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

Powers Sa
721
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Posted - 2013.11.13 12:55:00 -
[1] - Quote
mobile ice refinery. mobile research / factory depot. (sec limitations as to not make nullsec factories irrelevant) lol |

Powers Sa
721
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Posted - 2013.11.13 14:00:00 -
[2] - Quote
Jack bubu wrote:- Localchat scrambling unit Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.
- Decloaking pulse generator Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.
- Scan signature Jammer Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.
- Wormhole effect inducer 1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.
- Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
So we have something that directly fucks with stealth bombers. Dumb.
A way to safely hide a super fleet transit chain? dumb
The only thing I like on here is the mobile grid cleaner. lol |

Powers Sa
721
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Posted - 2013.11.13 14:37:00 -
[3] - Quote
Kismeteer wrote:A capital Mobile Warp Disruption bubble, that can stand up to super firepower. anchorable mobile neut batteries. lol |

Powers Sa
721
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Posted - 2013.11.13 14:54:00 -
[4] - Quote
A mobile thing that lets you put supercarriers and titans in a wormhole.
Just let it happen. lol |

Powers Sa
724
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Posted - 2013.11.13 15:04:00 -
[5] - Quote
Zvaarian the Red wrote:Randy Wray wrote:Wormhole stabilizer
A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through(instead it has a set maximum mass of ships that are allowed to jump like acceleration gates), makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.
Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.
EDIT: Oh, someone already suggested it, well this is how I think it should work This isn't the bad idea thread... It is one of the better ideas in this thread. lol |

Powers Sa
724
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Posted - 2013.11.13 15:17:00 -
[6] - Quote
TAckermassacker wrote:Wormhole stabilisation Array: regenerates x mass per hour of a nearby wormhole. Slows down the time collapsing. Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days. Does not increase maximum mass for a single ship. Lovin' it. lol |

Powers Sa
724
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Posted - 2013.11.13 15:28:00 -
[7] - Quote
Michael Harari wrote:CCP Fozzie wrote:Cassius Invictus wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it... They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats. Please increase the "cant anchor within X of a stargate or station" to more like 1 AU. Also I would like to see 1) A structure that steals a portion of all ratting bounties in the system, stores it inside until retrieved (either by the owner, or hacked by someone else) 2) Module repper - anchor, feed nanite, rep full burned out modules, drones, etc 3) NPC bait - deploy it and it takes highest priority npc aggro But i want to anchor jammers on station grid. lol |

Powers Sa
724
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Posted - 2013.11.13 15:31:00 -
[8] - Quote
CCP Fozzie wrote:Thomas Hurt wrote:How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have.  We're already working on designs for this. True story. Can you please address all of these stupid mobile decloakers in the OP post so people stop flooding the thread with this idiocy. lol |

Powers Sa
724
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Posted - 2013.11.13 15:37:00 -
[9] - Quote
GallowsCalibrator wrote:Powers Sa wrote: But i want to anchor jammers on station grid.
Preferably straight in front of the undock. In the shape of a giant dong. I'm going to put one of these bitches on the JU undock and VFK beacon, just to troll the s*** out of lazy guys.
CCP Fozzie wrote:
There are no bad ideas in brainstorming.
Yes there are. lol |
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