
Greviouss
Ashfell Celestial Equilibrium POD-SQUAD
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Posted - 2014.04.24 01:38:00 -
[1] - Quote
good evening
cloak pulse (and added mini game?) ok people dont liek this idea and i know which ones of you you are. were not after you. were after that biowaste sitting in a cloaky afk watching your home system traffic and reporting it to YOUR ENEMIES! took me 2 years to devise this one... and here it is..
a POS deployable that requires alot of science cloaking and various other skills to manipulate. the better the skills the better your odds of winning. the better the skills of the afk biowaste the better his chances of not having his cloak go offline and need to be turned back on. player A operates the POS module and a pulse goes out across the system. The biowaste cloaky gets a 10 second warning that his cloak is being hacked. this begins a two player minigame that resembles the existing hacking system. the difference is that the cloaker places his firewalls and cloaking core on the board (30 seconds to do this?) attacker gets a "loading hack" message while he sets his defenses. then the game proceeds liek any normal hack accept the player can choose where to start. you can add various different implants or variations on the pos module and a midslot anti hack module would make for varying degrees of options for both sides. you can base attack strengths on a multitude of skills to acquire varying numbers of attack and defense.
again this is not to kill all the cloakers. but .. can REMOVE AFK CLOAKYS ALTOGETHER (no response no minigame and the attacker wins automatically deactivating the cloak) or at least have a BALANCE against their ability to watch everything you do and you can do nothing about it. to be fair the POS module should have a 1 hour cooldown timer if it fails to win the hack on a cloaked ship, and eat a ton of fuel. you can have a t2 variant of the POS module that is designed to work against cov ops (and doesnt work against non cov ops cloaks) also you can only have one online in any system at a time, and have a 30 minute onlining time. there see not so bad considering the drawbacks. 1 has to manually operated, 2 is expensive as u can imagine, doesnt blanket all cloaks with one item, doesnt prevent you from cloaking anywhere in the system at any time unless its being operated. and even then it cannot be operated 24 hours a day cause of failure or fuel.
deployable (> 0.4) or modifiable (HS) billboards there are billboards all over eve in hi sec, allow capsuleers to make thier own advertisements on them for whatever, look to entropia unverse for the model for this as i see it in my head. allow pilots to choose the billboards that run thier ad in cycle with others for an isk fee per day. for null, same principal but allow the deployment of billboards, billboards last various times based on the bpc used to build it (week, month, 3 month) fuel them with mechanical parts ;)
deployable broadcast towers - a devoted channel opens if there is a broadcast tower up . make it fueled, and make it eat fuel fairly quickly. it should be expensive to automate a message to an entire system, and the entire system should b able to ignore it. it causes suspect status for destroying, it lasts upto 60 minutes, eats like 100k water or ozone or consumer electronics
mobile dscan (from lots of posts) PLEASE GIVE US A WAY TO AUTO DSCAN OMG PLEASE. mice everywhere will rejoice, as will pointer fingers of miners around the globe. requires skills, primary of which will reduce the amount of time between auto dscans
the beacon from #39 - deployable that you your fleet your corp and your alliance can warp to about the size of a drone... it does not show up on any scans. extremely low HP no status change for destroying it
reflector deployable (reflects one or two types of damage(randomly determined at manufacturing time?))
black market hub (max 5 items / 5km3) cannot b launched in any system containing a station. raises suspect status for destroying. requires trade, and manufacturing skills which can effect the items and mass allowed. does not leave behind any items when destroyed, but could be suceptable to a variant of the already released sucker deployable that siphons off 5% of the isk sales.
drone hive a deployable that auto agresses any attacker of it, the owner, or owners fleet with up to 5 drones at a time. fueled by robotics and BYODrones 100m3 drone bay
modularize the mobile depot currently only seems useful for griefers n pirates? u can use H/M/L & PG/CPU like ships fit create a whole new tree of skills if you wanted to for it. create any item ingame or being discussed as plugins for it expanded cargo etc. make these things NOT function AND UNREMOVABLE if the reinforcement mode begins, just the basic module as it is now. scooping the mobile depot with mdules attached puts them in a container UNPACKAGED in space. this leaves everything you had in it vulnerable to being taken and or destroyed. you want it you better be able to defend it.
grid detector (pretty much only useful for WH - puts anyone who passes in local for 1 hour and if connection with the ship is lost the name is removed from local)
WH stabalizer A (fueled, extends WH life indefinately as long as anchored, has like 5 hitpoints, costs millions requires insane science skills and jumpdrive skills, expires after 120 hours, only one allowed in any system at any time, cannot be used with version B) (would b funny if attempting to place a second causes a massive explosion for real destroying the launching ship - people make mistakes ...) (removing this item instantly collapsees the closest WH) WH stabalizer B (fueled, increases the amount of mass of the WH can withstand for collapsing, cannot be used with version A, only 1 allowed in system at a time
MOBILE GUNS MISSLES AND MINING ARRAYS ARE A NO GO
WTF this is EVE and I ran out of space? thanks  |