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Thread Statistics | Show CCP posts - 6 post(s) |

Cy Berg
Native Freshfood Minmatar Republic
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Posted - 2013.12.09 23:44:00 -
[1] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? Hehe, you have to do that one. 
I'm all for this one. Make the faction drop version the White Winnebago, after the departed fictional anti-hero of breaking bad. |

Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.09 23:58:00 -
[2] - Quote
DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
This would be a great mobile item to have a mobile Warp Scramble and Statis Webifier. While there are Bubbles that can be deployed which are similar to the first item. It could be different code where the MWS is a targeted device which counters ships that are immune to "bubbles" T3 Crusiers, interceptors and interdictor class ships come to mind. We would finally have an item to counter these types of ships. Also make the item to deployable in low sec and nul and able to set the module to target to standing type: all, neutral, bad, war etc.
The mobile Statis Webifier would have the same mechanics, deployment area and interface as the MWS.
For both items set the distance from station / gate /POS 45k away with a range of 100k and target only 5 mships at a time. |

Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:06:00 -
[3] - Quote
Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
-edit 1-
Mobile Command Unit...
Give feet members on grid bonuses, only FC or wing commanders may drop unit...
Lasts 30mins...give it a fuel bay, different units give different bonuses...
-edit v1.1-
I've seen a few posts in this thread supporting this idea, but no real good idea on how to implement it without breaking stuffs...
Why not allow Tech 3 Subsystem on Command ships?
Now let me explain before you call me a ******* idiot!
Allow the command subsystem to be put onto Command ships...this would be optional!!! When activated through the ship UI in space, it detaches from the command ship with the modules and gives boosts. Also, the command ship that deployed this must remain in system. Ship leaves...links turn off!
A suggestion to gang links...offgrid links give 50% bonuses instead of the full 100%...thus forcing ongrid bonuses, and possible use of this.
-edit 2-
Drone assist unit...
Give fleet members access to drone command without a drone bay...
Only FC and wing commanders may drop it...
Fleet members can access drones, drones will only work X distance from unit, max 5 drones per pilot... Amount of drones and distance varys on small-medium-large variants...
-edit 3-
Bring back mines...Mine deploying unit, give it patterns to lay said mines...similar to probes...incase of argument of OPness, theybonly go off when a capital comes within range...
Death to Capitals!!!
-edit...again-
Portable Customs Offices...
With POCOS coming free for all ~shortly~ and Nullsecs agenda to own as many as possible to control another market.
Portable Customs Offices! Anchor, do your thing, they don't repackage and can be shot by anyone! Also, can be set to be used by self-corp-alliance-everyone. Can be placed anywhere in orbit around planet...
...just a few off the top of my head on my commute. Will update later when more things pop into my head...
POCO syphons - scoop items from planet free of charge. Get a cut of whatever they are making.
Cyno inhibitor - tired of neuts just lingering in system. Able to anchor 45k from gates / POS / Station. 100k range lasts for 12 hours after deployment. |

Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:28:00 -
[4] - Quote
Mobile Jump Bridge
Forget Titans or Black Ops Ships. This module allows anyone with Anchor level 4 to put up a jump bridge regardless of SOV. Fuel is required and varies in quantity to the size of ships. The larger the ship the more fuel you'll need.
Can be deployed in low and null sec.
Range of item is 4 jumps |

Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:33:00 -
[5] - Quote
Mobile Shield / Armor Repper
Deployable platform increases speed of shield regeneration and armor repair.
Only repairs the toon that deploys it.
SOV required?
Effective range 20k
Could also be called Mobile Logistics platform can only preform shield regeneration or armor repair as selected by deploying toon. |

Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:38:00 -
[6] - Quote
Jack Oat wrote:Mobile tactical cloaking inhibitor :
Prohibits use/activation/reactivation of any cloaking device in 100km radius
like mobile cyno inhibitor cannot be scooped (one use) cannot be deployed 150 km from gate should cost 10-50 millions
Mobile strategic decloaking pulse:
single use or uses fuel per pulse, sends system wide pulse that decloaks anything after pulse, cloaking device can be reactivated immediately costs around 10-30 millions if single use, 50-100 mill if multiple uses (fueled) deployed structure is visible system wide (like tcu, station or cyno) charging timer 30+ minutes, when charging timer is running it is visible system wide
no reinforcement - can be killed without any timers cannot be deployed in same grid with pos, station. can be refueled by corp? only one per system allowed requires sov to deploy?
Mobile moon harvester ( should REPLACE pos moon harvester) When multiple harvesters deployed total harvested amount cannot exceed moon resource cap and competing harvesters divide harvested materials equally
example: moon has 200 of resource 1 harvester harvests 100 units 2 harvesters harvests 200 units 100 units per harvester 3 harvesters harvests 200 units 66 units per harvester
volume 1000-5000m3 ( need industrial/transport to deploy) capacity 12-48 hours of harvesting (need to pay attention to the process) cannot be deployed within the grid of another mobile harvester or pos and can be deployed 1kk+- km from moon can be scooped can be accessed only by owner reinforce timer 12-24 hours/ no reinforce ? visible system wide ? should cost in order of tens of millions
Mobile miner: mines asteroids in range
should be less efficient then the barge or mining frig ~200 m3 of ore per minute capacity for about 1-2 hours of mining can be accessed by owner no reinforcement - can be killed pretty easily range +- 20km cannot be deployed within 2x range of another mobile harvester cost under 10 millions
The mobile miner A great idea no more need to have 4 - 5 accounts for mining. 1 deployable per toon. cannot be deployed with 20k of another mobile miner ore capacity hold the same as mackinaw, perhaps a little larger mining rate dependent on toon or slower flat rate of toon destruction does not bring concord
Also this could be a deployable booster for mining versus mining itself.
Allows new toons to be more effective and not need a booster toon.
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