fly warping into a fight etc. |
Meditril
T.R.I.A.D
158
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Posted - 2012.11.28 14:59:00 -
[1535] - Quote
With now every cruiser being capable of fitting dual web, we really need a counter to web or (assault) frigates will have no chance of survival within 10 km range of any cruiser.
Therefore I propose you invent the "Active Anti-Web" and the "Passive Anti-Web" module.
The "Active Anti-Web" module uses a medium slot and once activated it will reduce the speed penality of any enemy web on your ship by 50%. It should use some amount of cap though.
The "Passive Anti-Web" module uses a low slot and it doesn't need any activation. However it reduces the speed penality of any enemy web on your ship by just 30%. |
Dagus Rex
Crimson Collective The Obsidian Cartel
0
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Posted - 2012.11.28 19:53:00 -
[1536] - Quote
Directional Scanner Improvements:
-Make Ship Sensor Strength proportional to Directional Scanner maximum Range.
-Add a slider bar to the Range Control.
-Let us choose between AU and Km distance measurement.
Other than that the directional scanner is perfect |
Vanessa Vansen
Hooded Underworld Guys The Retirement Club
57
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Posted - 2012.11.28 22:06:00 -
[1537] - Quote
First, a minor change in game play: Let anchoring be available for any kind of ship. maybe with increasing anchoring time depending on hull size, e.g frigate & destroyer - 1 minute, cruiser & BC - 2 minutes, BS - 3 minutes, (non-super) captials - 4 minutes, super capitals 5 minutes And of course the same time for unanchoring. This time is required to turn the main engine off / on.
Before initiating the anchor process you have to eject.
Once the ship is anchored you can access the hangars and use modules similar to POS. E.g. if you anchored a ship with a remote armor repair system, you could use that to repair another ship (not the one mounting that module). In other aspects it behaves similar to an anchored container (anchored for corp or personal usage)
So, in case of carriers/Rorqual/Orca you would have a little base of operation but it would be pretty vulnerable.
Because of that we need the Stealth Module Only works with anchored ships and renders them improbable. Otherwise similar to cloak, i.e. you may not run any other module beside.
While an anchored ship with a running stealth module is improbable, every probable thing around still is probable. The ship itself will be probable again while unanchoring or after the stealth module is turned off, e.g. to run a repair system module. |
X Gallentius
Justified Chaos
634
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Posted - 2012.11.29 00:46:00 -
[1538] - Quote
Khanid Voltar wrote:My out of the box thinking would be to script a lot more. This would be a great idea on how to implement Tier 3 cruisers. Give them scripts for changing mods to help fight in their current situation.
Tech 3 prop mod - AB/MWD script. Tech 3 tank mode - Active Rep/Buffer tank script Tech 3 active hardener mod - Damage Type Script (Kin/Therm/Explosive/EM) Tech 3 High slot energy - Neut/Nos/Transfer Script Tech 3 hull mod - Speed/ Speed+Agility / Agility / Increased Hull strength script Tech 3 Gunnery Script - Tracking/Damage script |
Ocih
Space Mermaids Somethin Awfull Forums
316
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Posted - 2012.11.30 17:58:00 -
[1539] - Quote
Capital rigs Web range rigs.
Capsule Fighters with no warp drive. |
CB Netsvinet
Legion of Anarchy Tribal Band
2
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Posted - 2012.12.02 14:32:00 -
[1540] - Quote
I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth |
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Mars Theran
Tribal Liberation Force Minmatar Republic
476
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Posted - 2012.12.02 21:28:00 -
[1541] - Quote
New Ship and Module idea. This is a Sniper based idea, I thought of after my last run at Dust.
I know we already have a 'Sniper' type setup for ships in EVE, but it occurred to me it isn't really a Sniper as far as ability and impact goes, providing very low DPS and generally being somewhat ineffective in that role, so here's what I was thinking.
The ship would be a Covert Ops Cruiser able to fit a Turret, (the new module), sort of like a Stealth Bomber fits a Bomb Launcher. It would be relatively low EHP as a Cruiser and have decent maneuverability and speed, while having no targeting delay for Covert Ops Cloaks. Just imagine a Stealth Bomber that was Cruiser sized for almost all intents and purposes aside from the targeting delay after dropping cloak.
Now, the module:
3-4 different varieties, with one for each Faction using the standard turret type base for each faction. Laser for Amarr, Hybrid for Gallente and Caldari, Projectile for Minmatar. Gallente and Caldari could be the same, or have slight differences.
Ammunition used would be either L or XL, and of course be of the same type as the base weapon type. No need to introduce new Ammunition. Theoretically, as I think of this, you could have two different guns for each Faction, one for each L and XL as options. Moving up to XL would of course cost you tracking and perhaps make the guns RoF and/or Spool up time slower.
So here's how it works:
Only one of these modules can be fit per ship, and each would have sufficient powergrid and CPU requirements to limit additional fitting, while making them fit appropriately within the category of damage they provide and yet still be functionally available for fitting on a Cruiser, while still being able to provide a decent fit for that ship using additional modules for tank, propulsion etc...
The module would function on a Spool up timer, firing at the end of that cycle, and like the Bomb launcher, have no repeat cycle. The Spool up timer would start once target lock was achieved, and would effectively immobilize the ship while requiring that the ship be facing an arc covering the target.
Basically, drop cloak with target at range in your arc of fire, click on the module and then the target, and once target lock has been achieved, your ship immobilizes much like occurs when you light a cyno and starts the spool up timer to fire. This should be 10-20 seconds.
Once the spool up timer is up, the weapon fires and your ship regains mobility while retaining target lock on the ship you were firing on. Clicking the module again will restart the spool up timer and progression to fire, immobilizing your ship as before. You can do this as many times as you like, and have position and availability of ammunition to fire.
The module itself will have tracking as with any turret, and be ineffective outside of its current arc. This means that a ship moving across its field of fire will be much harder to hit than one stationary, or moving directly towards it. If the ship targeted happens to leave the field of fire before the spool up timer elapses, then the weapon will go into a cool down cycle until the spool up timer elapses, rather than firing.
The module should have exceptional range, obviously well beyond Cruiser sized weapons, within the 100-200 km range. Arc of fire should be at least 30 degrees centered on the forward facing of the ship. Damage should be a very good alpha strike comparable to its ammunition and the purpose and use of the module and ship.
Depending on the Faction type of the weapon, it may offer higher Damage with slower spool up timers, or lower damage with shorter spool up timers; better or worse tracking, and of course, each will functionally provide damage appropriate to the ammunition used.
A true Sniper role ship for EVE. Complete Covert Ops capability, role and ship bonuses for increased damage and tracking, and/or reduced spool up timers. The ability to fit alternative highs, with maybe 3-4 Turrets or Launchers, and a High, Mid, and Low Slot layout comparable to other Tech 2 Cruisers of the appropriate variety.
Either a new Hull design, or an appropriate Hull with some slight changes from the standard Hulls for each Faction. For example, Minmatar might use a Stabber or Bellicose hull; I kind of like the Bellicose for this. Depending on the Faction, the Sniper ship might be a heavier hull with better defense, or a lighter hull with better mobility. I can see Caldari using a heavy hull for example; something like the Moa.
Anyway, that's the idea; like it or leave it.
edit: Another thought I had, but forgot to input above, was that the module could function like a passive targeter, so when it alone was activated on the intended target, it would passively lock until the shot was fired. Might be a needed or just cool addition. It's appropriate to the role anyway. zubzubzubzubzubzubzubzub |
Mars Theran
Tribal Liberation Force Minmatar Republic
476
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Posted - 2012.12.02 21:31:00 -
[1542] - Quote
CB Netsvinet wrote:I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth
Another idea could be a low slot module "smuggler compartment" a small separate unscanable cargo bay maybe only 5 or 10 m3
I like the smuggler option but rather as a ship specific trait rather than a module which could be used on other ships. However, the changes to the Blockade Runner, (which I actually didn't know about), help it to fill a specific and unique role in EVE. I think it's a good idea. zubzubzubzubzubzubzubzub |
Helios Aquiness
The Rising Stars Academy
0
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Posted - 2012.12.03 03:25:00 -
[1543] - Quote
Deployable mines and mine laying module. Mines come in the normal flavors: EM, Thermal, Kinetic, and Explosive. They would deploy and sit stationary in space like warp bubbles and to keep smaller ships from being one shot by the large versions, they are subject to explosion radius and velocity like missiles. The module would require a skill, (Mine laying?) and you could deploy 5 per level to a max of 25.
Force Field module. Can only be put on an escort ship (IE a ship with 99% reduction in power grid need). Operates just like a PoS force field, the ship would become immobile similar to dreadnot siege mode, and emit a force field that fleet members can enter and be protected. As with PoS fields, you canGÇÖt target or do anything much inside the field.
SmugglerGÇÖs hold rig. This came to me as an idea to start a whole new profession, Smuggling. ItGÇÖs a rig whoGÇÖs BPO is sold by pirate factions, it makes parts of your cargo hold un-scannable even by concord. You could hide boosters to carry them into highsec or hide valuables from suicide gankers.
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Azriel X
Fyght Club SpaceMonkey's Alliance
0
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Posted - 2012.12.03 04:56:00 -
[1544] - Quote
Mars Theran wrote:New Ship and Module idea. This is a Sniper based idea, I thought of after my last run at Dust.
I know we already have a 'Sniper' type setup for ships in EVE, but it occurred to me it isn't really a Sniper as far as ability and impact goes, providing very low DPS and generally being somewhat ineffective in that role, so here's what I was thinking.
You mean cruise missiles? lol I've been away from the game for a while, but getting back into playing eve I've realized how much my missile ships suck.
Which brings me to the idea of making them more effective. How about ammo for missile launchers that provide e-war? Possibly a launcher that loads only that type of e-war ammo. They do little to no damage but allow for more flexibility in missile boats.
Also, how about making defender missiles ACTUALLY useful? Allow them to intercept gunfire as well, however rather than use a single missile type, allow for different missile types according to what ammunition type they will be intercepting.
EDIT: to the previous post, mines have been done. They cause so much lag that people in real life start questioning why the sun didn't set on time that day. |
Troy tempest templers
Viziam Amarr Empire
1
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Posted - 2012.12.03 14:13:00 -
[1545] - Quote
Grappler for miners- middle slot. You can anchor yourself to an asteroid- range 10 km. Bumping a miner will have no effect as you will always stay in range. Electro magnetic pulse bomb- large sized takes a lot of cargo space. Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried. The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect. Effective on rats as well. |
Azriel X
Fyght Club SpaceMonkey's Alliance
1
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Posted - 2012.12.04 09:36:00 -
[1546] - Quote
Troy tempest templers wrote:Electro magnetic pulse bomb- large sized takes a lot of cargo space. Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried. The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect. Effective on rats as well.
That sounds like a terrific idea. Playing on that, it would be relatively simple to implement it into eve as it could function like a 30 second constant jammer not allowing anybody within the proximity to lock onto anything.
I would even go further to add that it can de-cloak ships as its effect interferes with the cloaking system (as if the cloaked ship was within proximity to another ship-- simply automatically de-cloak) . This would make it far more dynamic in a game as large as eve, where it's not only an escape tactic but also a method for hunting down suspected cloaked ships.
With abuse issues like miner bumping, I would consider its use should be hostile even though it causes no damage whatsoever. (maybe even give it the same warning smart-bombs display when fired in high sec).
Personally EMP weapons as an EW tactic have been long overdue in eve. |
Alxea
Blood RaiderZ. Disaster Strikes
105
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Posted - 2012.12.05 09:51:00 -
[1547] - Quote
Tech II ASB. Requires more PG and CPU as drawback. Performs about the same as pre-nerfed T1 ASB with 13 charges in X-Large ASB. |
Draekas Darkwater
Frank Exchange of Views
1
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Posted - 2012.12.05 18:21:00 -
[1548] - Quote
More remote assistance modules. Along the lines of remote sensor boosters, but doing lots of other things.
For instance, take all the gang link bonuses, and make modules that do those, but only on your current target. Boost/repair amount, speed, agility, resistances, sig radius, damage, tracking, etc etc.
Give certain ships bonuses to these modules, creating a whole new role/class of support ship. Maybe even a capital ship version of these. Would essentially be a force multiplier ship, but not as OP as gang links that boost entire fleets. |
Ceasar Mc-Gunshow
EVE University Ivy League
0
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Posted - 2012.12.06 00:15:00 -
[1549] - Quote
I was playing Bioshock the other day & i was using the research camera. If you havnt played it before whats wrong with you that games awesome! - I digress. What if there was a recon module for scouts that works like that but for ship/fleet intel? I know some of you at this point could be thinking "that sounds like a ship scanner or something" which admittedly i have had no experience with as ive only been playing eve for a matter of weeks, but hear me out. My original idea was that you activate it & it goes into a sort of 'rangefinder mode" where the pilot has to angle the camera & take a recon photo. The photo is analysed by the ships computer and gives a list of ships & weapons fittings in the field of view. that could be broadcast back to the FC & rest of the fleet. This would be a good career chain mission focus for "Intel agents" that want data on pirate activity in the area or factions that want you to spy on other factions & their facilities "Go to location X & take 5 racon photos of this shipyard". Perhaps this could also be tied into the locator agent system somehow. "so & so was photographed a X- jump gate at such & such-a time". That way noobs (like me) could sit in jita taking photographs of random ships coming through & earning a little isk for our trouble.
This was my first post so thanks for reading & i look forward to your feedback |
Sidi'Novis Tallon
The Dude's Interstellar Enterprizes Quixotic Hegemony
0
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Posted - 2012.12.06 03:48:00 -
[1550] - Quote
As someone who lives in WH space I had a rather clever idea for a mod.
EMP Pulse
You'd fit in a high slot, the purpose of such a mod would be for decloaking ships. It would go 15k in any direction with a tech 2 having an increased range and perhaps less side effect.
Side effects from using such a mod should have some negative consequences:
1. An EMP Pulse would completely drain the capacitor 2. The ship would be completely shut down, no aligning, no warp, no shield regen for 1 minute and a tech 2 30 seconds 3. Capacitor regens -50% for 2 minutes for tech2 1 minute
This would be a null sec and WH only mod.
More good ideas to come! |
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WInter Borne
Cold Station 12 Surely You're Joking
13
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Posted - 2012.12.07 16:38:00 -
[1551] - Quote
A shield booster or armor repair that is in a permanantly overloaded state. Provides greater boosts at the cost of limited number of uses. |
Valerie Tessel
Center for Advanced Studies Gallente Federation
303
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Posted - 2012.12.09 06:03:00 -
[1552] - Quote
I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |
Omnathious Deninard
Extrinsic Operations
293
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Posted - 2012.12.09 07:44:00 -
[1553] - Quote
Valerie Tessel wrote:I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2 Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Valerie Tessel
Center for Advanced Studies Gallente Federation
303
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Posted - 2012.12.09 20:57:00 -
[1554] - Quote
Omnathious Deninard wrote:Valerie Tessel wrote:I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2 Thank you for the correction. I hadn't seen that. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |
Ortos Falconrae
Deep Core Mining Inc. Caldari State
0
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Posted - 2012.12.10 13:58:00 -
[1555] - Quote
RTB (Return to base) DRONE CONTROL
Automatically recalls Drones to Drone bay when you execute a WARP Command. This would be a viable MID module which will act passively and will auto return drones to drone bay.
I believe this would be popular amongst those who use Drones for defensive purposes (such as mining Barges) who can leave behind Drones, by accidentally executing a WARP before returning their Launched Drones.
Would also be interesting to Salvage Drone boats or Carriers. |
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
223
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Posted - 2012.12.10 14:07:00 -
[1556] - Quote
Interdiction nullifier module
As there is a warp core stabilizer that Adds warp strengths, Industrial ships and Blockade runners could use a module that prevent sticking into bubles.... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |
Ortan Murdak
Liberty Storm
0
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Posted - 2012.12.10 16:24:00 -
[1557] - Quote
Just posted a module idea in the wrong thread, here's the link. please move and replace this post.
https://forums.eveonline.com/default.aspx?g=posts&m=2300221#post2300221 |
Gizznitt Malikite
Agony Unleashed Agony Empire
799
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Posted - 2012.12.10 18:32:00 -
[1558] - Quote
Extend the ability of Cargo Scanners to Scan the contents of POS modules like corp hangars, silos, Labs, etc... |
Mirac Factar
Hypergolic
0
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Posted - 2012.12.12 04:27:00 -
[1559] - Quote
Frigate Size Module
Scout Jump Drive Allows jump to ANY active cyno within range. (you don't need to be in the same fleet or anything )
Penalties similar to a cloak, e.g targetting delay after jump. |
Bubanni
ElitistOps Pandemic Legion
570
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Posted - 2012.12.12 10:13:00 -
[1560] - Quote
Is this thread being watched anymore?
What about a high slot module that works like a smartbomb, extending a bubble around your ship for a short period, but instead of doing damage, this module would bump ships away from your ship at a decent speed, (the module itself should have a max range of 3-4 km... the practical use would be to fit it to a cruiser or frig, and it would allow you to jump other cruisers and even battleships with much more effectiveness
Just before you hit into the ship your trying to bump, you activate the module, and it would basicly help you hit the person your trying to bump, by extending your radius for a sec of "bumping field" and the "power" of the bumping power
in a perfect world with a well timed "bump" and activation of this module, a fast frigate bumping into a battleship would be able to bump it 10+km :3, the module should have some limitations as in cycle time being about 1min or more and basicly empty the cap of most frigs, the module is useless on battleships as the battleships wouldn't get much more "bumping power" than they already have Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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