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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Draciste
Everyone vs Everything
17
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Posted - 2013.11.13 17:30:00 -
[271] - Quote
mobile cynojammer without selfdestruct timer... and T2 version with covops cynojamm... Everyone vs Everything [qEvEp] - http://qevep.eve-kill.net/
https://twitter.com/Draciste |
Pic'n dor
Epsilon Lyr Nulli Secunda
16
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Posted - 2013.11.13 17:34:00 -
[272] - Quote
POS refining array that can actually being used (and in more security space)
Deployable smartbombs
Deployable disrupt gate system : IT'S A TRAP ( self destruct with large explosion after 20min timer ?) |
Phoenix Jones
Shockwave Innovations Surely You're Joking
252
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Posted - 2013.11.13 17:34:00 -
[273] - Quote
The following would be interesting.
1) Mobile Intelligence Jamming Module.
This mobile module must be launched at a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). (Functions exactly like the mobile siphon unit). This module will not be automatically targetted by guns (but can be shot at just like the mobile siphon). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, creating the option for people to snipe them. In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at, but is much readily available to be shot at by the average person. If there are no pos's in system (rarity but it does happen), this module can't be anchored. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.
This mobile deployable does six things. a) Removes Local Chat b) Removes statistics of people jumping into the system via stargates from the starmaps statistics c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos). d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up). e) Removes pods destroyed from statistics (same as above). f) Removes NPC killed statistics (same as above).
This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).
It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.
Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue.
Note: People still show up if they are docked in a station (they show up in the guest tab). Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Cylin Rath
4
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Posted - 2013.11.13 17:41:00 -
[274] - Quote
Mobile Sensor Amplifier - Boosts the sensor strength of ships ~75% within a set distance say 10k. These would require a one of 5 scripts (Grav, Ladar, Mag, Multi, Radar). The multi-spectrum script would only give ~45% boost. Small version would have around cruiser EHPs.
Mobile Capacitor Transfer Unit - Mobile unit that comes in 3 sizes (small, medium, large) and gives the sub capital ships within 5k more cap. The units must be fueled with cap boosters of the appropriate size. The amount of cap per second would be equivalent to a 75% of what a cap booster module would give.
Mobile Targeting Amplifier - Boost the targeting range of ships within 5k by 20%. |
Delhaven
Arkhon Industries Solarmark Coalition
22
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Posted - 2013.11.13 17:44:00 -
[275] - Quote
A unit to get people out of mining ships and into combat ships, while also making mining more interactive and interesting.
For example:
A unit that would potentially mine at a rate above a maxed Hulk, which can also be affected by fleet bonuses (including those from an Orca).
BUT, it requires constant attention to keep it working at high efficiency (this would be ripe for a minigame like hacking), and can either be easily destroyed, or can have the contents stolen, or some other measure to make it prudent for the "miner" to fly a combat ship with the potential to need to defend the structure. |
Bienator II
madmen of the skies
2172
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Posted - 2013.11.13 17:44:00 -
[276] - Quote
CCP Fozzie wrote:Jack bubu wrote: - 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"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor. Hmmmm......
should be called maga maid. just saying eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 17:47:00 -
[277] - Quote
Abdiel Kavash wrote:GallowsCalibrator wrote:If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)
Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes. My original idea changes the consequences from being beaten to a pulp by an invincible NPC entity to being shot at by other people. I specifically said "CONCORD won't react to criminal timers", not "people won't get criminal timers". So if you go GCC near one of these things, you have to sit it out for 15 minutes. If you warp out, you still get CONCORDOKKEN on landing. But 15 minutes is plenty for your victim to reship into a combat ship and take revenge on your now vulnerable ship tethered to the module.
1 minut weapon timer is gone, dock in Orca, warp out in egg. No concordokken for egg. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Bienator II
madmen of the skies
2172
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Posted - 2013.11.13 17:48:00 -
[278] - Quote
mobile drone hive. Connects to all disconnected drones on field and pulls them into the cargo hold. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 17:48:00 -
[279] - Quote
Phoenix Jones wrote:The following would be interesting.
1) Mobile Intelligence Jamming Module.
This mobile module must be deployed on a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). The deploying function operates exactly like the mobile siphon unit (this is not a new POS module).
This mobile deployable does six things. a) Removes Local Chat b) Removes statistics of people jumping into the system via stargates from the starmaps statistics c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos). d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up). e) Removes pods destroyed from statistics (same as above). f) Removes NPC killed statistics (same as above).
This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).
It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.
Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue. This module will not be automatically targeted by pos guns (but can be shot at just like the mobile siphon by a pos gunner). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, and can be blown up by the pos owner using the pos guns themselves.
In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at by a pos gunner, or generally checked daily, but is much readily available to be shot at by the average person (no shield or online guns to worry about. If there are no pos's in system (rarity but it does happen), this module cannot be dropped. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.
Note: People still show up if they are docked in a station (they show up in the guest tab).
Surely You're Joking... Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Xirzeg
Native Freshfood Minmatar Republic
1
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Posted - 2013.11.13 17:52:00 -
[280] - Quote
Cloak jammer
Can be anchored on gates, is chance based depending on ships sensor strenght. Can delay ships cloaking for 1-2 seconds
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flakeys
Antwerpse Kerels Fidelas Constans
1613
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Posted - 2013.11.13 17:56:00 -
[281] - Quote
Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?
But as said that's probably just my odd way of working in reall life ...
We are all born ignorant, but one must work hard to remain stupid.
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Deaperblue
Kernel of War Goonswarm Federation
3
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Posted - 2013.11.13 17:57:00 -
[282] - Quote
Local chat jammer |
Vyger
S0utherN Comfort Against ALL Authorities
9
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Posted - 2013.11.13 17:58:00 -
[283] - Quote
I'd really like to see a mobile research lab so I can do my damned ME research.
Or better yet just fix the PoS mobile lab mechanics so you can finally set them to publicly available and actually allow someone outside of your alliance to use them.
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Two step
Aperture Harmonics No Holes Barred
4269
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Posted - 2013.11.13 18:00:00 -
[284] - Quote
How about deployable ship storage. Bonus points if I can give it a list of people allowed to take from it CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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GreenSeed
729
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Posted - 2013.11.13 18:03:00 -
[285] - Quote
a "ship dispenser" type of structure would be nice, it will need to anchor like a POS module, on a POS, and it would make alliance level fleet set up really easy.
the indy corp sets it up, stocks it with modules and ships, then the FC shows up selects a a couple of premade fits, for example one full T2, other Meta for the low sp people, and then the fleet picks up the ships.
everything with its corresponding log entry ofc, to keep track of who took what.
and while you are at it, can we please get Corp/Alliance ownerships of assets?
that would make logistics SO much easier... |
Azami Nevinyrall
Red Federation RvB - RED Federation
1350
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Posted - 2013.11.13 18:04:00 -
[286] - Quote
flakeys wrote:Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?
But as said that's probably just my odd way of working in reall life ... Since POSs are heavily coded with....most of EVE and it's legacy code...it's too hard to fix.
This is the easy way around it... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |
Drahomi'r Bozi'dar
0ne Percent.
2
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Posted - 2013.11.13 18:04:00 -
[287] - Quote
Decoy Unit: when onlined it appears as a certain ship-type (either configureable or different version of the module?) on d-scan and to combat probes. On grid it looks like a ship until it is locked, then it is revealed as the decoy unit.
+1 to the Repair Facility option: should be able to repair heat damage and burnt out mods. Should be able to rep armor/hull. Could run on nanite paste or cap charges or something. Should be balanced to be a non-combat module, and rather a place where you go between fights to fix stuff
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Cypherdog
Pator Tech School Minmatar Republic
26
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Posted - 2013.11.13 18:04:00 -
[288] - Quote
I want my own Private decadent entertainment club. Where I can dispense exotic dancers, drugs and contraband to all my guests. And I want to personalize it's textures. |
Dhuras
The Classy Gentlemans Corporation Moist.
83
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Posted - 2013.11.13 18:05:00 -
[289] - Quote
Abdiel Kavash wrote:A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
This would also allow the FC to prepare these in a system and have fleet members warp to them without the need for fleet warps or sharing bookmarks. This would be very useful for bomber fleets, for tacticals around gates, wormholes, or even marking scanned down sites for your alt to run.
I'll take warping to a fleet member for 100 Alex. |
Silvonus
Future Corps Sleeper Social Club
57
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Posted - 2013.11.13 18:09:00 -
[290] - Quote
A Mobile Moon Scanner. An anchorable structure that provides full scan results for all moons in a given system (after a certain amount of time). |
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Daedalus II
The Oasis Group TOG - The Older Gamers Alliance
181
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Posted - 2013.11.13 18:09:00 -
[291] - Quote
Covert Mobile Depot: Uses stront (or something like that) to keep a cloak running. Will decloak if anything gets close (like normal cloaking behavior), so it will decloak when you close in on it (just make sure you remember where you put it!). Will automatically try to re-cloak every minute if decloaked. If fully fueled lasts perhaps 3-5 days without intervention. When it runs out of fuel it can't maintain cloak.
Stationary weapons platform: A rather heavily armed automatic weapons platform, on par with or even better than a deathstar POS. Steep fuel requirements, expensive and has no jamming or webbing. Gun's can't be manually controlled. Too slow to catch people at a gate for example, but good for protecting a specific area against larger ships. Can take a good amount of damage and is immune to EWAR, but in the end its inability to move makes it vulnerable. |
Laetitia Nzero
Southern Cross Empire Flying Dangerous
29
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Posted - 2013.11.13 18:10:00 -
[292] - Quote
Deployable Bombs, not like the mines from ages ago, one you anchor in space and set a custom timer so they require some skill to operate, timing of fleet and good intel to use effectively.
These could have varying sizes' say for the small, which I'm thinking would go something like this:
Small Deployable Electron Bomb 6 second anchor timer Player sets timer duration, max 30 seconds then they explode regardless Area of effect 20km 7000 EM Moderate hit points so they are potentially destroyable but upon destruction do 4000 EM damage over 4km Deploying causes no aggression timer (potential for scout to place and do a jump back forcing enemy to jump as well)
Bomb timer only seen by bomb operator
My 2cents |
Phoenix Jones
Shockwave Innovations Surely You're Joking
252
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Posted - 2013.11.13 18:11:00 -
[293] - Quote
Deaperblue wrote:Local chat jammer
see my post the previous page. Mobile Intelligence Jamming Module.
2) Deployable Sensory Sweep Array.
This mobile module can be launched at any gates in the system. This mobile deployable module deploys an energy EMP overload pulse throughout the system every hour. The energy pulse disables any active cloaking device on ships (this does not remove your gate cloak when you jump into a system). If the ship is currently cloak when hit with the pulse, the device is disabled, offlined, and the ship looses half its capacitor (as the pulse overloads the cloak, it robs the ship of capacitor to reonline it). In addition, the capacitor overload causes the ship to show up on system scan (essentially the capacitor discharge causes the ship to show up as if it just lit a cyno). This pinpoint (the discharge from the capacitor of the ship) lasts 2 minutes in overview/space.
notes: the ship can warp as normal, as the pulse only overloads the cloak, disabling it, and does not disable the ship. The warp in point does not follow the ship if it immediately warps off, it is just the residue from the capacitor discharge, which is localized at the location where the cloaking device was deactivated (aka, if you are paying attention, you can still run with little to no issue, less a interceptor manages to capture you).
To clarify how this works:
1) You have a cloaking device equipped, you are not cloaked, you are hit by the pulse, nothing happens, your cloaking device does not disable, you do not lose any capacitor.
2) You have a cloaking device equpped, it is running and you are cloaked and you are hit by the pulse. Your cloaking device deactivates, and disables itself, you lose half your capacitor as the energy surge discharges your cap into space, and a warp in shows up on overview. You can stay there and fight who comes, or warp away, your choice.
The reason for the warp in is simple. A ship at a deep safe hit with this module essentially is still safe, unless probed down immediately. This gives everybody a system a warp in for the decloaked vessel, and only effects people who don't move there cloak disabled ship away from that point (warp off). This isn't a afk decloak module, it is a decloak system module. The only person who knows the timing of the module would be the person who deployed it, in addition, this would potentially effect them too. The module does not discriminate. This would be a potential danger to people who use cloaky haulers, people in T3's who are jumping around the system, stealth bomber groups setting up a bomb run. They run the potential of getting hit by this module if they don't deal with it first, or blindly jump into systems that have such a module
This module has a hour long reset (can be less depending on balance of the unit) between sweep times (activates once an hour, varying between 15 seconds to 2 minutes of continuous activation). Activation amounts and stats are to be determined.
Notification of the pulse.
The pulse array has an audible sounds when it is about to activate (low, dull, not very noticible, 10 seconds before it goes off, and a 2nd sound when it goes off, that echoes out as it passes over the system.
Initial deployment only in Sovereign Territories (non npc owned systems), testing would need to be done on whether this can be deployed in NPC lowsec/nullsec, and whether it could be deployed at other locations except gates, and whether this is more of a sovereign unit or a deployable unit by anybody. These stats would be finalized upon review.
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Mocram
Inventores Lda.
5
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Posted - 2013.11.13 18:12:00 -
[294] - Quote
Make mobile structures hackable. Raise the shield, armor and hull values, and give the failed hacker a big explotion in return.
Maybe create a way to raise the firewall and antiv+Ħrus levels of the mobile structures.
This way, not only would be a more secure use of the Mobile structures, but also some more use of the new hacking capabilities in EVE.
The start of the hack would give the hacker a criminal flag for 15m. No CONCORD. |
Zimmy Zeta
Dreddit Test Alliance Please Ignore
36013
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Posted - 2013.11.13 18:16:00 -
[295] - Quote
Decoy Stargates.
They do basically nothing but appear on the overview map as a stargate to a destination previously specified by the player who deployed them. These should confuse the living hell out of every fleet passing through the system, when suddenly there is not one, but 5 or 6 stargates to the destination specified by the FC- and only one of them is the real stargate. I'm just going to walk the Earth. You know, like Caine in Kung Fu: walk from place to place, meet people, get into adventures and die of autoerotic asphyxation in a sleazy Thai hotel room. |
Alpha Tenshi
Rekall Incorporated Sinewave Alliance
1
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Posted - 2013.11.13 18:23:00 -
[296] - Quote
What I would love to have is a deployable remote repair module.
For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.
So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).
What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.
Just a thought ^_^
Alpha out o7 |
Narcotic Gryffin
Bombin Busch Wookies
13
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Posted - 2013.11.13 18:24:00 -
[297] - Quote
Deloyable repair unit, no reinforcement mode 50k ehp at best otherwise op, that repairs as fast as logi ships and also works on structures, entirely vulnerable to attack but reps anything within a 2.5k range of its location. http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg |
Saede Riordan
Alexylva Paradox
5314
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Posted - 2013.11.13 18:25:00 -
[298] - Quote
I'd like to have something akin to the old system scanning array POS module. You anchor it, it scans out everything in the system, and from the structure you can warp to anything it detects. Give it a fairly long anchoring time, like 5 minutes, and then make it take a certain amount of time to scan out everything. It wouldn't be faster then scan probing, but would give system owners a bit of an edge.
Some sort of anchorable 'nano-hive' that repaired any ships nearby would be nice.
I'd also like to see a 'gravition generator' structure of some sorts that could be anchored on a wormhole, which would slowly add mass to it until it collapsed.
Oh, and I'd really really like to see Skyhooks/space elevators, like we see in some of the trailers. And they had better be deployable within wormholes.
Other ideas: anchorable turrets, anchorable stasis towers, anchorable EW units, anchorable mining units.
Torn from grace, gotta find your faith or the devils gonna claim your soul
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Narcotic Gryffin
Bombin Busch Wookies
13
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Posted - 2013.11.13 18:26:00 -
[299] - Quote
accidental dubble post please delete http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg |
Rache Sangfroid
Aliastra Gallente Federation
0
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Posted - 2013.11.13 18:26:00 -
[300] - Quote
Mobile drone refitting bay
-deployable with no active timers -allows drones in cargo bay to be loaded into drone bay -can be fitted with reppers that repair all contained drones -limited to 5 drones not by volume -once deployed owner can lock another ship in 2.5km to let them use the structure, if dropped from a ship with a large enough cargo hold to resupply many ships
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