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Fuazzole
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Posted - 2005.07.01 15:44:00 -
[1]
I would like to seeeee
a high slot module reduce's sig radius by 90% reduces speed to 98% suck's cap like a hooker
would work like a mad shield, a little imumity in fleet battle's to wiat till the end of a lag-spike so u can see your ship blow up instead of come back to a pod
Also, Sensor booster for drones Give's +50% drone range
and a doomm torpedoe that does magic damage this magic damage would only affect concord, encouraging the war against concord
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Berilac
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Posted - 2005.07.01 15:47:00 -
[2]
reduces speed by 98%?
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Fuazzole
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Posted - 2005.07.01 15:51:00 -
[3]
yeah well u cant have BS running around like inty's
ok,..maybe freeze your ship in a giant ice block, keeping you out of harm's way untill u run out of cap or you fellow comrad's kill the enimy's, might work for haulers to
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Jane Vladmir
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Posted - 2005.07.01 15:53:00 -
[4]
I've never seen a hooker IRL.
I ♠ my blue dreadnought of ownage Mail [email protected] if you have any whine. |

Aadahn
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Posted - 2005.07.01 16:11:00 -
[5]
mimic module. Allows ship to appear as a ship of a different type. High slot, very high cpu and grid.. uses as much cap as mwd. might also add in a shield reduction from the power drain of holding disguise...High skill requirement as well of course..
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Jim Steele
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Posted - 2005.07.01 16:21:00 -
[6]
an "I win button" that fits in a high slot, and activation turns all nearby enemys into fluffy carebares and 10^9999999999 isk is added to your wallet.
Real men, play Rugby |

Maxine Stirner
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Posted - 2005.07.01 16:36:00 -
[7]
I would simply hybridize existing unused modules.
1)For example, passive cap recharger and cap booster mods, or alternatively, capacitor battery and cap boosters. It could also be a low slot mod.
For this mod, it passively recharges your cap at slightly less than a normal passive recharger. However, it can also consume bulky cap charges for a quick fix for however long they last.
2)Shield extender combined with sheild boost amplifier; Or Armor Plates combined with Armor repair amplifier. Less base hp increase, and less efficient than normal shield boost amplifier.
If you haven't caught on, these are to give more options in spite of the awful slot limitations.
3)Combine bulkheads reinforcer with either cargo expander or oversized engines and also damage control (anti-wrecking) mods.
4)Combine smartbomb with.. weak webber and weak 10 second turret disruptor effects.
5)Make armor/shield repair or energy transfer mod that works just like a smartbomb so we don't have to target drones or allies.
6)Ethnic warp scrambling mods. Also, combine ethnic eccm with ethnic warp core stabs.
7)Extra slot mod. Surrender 1 for 2 more. Penalties: Hi: reduced PG/CPU. Only utility/missile slots created. Low: Reduced cap, agility, and/or cargo space. Mid: Increased sig or something.
Locking Times & Evil Asteroids |

John Darktooth
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Posted - 2005.07.01 16:56:00 -
[8]
Frig sized jump drive
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KingsGambit
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Posted - 2005.07.01 16:57:00 -
[9]
- A Power/CPU/Cap intensive high slot mod that is activated once: creates a cosmic *signature* of some kind at a specific location, and a second time: jumps ship from anywhere within X jumps + Y jumps/lvl to the first spot, but takes about the same time as anchoring a can to activate on both occasions, and not within Z km of an object.
- A mid slot module that targets cargo containers in space up to X km away + y%/lvl and lets you manipulate em as though you were beside it.
- A "Return and scoop" command for drones
- Criminal Flagging against anyone opening a jettisoned container created by another player, not in the same gang/corp/alliance.
- A forum for ideas called "Features and Ideas Discussion" that noone uses because it's too low down the list.
I like the above posters idea on amalgamating many of the underused or less powerful modules to combine functionality. Have thought of it before but the above suggested combinations are pretty cool 
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BYOC Crow Interceptor Deals |

Azrael Maxim
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Posted - 2005.07.01 17:07:00 -
[10]
Edited by: Azrael Maxim on 01/07/2005 17:08:53 Edited by: Azrael Maxim on 01/07/2005 17:08:08 A hi slot module: "Tractor beam" which would pull all those pesky loot cans towards my hauler so I can empty them at leasure and without having to move while eating a pizza.
Editted spelling 
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Zaintiraris
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Posted - 2005.07.01 17:12:00 -
[11]
A mobile force field, to keep people/things away from your ship. ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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FalloutBoy
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Posted - 2005.07.01 17:17:00 -
[12]
Micro Force Field
Creates a imprentrable shield. WHile active the ship engine, weapon, and warpdrive are inactive. Consumes 10 Strotnium every 60 seconds.
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Konietzko
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Posted - 2005.07.01 17:22:00 -
[13]
Jump Scrambler - Targetted ship is unable to jump during the activation period.
--- Konietzko
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Xardrix
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Posted - 2005.07.01 17:27:00 -
[14]
How about an Auto targter that actaully works, possibly based off the overview. Amarr Loyalist and Patriot
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Cosmic Dragon
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Posted - 2005.07.01 17:31:00 -
[15]
A God module that makes you invulnerable to damage shows everone up on system scanner enabling warping to them and gives a 1.000.000.000x damage bonus to wepons.
Beauty Is In The Eye Of The Beer Holder!!! |

Selim
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Posted - 2005.07.01 18:16:00 -
[16]
"Teh Pwnzor I"
Instapods a random person anywhere in the galaxy. You get to hear the *splat* sound.
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Blind Fear
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Posted - 2005.07.01 18:18:00 -
[17]
"Lag Hardener II"
"Allows user to fly through Jita on a Sunday afternoon"
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Cycerin Strikebeam
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Posted - 2005.07.01 18:38:00 -
[18]
Quad 75mm Railgun II.
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NateX
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Posted - 2005.07.01 18:45:00 -
[19]
Originally by: Fuazzole
a high slot module reduce's sig radius by 90% reduces speed to 98% suck's cap like a hooker
what about making it a medi slot and make the reduce sig radius by 10-20% +named and still reduce speed by 100% and meby so you cant warp? _______________ ______/ Regards
NateX |

Joe
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Posted - 2005.07.01 18:53:00 -
[20]
A Multifrequency Tech II mining Crystal.
ohh comon, you know you all want one
Taranis WholeSale Deals. |

babyblue
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Posted - 2005.07.01 19:53:00 -
[21]
Originally by: Jane Vladmir I've never seen a hooker IRL.
Convo me in game for a recommendation.... 
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xenorx
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Posted - 2005.07.01 20:17:00 -
[22]
1. Boarding Drones.
Attack a ship down to structure and then send in these drones to force out the pod of the victim. Then you could actually capture ships without having to destroy them.
2. Slave Ship Mod.
Fitted to a high slot allows you to control another ship exactly like the one you are flying. It would follow all the same commands as the controling ship.
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Famine Aligher'ri
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Posted - 2005.07.01 20:30:00 -
[23]
Smack Talker Teleportation Device II - Tranfers a smack talker out the station to your ship with in 15km. Must be in same system.
Gate Destablization Unit - Disables a jump gate.
Target Painter - Blows figs up the size of battleships when using MWDs. No stacking pentaly. <---My dream mod CCP ADD IT!
-Famine Aligher'ri, of The Aligher'ri
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Andarias
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Posted - 2005.07.01 20:56:00 -
[24]
Shield reinforcement system - sucks up 50 cap per 10 seconds, eliminates damage bleeding into armor - requires tactical shields V
Armor reinforcement system - sucks up 50 cap per 10 seconds, eliminates damage bleeding into hull - requires tactical shields IV and hull upgrades IV.
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HUBER10488
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Posted - 2005.07.01 20:57:00 -
[25]
I would like to see a module come out that can produce a large semi-spherical sheild that is large enough to form a bubble in front of stargates. I believe that this will reduce the effectivness of instamarks. I know that the developers have been trying to think of ways to balance the use of instamarks and I think that this would be a brilliant solution. You can put fitting requirements on it and limit the availability as well so everyone won't have one; however, it should still be produced so that it is not extremely difficult for an intermediate player to obtain one. There could even be different sizes and strengths i.e. some that are 10km in diameter and others that are 20 and 30km in diameter with "strengths" varying from 50% effectiveness (stops a ship from passing through the barrier) to 90% effectiveness.
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ReaperOfSly
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Posted - 2005.07.01 22:40:00 -
[26]
Cockpit camera
Allows you to fly your ship and shoot things manually like in jumpgate --------------------------------------------
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Azrael Maxim
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Posted - 2005.07.01 22:45:00 -
[27]
A docking computer module, adds to the autopilot, lets you set a destination to a system AND will dock automaticly in station of choice when you get there.
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Black January
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Posted - 2005.07.01 22:48:00 -
[28]
Edited by: Black January on 01/07/2005 22:49:21 Salvage Drone I
Approaches a targeted container, gathers up to 50 m3 of items from the can, returns to the launching ship, and deposits the gathered items into the controling player's cargo bay.
This varient of the basic mining drone was designed to gather resources from floating containers instead of asteroids. Highly valued among slow moving ships for reducing loot collection time.
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Demetrius Carnigie
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Posted - 2005.07.02 00:21:00 -
[29]
cookie dispenser, high slot.
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Lefia
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Posted - 2005.07.02 00:35:00 -
[30]
A new "I win" button for the soon to be appearing (tuesday) missle whine threads. Doesn't need a slot, it appears on the HUD for any raven, or any other ship for that matter.
Originally by: hired goon ------------------------------------------------ I agree with every point and counter point that has been brought up in this and every other argument ever had. --------- |
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