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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Kerdrak
D00M. Northern Coalition.
21
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Posted - 2013.01.09 20:56:00 -
[1591] - Quote
TIDI bubble :D |
Grunnax Aurelius
luna Oscura Clandestina Armada
4
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Posted - 2013.01.10 09:19:00 -
[1592] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
New Command Link Teir: New Unique Command Links that can be fitted to Black Ops ships that give unique bonuses to Covert Ops and Black Ops Ships and T3's that have the Covert Reconfiguration subsystem.
Covert Ops T2 Carrier (Covert Ops Command Hub): https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=178093 |
Kerdrak
D00M. Northern Coalition.
21
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Posted - 2013.01.10 10:01:00 -
[1593] - Quote
Capital Interdiction Bubble: no one warps out of the grid |
Larloch TheAncient
Alpha Arms and Manufacturing What Alliance
36
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Posted - 2013.01.11 22:19:00 -
[1594] - Quote
How about a Mid slot item that decreases Sig radius by say... 10%?
Maybe 15% for T2.
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Zarnak Wulf
In Exile.
913
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Posted - 2013.01.12 16:07:00 -
[1595] - Quote
Mods that can be fit to ships that expand either the bandwidth or drone bay of the ship. Small, medium, and large sizes. (5,10,25) |
CompactDisc7227
Kigurosaka Corporation
1
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Posted - 2013.01.13 17:31:00 -
[1596] - Quote
To expand on the idea of Aurelius Valentius a little above (on the small weapons on capital ships) I'd add the following:
Description: The idea of having small guns on capital ships has been discussed endlessly and to no avail, people don't seem to like the idea at all, and it's usually dismissed as being OP. So here is another attempt at being more balanced that people might like or dismiss like all others.
- A new kind of doomsday device: (The OP version of this)
- People always wanted the old doomsday back for its effect, so I'd say here it is! A gun that works very well against subcapitals! - It is far less powerful than the old (indeed OP) and the other doomsday device since this gun will only fire at sub-capital ships within a range of 36-50km around the titan (depending on what seems balanced, HICs have a max 36km range on their targeted disruption) and put out damage randomly to all ships in there based on signal radius (only subcaps will be fired on). - Works like firing more than a hundred medium turret batteries from a fleet of cruisers but with the damage randomly outputted to ships in a 30-50km radius based on signal radius. The reason for using medium turret arrays is obvious: countering HICs and making sure that not just a single cruiser can stop a titan from escaping. One would need a swarm of ships to counter it by distracting the guns to those other ships, whether they be battleships or frigate sized which will easily tank or avoid these guns. - Will not pin down the titan jump-drive for 10 minutes since besides combat support this is also a mechanism to facilitate the escape of a titan or other super capitals from a small engagement.
- OR a Point Defense system: (The more balanced version)
- A 'normalized' version of the doomsday device that fires just like any other weapon would do, with short cycles at anything that is subcapital and flies close enough. This also helps against HICs since they will have to get out of range or have a lot of subcapital support flying close to the titan to draw its fire. - Charge Options: the gun array needs to be loaded with an amount of normal turrets so that they can be more effective at tracking smaller or medium sized ships. (good against frigates tackling your carriers or dreadnoughts) - Ammo should probably be used somehow.
For more information check out this topic: https://forums.eveonline.com/default.aspx?g=posts&m=2455414&
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Crimeo Khamsi
AirHogs Zulu People
247
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Posted - 2013.01.14 18:12:00 -
[1597] - Quote
Quote:Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
1) There needs to be a module to reduce your signature radius. I don't know why there isn't one. Basically an ECCM for target painters.
2) Rechargeable cap boosters. Change the existing cap booster module, so that it can take three kinds of "ammo" : full, one-time-use cap charges; full, rechargeable cap charges; and (rechargeable) empty cap charges.
If you activate it with full charges loaded, it will fill your capacitor, and if you activate it with empty charges loaded, it will drain your capacitor, and place full, rechargeable charges into your hold. Rechargeable charges enter your hold as empty when used, and one-time ones just disappear.
One-time-use boosters would obviously have cheaper recipes and blueprints.
Also, same idea for the ancillary shield booster, although with shield amount instead of capacitor
3) I'm sure many people in this thread have already mentioned self-destruct devices, which would be awesome if balanced reasonably. |
Jerych0
Taurus Core Taurus Singularity
8
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Posted - 2013.01.15 16:59:00 -
[1598] - Quote
- capital smart bomb - capital neutralizer - defence missiles effect also versus bombs. - decloacking device (maybe for pos (require sov level 3-4 ?) (can declocking every ship in system for X seconds every Y hours). |
Andy Landen
Exploring Eagles
86
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Posted - 2013.01.16 03:29:00 -
[1599] - Quote
No one has mentioned this, but it must be said: T3 strategic cruisers without skill loss when ship is destroyed. |
Jojo Jackson
Dead Red Eye
170
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Posted - 2013.01.17 17:01:00 -
[1600] - Quote
Some sorts of anti-stelth moduls which let you find afk-cloaker.
As charg for scan-launcher probe Similar to combat probs only useble with scan frigats. Same mechanic while scanning a ship but maybe with a much longer scan time to provide more safty for active-cloakers (CovOps gangs).
Anti stealth "smartbomb" Same mechanic as normal smartbombs but instead of doing damage they deactivate cloak moduls. Effect radius must should be ~10km for small, ~15km for med, ~20km for large T1. +25% for T2. High Slot Modul.
Projected anti stealth Baslicly the same effect as the smartbomb like but smaller effect radius to prevent 1*BS with only such moduls + 8 frigs camping a gate/station. High Slot Modul.
PS: The Probe-Type is thought to find BOT's as excample or perma-system-blocker in low-/null-sec. The Smartbomb- and Projected-Type are thought to find scouts or bomber at gates/stations as examples. Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
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Tia Arnette
Center for Advanced Studies Gallente Federation
0
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Posted - 2013.01.17 17:20:00 -
[1601] - Quote
Accidently posted this in the wrong section so reposting it here
I skim read some of the csm minutes & was thinking about some of the ship balanceing issues.
This then got me thinking, dangerous I know especially as I'm suffering from the seasonal lurgie, but I thought of a possible solution that might, if done right add some extra tactics variables for pve & pvp while addressing one of gallantes (read blasters / railguns) biggest problems.
So first the problem is 2 fold & specific to sniper & blaster ships. Other than tracking the problem I want to tackle is todo with tank. for blasters to be effective you must close the gap as quick as you can while taking a pounding in the face & for sniping to lay any real dps you need to use all your slots for extra tracking/dps related modules.
The obvious thing todo would be to fiddle with the stats on the offending ships like the diemost etc.. however
Please read full suggestoins, contemplate brifely before flame grilling Big smile
What if there was a module that was a bit like a riot shield, or a grassy knoll, a kinda additional directional defensive layer. it could either be like one of : a) maybe an additional layer that needs to be chewed through before getting to the shields. b) maybe more very powerful shield hardner. c) maybe more like a hardner with a chance of it being missed completely so say 60/40 chance the hit will be effected & this can be further affected by the attackers abilities, a igher skilled more accurate pilot will avoid hit more often etc... d) or maybe a combination of the above.
Expanding this further there could be 3 versions 1) a less effective mobile version for the blaster in your face boats, which maybe might effect top speed. 2) a stronger one for snipers that has to be deployed & is stationary & tackes time to pack up/ un deploy. 3) a defensive GTFO one for those passive scout/ recon / industrial ships that covers the rear leaving the front exposed.
The vunerabilities of these would be the fact it is directional & ship equipped with this module will be very exposed from the rear so a swamped blaster boat will really need to fly wisely to not expose it's butt & simularily a sniper will be tied to the spot & very vunerable.
Further balancing thoughts other than tacking up cpu/grid/slot etc... maybe another alternative is the module dosn't actually add further tank atall but rather shifts the existing tank. so for a simple example say a ship has 60 resists across all types. The module could shift the rear to the front so effectively hits from the front will meet 80 resists but rear hits will meet 40 resists.
this is early food for thought but I think it could be used by all races & would make some of the weaker ships very strong & viable in very specific situations but would go very horribly wrong if your out witted by your opponent or do something silly. This I think could be a good thing.
So thats my idea thank you for reading now over to anyone interested to comment, suggest or grill |
Commander Ted
Sudden Buggery Swift Angels Alliance
424
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Posted - 2013.01.17 18:02:00 -
[1602] - Quote
Long range webs. 30% reduction to speed with a 20km range and greater stacking penalties than their 10km counterparts. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
Vespa Milz
High Flyers Unclaimed.
1
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Posted - 2013.01.18 00:45:00 -
[1603] - Quote
Since normal carriers are virtually only used for ratting now thanks to Sentry drones, I propse modules and rigs to add speed/damage/hp/tracking bonuses to fighters much like the ones for regular drones. No one uses fighters anymore.
Also, some kind of Tachyon probe to detect afk cloakers. The way it would work is the longer a cloaked ship sits still, its tachyon signature starts increasing...at a very slow rate of course. Meaning you would have to not be moving for at least an hour before you could be probed. The higher the tachyon signature, the easier it will be for probes to get a warpin on you. Similar to probing down complex sites like 10/10s. The only way to prevent an increasing tachyon signature is to be warping around every half an hour or so. |
Sir Dragon
Einherjar Yggdrasils
3
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Posted - 2013.01.18 07:54:00 -
[1604] - Quote
Topic: Drones Subject : Drones function of returning to ship.
Change: Return in anyother way but a straight line (added option to...).
Context: They are very easy to hit; should they fly in a straight line.
Which way should the drone turn? Up, relative to a line between their home ship and location they are coming from; It is math, trust me, that vector is clear.
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True Ace
Xeno Tech Corp JIHADASQUAD
0
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Posted - 2013.01.19 19:24:00 -
[1605] - Quote
Module Idea: Heat
Tech 3 module Hi slot Dont matter what you call but its pretty much a microwave.
The item does very little damge to shields, armor, and hull. What it does is overheat all active modules. Over time you will leave a ship completely defenseless. Should come in the standard Small, meduim, large and xl sizes. Even though it would be a form of ewar it still should work on all cap ship types. (super carriers and titans).
Defense against module. We already have thermopaste. You could add a low slot heatsink as well.
Another thought. once all modules on ship are fried it could trigger the death clock in which the pilot itself is the next thing to die leaving a perfectly intact ship. Low sec would love that.
Could lead to a new ship type aswell. |
Lord Leftfield
The Society Calyxes
81
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Posted - 2013.01.19 22:06:00 -
[1606] - Quote
I have one;
Mobile deployable turrets that need to be anchored. They should have a weak tank and take 5 minutes to anchor. Target range of 50 km, and cannot be anchored closer than 15km from another object. Their damage/tracking could be equal to the same as a small pos gun, and require t1 medium ammo. Life is just a 420 all the way home :) Please give me more of that chocolate brew!!
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Anna Karhunen
Inoue INEXP
24
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Posted - 2013.01.20 23:24:00 -
[1607] - Quote
Not a module, but ship idea since I did not notice any ship idea thread.
Pirate Freighter "Asp"
It looks like Badger from distance, it moves like Badger, it shows up as Badger on the overview and "show info", but unless you use ship scanner, you won't notice that it's actually a pirate vessel. It would have less cargo space, but added drone capacity, weapons and such, allowing it to lure unaware targets close and then finish them.
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Aleksandr Vishnevsky
Jian Products Engineering Group CORE Alliance
0
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Posted - 2013.01.21 03:53:00 -
[1608] - Quote
keyword: Heat
Haven't read through all 1600 posts but... I'd really like to see heat-sink modules that could fit in either a low, mid or hi-slot (or all 3?).
I'm thinking, for example, on something like a vaga that has a free hi-slot: I usually fit a small neut but a 'heat-sink" module that could allow me to overheat my guns much longer would be nice.
Globally, overheating seems to need some work; it'd be nice if it was more predictable. |
Darenthul
SUPERIOR RESOURCES
371
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Posted - 2013.01.21 17:12:00 -
[1609] - Quote
Actual Mining Rigs.
Like, Ore Hold Rigs, Mining Laser Yield/Cycle Time/Range Rigs, Foreman rigs, etc. "I find mining to be an incredibly relaxing thing to do after work. It's like fishing without waking up early. Or cold. But the beer, the beer is the same." - arramdaywalker |
Evelgrivion
Calamitous-Intent
231
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Posted - 2013.01.22 05:17:00 -
[1610] - Quote
I didn't even realize there was a dedicated sticky thread for module proposals. GG, me.
Anyone who has flown a mining barge probably knows the pain of spending a full three minute cycle on an asteroid bearing just a fraction of ore. Asteroid scanners are useful tools for avoiding this problem, giving you a precise count of the amount of material remaining in each asteroid. However, it's not easy to translate the remaining ore counts in an asteroid scanner table into an optimal cycle cutoff time.
To solve this problem, I propose adding a new midslot module, the asteroid cycle marker. When activated, this module will mark the moment when an asteroid will be depleted in the current mining cycle. The cycle marker would only work on asteroids being actively harvested, and would not leave a marker if the asteroid will not be depleted within the current activation cycle.
The already run Cycle Marker showing the cutoff point for a pair of Kernite asteroids.
Occupying a mid-slot, players making use of this module would have to choose how to configure their ships to achieve an ideal balance of tank and yield. This should help keep the module balanced.
By providing the ideal moment to deactivate a module, miners everywhere will be able to enjoy increased yields when paying attention to their activities, but simultaneously making themselves more vulnerable to attack; a module to the benefit of everyone, in my book! |
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SuicidalPancake
Capital Storm. WHY so Seri0Us
20
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Posted - 2013.01.22 21:12:00 -
[1611] - Quote
Update the cloaking device so it requires some form of manual input after a certain (long) time period.
Also, would love an "I WIN" module -á |
Chanina
ASGARD HEAVY INDUSTRIES Zombie Ninja Space Bears
21
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Posted - 2013.01.24 08:47:00 -
[1612] - Quote
A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great. |
Ribikoka
Royal Amarr Institute Amarr Empire
370
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Posted - 2013.01.24 11:06:00 -
[1613] - Quote
Cynosural generator jammer. High slot item. When activated on other ship, that can't use cynosural field generator.
Normal cloak disruptor (no effect on recon cloaks). Mid slot item and need Electronic Upgrades skill. Increase the ship decloak ability range with 500 meter/skill lvl (increase the ship main 2500m decloak range to 5000m at lvl5 skill) and decloak normal cloak in range. |
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
355
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Posted - 2013.01.24 16:17:00 -
[1614] - Quote
Armor tank FOR BS: Remote Armor hardner, Shield tank FOR BS: Remote Shield hardner,
This Add a new layer to the what logistics can do, giving the possibility to prevent damage instead of healing the wounds...
Armor tank FOR LOGISTIC BS: Remote Armor Nanolink, by sharing nano-assemblers that constitute the armor in real time, it is possible to have the damage taken by a ship distributed. Shield tank FOR LOGISTIC BS: Remote shield distributor, By shaping the shield emission it is possible to cover both ships with a single shield sustained by both, making all income damage that would be taken by a ship distributed. Restrictions: Really short range module. Can only fit 1. Most 2 ships in the pool.
This would be interesting, this would add another layer to the role of logistics.The ships linked this way would share they strong and week points. - Since the range of the module would be short, it would cap the speed of the group to the slowest. - As this don't share resistances for the damage calculation, the weaker tank would be target, consuming faster the pool. - As a ship already damaged gets linked, it would gain an instant buff to the HP, but would drastically lower the HP of the logistic ship. - Good way to protect smaller ships. (Cover it with a BS shield, but it will not move far....) - Good way to get protected. (Links to a capital, but if it enters triage/siege, you are at your own, and if it takes a DD...) - If 1 Tank fail, both will. leaving the 2 linked ships unprotected - Can make Interesting team combinations, (EA+Logi) (Full dps + Logi) (Logi+Logi)....
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
Andy Landen
Exploring Eagles
88
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Posted - 2013.01.24 21:36:00 -
[1615] - Quote
Chanina wrote:A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great.
They are called ECM, SD, Neuts, and alpha volleys. Learn how to use them to combat logistics ships. You would be surprised how little ECCM, and SB are used on logistics. Neuts and alpha simply take coordination and numbers, respectively. Now go and play smart. |
BEPOHNKA
Legions Force
17
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Posted - 2013.01.25 22:33:00 -
[1616] - Quote
Two Ideas which people keep asking for...
carriors which can jump full support fleet with it dreads which can fit powerful capital size smart bombs |
Kagan Storm
Boa Innovations Solar Citizens
62
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Posted - 2013.01.26 04:28:00 -
[1617] - Quote
1: Faction warp core stabs that give +2.... If sansha(iadn serpentis and khanid and republic fleat) can have a -3 why cant we have a +2?
2. Improved Drone AI something midslot..... Gives additional drone optios like "always split targets" and anything else that you thinks its extra fun and drones should do but your idea has been killed on account of "drones are stupid" I do agree people ask to much of drones... but seriosuly i think a drone should be able to return to drone bay by itself if it goes into hull....... on a basic account of lag.... Its ok if the drones are to stupid to auto shut down like most laptops today on lov power bar.... but i think hte dudes in Creodrone can make something.... If their product is stupid dosent have to mean the entier develepment department is....
3. Bounty link glink fink....... Why do i in this modern day and age have to visit my locator agent to have him find something for me? Im gonna send him money drought the spaceweb anyways.... so why does he want to se me in person? we like talked 50 times over coms when i was telling him i finished his mission.... that his stuff was delivered and so forth....
4. Not a module... but i want flip flops in AUR store... and it has to say on them "Made in Minmatar" (little political humor here
My ego is the the size of my carriers jump range. |
Saul Elsyn
Sturmvogel Squadron
48
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Posted - 2013.01.26 05:18:00 -
[1618] - Quote
Anna Karhunen wrote:Not a module, but ship idea since I did not notice any ship idea thread.
Pirate Freighter "Asp"
It looks like Badger from distance, it moves like Badger, it shows up as Badger on the overview and "show info", but unless you use ship scanner, you won't notice that it's actually a pirate vessel. It would have less cargo space, but added drone capacity, weapons and such, allowing it to lure unaware targets close and then finish them.
This is what is known as a Q-ship, designs like these were used in World War I and II to act as traps for submarines and fast attack craft. I could see some potential of a ship like that as a counter-piracy platform as well as a pirate ship.
Modules... How about a Hi-Slot Heat Sink or Cooling unit to let us run those guns hot for longer? Nice idea for a 'utility' high slot. |
Celestial One
Militant Miners
9
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Posted - 2013.01.26 19:12:00 -
[1619] - Quote
I want a module that hides all the wall of text replies to this thread by nova fox.
A high slot module for repairing drones only out to drone control range would be great seeing as they are expected to tank now days. |
Gevlin
Sebiestor Tribe Minmatar Republic
208
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Posted - 2013.01.26 20:42:00 -
[1620] - Quote
Module Local jammer Function like a cyno, Except: while active local turns into something similar to wormhole space. Uses fuel 10 mins per cycle, ship can't move shows up o the overview, and Shows up on the Galatic map depending on preferences. Effects all ship in system. Making the scout work a bit more of a challenge on the other hand knowing one is being scouted becomes a challage
Help protect active mining ops, on the other hand hampers Afk mining ops in null sec. Helps hide a size of a flee fro prying eyes, on the other hand prevents a fleet from knowing they may be jumped
It is allowing players to modify the battle field dynamics
Some day I will have the internet and be able to play again. |
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