
Nykala
L.L.A.M.A.
3
|
Posted - 2013.12.30 14:45:00 -
[1] - Quote
Quite a bit of what is posted here could simply be taking the clusters of NPC collidable objects we see in missions and DED sites, and turn them into player made/run items. Or, what could pan out to POS structures that run without the tower. So, very little of this requires actually creating new deployable structures. Instead it could just be a rework of how we use the old ones.
So from there I will start with making those NPC power relays we see so often in missions and DED sites into deployable small power relays that only provide enough juice to run one of the already existing pos structures...or four. These structures could also be targetable by on ship energy transfer arrays to allow for a small boost in cap power when you are near them. (refueling depot) With the limiter being when you drain the cap/fuel past what is required to run a structure, it stops running them or puts the powered structures offline. Consider it like a protoss pylon from starcraft. If you want to be really adventerous, you can tie it with the solar harvesters. Further you are from the sun, the less power they provide.
Deployable power relays can also work with the idea of player ran gate/station sentries. Tie them into POS guns that can be anchored under other restrictions. In null, a specific military index is required. The higher the index past the requirement, the more turrets you can place. In low, the faction warfare system control can influence it, and popping the other factions sentries could become a small modifier to system control. In highsec, faction specific standings/charters allows for a very restricted one to be placed in belts for non controllable derpfire belt defenses. For lols sake, a POS festival launcher can also be added to shoot of snowballs or fireworks. I'd rather not see EWAR batteries work with this, but if you must, maybe have their non-ammo expendable item be cap charges? Anything logistics wise, I'd rather that stay in the hands of players via ships. UNLESS, logistics modules are open to all, but require a fee/tax like customs offices, and require nanite paste to fuel the repairs. With the potential power in mind of all mobile sentries, IMO they should be susceptible to the mobile siphon units draining.
Deployable market modules (or a new passive ship type) +1. Makes your deployables "site" pop up as an altered version of a static anomaly. This would allow for easier interaction and access by others. But again, a fueling cost would be worth adding in, to make tax neccessary and so trade skills dont become useless when everyone just sells out of mobile markets to save a buck.
AOE scanner dampener. Reduces the signature radius of anything in short (or reasonable) proximity of it, including other structures. With the negative of it reducing the scan resolution of any ships hiding under it, as well as your ships built in grav/mag/etc sensor strength. So while it takes longer to spot anything (including mobile depots) "under the radar" you will more easily be ECMed and wont lock fast enough to get the first shot.
A deployable mobile flashy light. When you approach it, it jumps to a random spot. approach it again, it jumps. So on and so forth. Purpose - same as shining a laser pointer in front of a cat. Buy one for your gatecamp groups today to keep them entertained!
Mobile clone bays - just let all capitals use clone bays again, including the orca. If you want to add in a fuel/operation requirement, stick with the lore and you load it up with peoples frozen corps collections that get broken down to build new bodies.
Modified anchorable "can spam/gate recruitment ad" billboards. (one per gate/station) We destroy the old ones, make new ones, and for the cost of a can a day, you can post your recruitment adverts or bountys. Maybe even have it linkable for twitch.tv broadcasts so folks can be distracted by battles they see while flying by? Something to remove all of the space cans and can have ownership switched like POCOs.
Deployable remote camera/broadcast node/information relay. +1. Snoops on the other side of gates our outside of stations and rounds up some intel on ships that pass within proximity of it. The higher the meta level of the camera, the more info it gathers. This can be hackable to change control of it, and it can also have the "viewing" of it be linked into the captains quarters bigscreen, to make that thing at least somewhat more useful.
Deployable rogue drone virus broadcaster - Found only in drone space, requires drone AI chips to function, and it makes all abandoned drones/fighters/fighter bombers go rogue. Forget the drones again and warp back to pick em up? Uh oh, x15 fighter bomber drones aggro your capital. Now, it just needs a way to work around random disconnects so its not a horrible burden on people with crappy connections.
Deployable nav coordinate disrupter. Sends out false sensory signals (based on ships actual sensors) that makes ships warp to points slightly randomised. so warping to zero on a station ends up being warp to 30km. miners can use it to throw off ganks, campers can use it to throw off folks trying to break through the camp. plusses and minuses for pvp and pve.
Somewhat off topic/looking ahead note. In the event this mobile structure project does end in us owning small clusters of structures, it could integrate into DUST/WiS environments with each of the accesable corridors between facillitys charting out the battlegrounds that eventually lead to control over the deployed facilities.
As for afk cloaker disruption, IMO this shouldn't be a deployable module. But an effect if you overload/overheat your ships capacitor. The bigger the capacitor/ship, the farther the range. It also effectively shuts down your ship (possibly allowing you to be evicted from it?) until a cool down timer expires, and you get half cap usage until it gets repaired in dry dock. |