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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Altrue
Exploration Frontier inc Brave Collective
737
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Posted - 2013.12.13 16:32:00 -
[1] - Quote
Ship Anti-theft structure !
Upon deployment, after a one minut anchoring timer, it force-ejects the pilot inside the structure and renders his ship immune to any harm and boarding except from the person who deployed it. Does not work under weapon timer, pvp timer or logoff timer. NPCs does not shoot at this structure.
If attacked, goes into the same reinforcment process then the mobile depot, meaning 48 hours, and no mail.
The structure would be very cheap, and not scoppable just like the mobile cyno jammer. When the owner boards the locked ship, it unlocks it instantly. The structure can then be scooped by everybody and will function again next time it's launched in space. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:15:00 -
[2] - Quote
Swiftstrike1 wrote:Mobile gravity bubble. Increases the mass of every ship within range, similar to how a MWD increases mass. Conservation of momentum (haha gd jk, this is eve) means that ships entering the bubble suddenly lose speed while ships leaving the bubble suddenly gain speed. All ships have reduced manoeuverability while inside the bubble due to their increased mass.
THIS ! I'm not sure about the momentum thing though. It would probably be hard to code and not very useful. PLUS, if it acts like what is already in place, you could even consider using these to make a ship entering the field, pre-aligned, insta warp. Which is very cool to do, even if a bit hard to set up.
Swiftstrike1 wrote:Mobile Mico Jump Magnet (MMJM). A direct opposite of the recently announced "MMJU". Once online, any micro jump event (module or deployable) which is initiated within 100km of the MMJM will terminate in a random position within 10km of the MMJM.
THIS ! GÖÑ Only one can be anchored within a 200km radius, meaning they cannot overlap, meaning you have to place them carefully eventually. Just like the cyno jammer. Substancial cost of course. In line with cyno jammers.
I'm affraid that it would render Large Micro Jump Drives useless though, maybe try to limit their efficiency on them, or limit the MMJM to only affect MJUs. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:31:00 -
[3] - Quote
Mobile Wormhole stabilizer (variation) ! Must be put on both sides. Freezes remaining lifetime, does not affect remaining mass. Requires strontium to function (low cost, high volume). Quite expensive (~50 mil each side, ~20k m3 each). Battleship EHP, but can be reinforced when hitting 25% shields. Generates killmails, cannot be scopped in reinforced, cannot affect lifetime in reinforced. Can be onlined in high sec if you put starbase charts in the high sec side, with strontium of course. Remaining strontium determines the reinforced time when reinforced.
Mobile Escape Unit Requires liquid ozone dependent of the mass of each ship. (Much less than a pos jump bridge though). Teleports anyone not disrupted/scrambled activating it in a random system in a 2LY radius (Different for each person :D). Locks on stargate signatures to compensate the lack of cyno, so you spawn at random gates in random systems at range. You can appear in high sec if at range. Cannot be anchored close to stations, stargates, etc... G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:47:00 -
[4] - Quote
Mobile Reference Point Disruptor : Must be at less than 100,000km from a celestial. One per celestial. Substancial cost, 7days decay, scoopable by owner. Can only be anchored around planets and sun. When deployed, modifies the warp-in point of the planet/sun temporarily. You can still warp at various ranges. Anchorable near POSes but remember, only close moons will be eligible due to the maximum distance with the planet. More tactical value for these moons ! G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:55:00 -
[5] - Quote
Mobile Propaganda Generator : Will probably not make its way into the game but...
Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil. Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?). Cannot be anchored in high sec.
Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it.
How awesome is it ? G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 12:37:00 -
[6] - Quote
Mobile Anomaly Propagator : Can only be anchored near wormholes, in the W-space side. Propagates the Wormhole system anomaly into the Known space system the wormhole connects to.
Wears off if the structure is destroyed or if the wormhole is closed. Once dropped, can only be scooped if the wormhole is closed. (Owner cannot deactivate the effect at will)
A structure quite expensive (~100mil), no decay (or something like 30 days but the point is that it stays as long as the wormhole is open), affects the whole known-space system regardless of the distance with the WH.
Does not provide any indication of where the wormhole is if you do not have probes. Creates a permanent covert-jump-bridge-like lighting effect around the wormhole in which there is the Anomaly Propagator on the other side.
It's a structure with Battleship EHP and 50% resistances. (so, same EHP than a structure without resist, but with less raw HP)
Bonus interesting point : And since you anchor it on the W-space side, it works in high sec ! (Generates faction police inside the wormhole around the structure that tries to destroy it. Strength of the police dependant of the sec status of the target system). Police quickly respawn if destroyed. Can be an interesting conflict driver to force high-sec player to unite and go fight people trying to put an anomaly into their system. Can give an interesting strategic value to wormhole for K-space FCs if you are able to control in which system the engagement will take place in low sec or null sec. Because then you can scout wormholes around your staging system, looking for anomalies, then try to force the engagement into the system that holds a nice anom for your fleet.
Bonus effect if you are a Wormhole Space fleet : Makes you feel a bit like Sansha Kuvakei. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:20:00 -
[7] - Quote
(haha :D)
Mobile Location Manager : An efficient way to share bookmarks with your alliance !
Cheap (1mil) cannot be anchored at less than 250km of the same structure. Decay after 24hours without interaction. Does not decay if inside a POS shield. Put bookmarks in its cargo, every player can access the structure and receive in its people and places a copy of one or multiple or every bookmarks that are present inside the structure. Less can spamming if you need to give locations to people. Less stupid copy of locations in people and places to then jettison them. 50m3
Note : Bookmarks are now called Locations, in game. But I'm a bittervet. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:52:00 -
[8] - Quote
Let's make some area of effect structures !
Mobile Disruption Reflector Field:
Creates a special bubble where every ship receiving or emitting E-war effects inside the field, sees these effects also affecting the person activating them.
Mobile Hyperspatial Acceleration Field:
Any ship inside the Acceleration field initiating warp will see its warp speed doubled. A tool for ambushes off grid ! And people could even try to put a network of these to accelerate travel inside their space. Thus, can be anchored near stargates.
Mobile Capacitor Consumption FIeld:
Any ship inside the field requires twice more capacitor to fuel its modules.
All field structures are anchorable and unanchorable like mobile warp disruption bubbles. Forbidden in low and high sec. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
828
|
Posted - 2014.01.10 13:09:00 -
[9] - Quote
Nav Shadow wrote:I would like to see this structure in Wormhole:
MOBILE WORMHOLE STABILIZER
1) U launch it near the wh. It has shields, armor... 2) It needs some kind of fuel for: a) to prevent wh from collapsing or b) to increase mass for passing ships c) easly destroyable(without reinforced mode)?
It has already been proposed. A version without mass increase, a version with mass increase.
G££ <= Me |
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