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

Zifrian
Licentia Ex Vereor Black Core Alliance
1102
|
Posted - 2013.11.14 01:14:00 -
[451] - Quote
zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me  I thought this is what the siphons were going to do when introduced.
But yes, a siphon that takes POS fuel or Stront (separate mod?) out of a POS would be fun....well for some lol Maximze your Industry Potential! - Get EVE Isk per Hour! |

stoicfaux
3352
|
Posted - 2013.11.14 01:18:00 -
[452] - Quote
Apologies if others have already mentioned some/all of these. I haven't had time to read the previous posts yet.
De-cloaker. A deployable that sends out a pulse revealing all cloakers on grid.
A drone tender. You put drones in it, and the drones fly off against enemies on grid. Does not count against your drone bandwidth.
A drone repair tender. Repairs drones that you assign to assist or attack it. Or a new menu entry 'called go get repaired."
RR deployable.
JATO like deployable that provides a temporary speed boost. For those times when you just have to get back to the gate asap.
Mining deployable. Because, you know, why should I have to AFK a mining barge when I can AFK a mining deployable unit.
Semi-cloaked deployable. Doesn't do anything, but shows up on probes as a ship of type X (set at time of launch.)
Goon Early Warning System. Whenever a goon appears in system (or on grid), it broadcasts 'grrr goons' in local.
Jita Spamming TV Device. Why limit your self to just local chat, which can be minimized or blocked. Spam people at the gates and undock with Adverts.
Hull Repairing Deployable, because, OMG, can a hull repair module be any slower?!?
Unicorns and Rainbows deployable. Looks like a unicorn and sends out beams in random rainbow colors.
Mobile Bumping Deployable. Has a built in MWD for bumping into the nearest ship on grid.
Sentry Turret. You put a weapon and ammo in it, and it shoots at enemies on grid.
Dancing Deployable. Dances (flies erratically) while spamming offers of lap dances in local. Has a picture of a "Scantily Clad Night Elf" (a popular Gallente Halloween costume) trailing behind it.
Fireworks Deployable. Pops off fireworks and snowballs randomly. Only 1,000 may be deployed within 10km of each other.
Warp-in Point Tactical Beacon. Provides an on-grid warp point so you can warp at distances of less than 125km.
MIRV deployable. It's a deployable that deploys other deployables.
Like Deployable. Anyone who approaches within 5km gets a random forum post of theirs "liked".
Hello Kitty Deployable. Pink. Adorable. Explodes for 10,000,000 points of damage sometime during the day after downtime.
Presser Beam Deployable. The opposite of the Tractor unit. Pushes wrecks and cans and deployables away. Does not work on the Hello Kitty Deployable.
Smack Talking Deployable. In much the same way that cats pee on things to mark their territory, this does the same by broadcasting a message in local whenever someone appears in local. |

flying hippo
Light of the moon Fraternity.
0
|
Posted - 2013.11.14 01:23:00 -
[453] - Quote
wormhole stabiliser ,make wormhole last longer and can pass more mass,consume strontium clathrares. |

stoicfaux
3352
|
Posted - 2013.11.14 01:24:00 -
[454] - Quote
Warning Watch Out for the Sign Deployable.
|

Grand Formage
Kinzland
2
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Posted - 2013.11.14 01:32:00 -
[455] - Quote
Chitsa Jason wrote:Structure which changes or creates wormhole effects everyhere in system or on grid.
Structure which makes new sites to not spawn in system unless destroyed.
The second structure seems to be something that might be dropped in sov space to reduce system standings, but the first needs more explaining. |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.14 01:33:00 -
[456] - Quote
Area scanner. It would be nice to have a 10-20au scanner that both links to anyone whose dscan picks up the scanner (ie, linked scan information) as well as reports any seen people in local (not cloaked people, unless seen prior to cloak). The idea is to extend the range of dscan as well as possibly support detection of ships in range being shown in local. This could apply to wormholes and perhaps a future eve where all locals require such devices to detect people. Since it's a destroyable structure, I don't believe it will be considered overpowered. Plus as dscan extender, it could work for everyone, even enemies. Apparently it doesn't have encryption. By placing enough across a system, one could effectively dscan the entire system, chaining from mobile to mobile so long as each is within range of another and at least one of them is in range of the ship's dscan (if narrowed scope, they must hit the area scanner to get results from it).
A clone holding bay. Doesn't make clones, but is capable of storing a clone while the person jumps to another clone. If structure is blown, the clone is destroyed. Make it supportable in wormholes. People leave clones behind at their own risk. Supposing the clone isn't destroyed, the owner can jump back to their clone in proper time, of course. Perhaps a reduction in jump time if jumping from such a device (but if you jump station back to the device, normal time restrictions would apply).
|

Aaron Kyoto
Clan Shadow Wolf Fatal Ascension
25
|
Posted - 2013.11.14 01:36:00 -
[457] - Quote
Deployable Cyno Beacon - would reduce the purpose of using a cyno alt off a station or something like that. Have someone drop it, can be jumped to as normal beacons. Lasts a certain ammount of time before it deactivates. Can be refuelled? Anchorable etc. |

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 01:38:00 -
[458] - Quote
Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
There are a lot of POSs hanging in space that are no longer operational. Hacking unit would probably be better called a Siege Command Unit. Hacking onboard POS systems would allow ownership of the structure to change and with continued hacking, allow the assumption of control for any structures hanging in space around it. However, all hacking must be done prior to onlining. |

Kharamete
Feral Solutions Inc
74
|
Posted - 2013.11.14 01:40:00 -
[459] - Quote
Deployable pleasure hub.
You dock in it, and it's like a captain's quarters - except there's exotic dancers in there.
And the damsel. --- CCP FoxFour:-á"... the what button... oh god I didn't even know that existed. BRB." |

Aaron Kyoto
Clan Shadow Wolf Fatal Ascension
25
|
Posted - 2013.11.14 01:40:00 -
[460] - Quote
Grand Formage wrote:Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... There are a lot of POSs hanging in space that are no longer operational. Hacking unit would probably be better called a Siege Command Unit. Hacking onboard POS systems would allow ownership of the structure to change and with continued hacking, allow the assumption of control for any structures hanging in space around it. However, all hacking must be done prior to onlining.
A method to bypass pos shoots? Gasp! Would this be too easy for attackers? |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.14 01:42:00 -
[461] - Quote
Tzuik wrote:Tyrendian Biohazard wrote: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...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius ^^ This but pulse should also be system wide at longer intervals, so when in pulses you can get the signature of the cloaked ship with the probe scanner. Could take 30-60 min from anchoring to scan down a cloaked ship. Pings could be clearly visible to anyone in system.
I like this the system pulse with delay and only used for probes. It implies the cloaked ship is around awhile and still has to be probed down. I dislike an auto-decloak. It would completely destroy the point of having the covert cloaks if they can be decloaked in all bubble camps and warzones. Can we say, "Blockade Runner is now useless!" It's already a challenge to escape good bubble camps and a good bubble trap will often decloak with ships or jetcans in the right locations. |

zzrat
AQUILA INC
1
|
Posted - 2013.11.14 01:43:00 -
[462] - Quote
Zifrian wrote:zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me  I thought this is what the siphons were going to do when introduced. But yes, a siphon that takes POS fuel or Stront (separate mod?) out of a POS would be fun....well for some lol
Making the POS use more fuel does not affect the running of the POS, running out of fuel does. The owner still gets low fuel mails, can login kill off the units re-fuel job done. 48 hours maybe a bit short, but its a start. Would give small corps, without Dreads/superfleets another option to fight the big allainces. Yes it would mean big allainces would need to be active in there space they own. |

stoicfaux
3352
|
Posted - 2013.11.14 01:43:00 -
[463] - Quote
Old School Ship Model Deployables. The old Navy Comet with the flashing light. The pre-symmetrical Rattlesnake, etc..
Gate Probes from the Empyrean Age novel. You know, the super-cloak probes that the Gallente and Caladri would launch through each other's gates to see what was going on on the other side?
Deployable Energy Leech Deployable. It's a deployable that dampens the effects of other deployable, e.g. disables or reduces the area of effect of a bubble.
Corpse Tractor Unit. Tractors corpses. That's it. Well, that and keeps them cold.
|

Aurora Fatalis
Blacklight Recon Mordus Angels
34
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Posted - 2013.11.14 01:44:00 -
[464] - Quote
Deployable Hacking containers for RP/Live Event uses. Core probe scannable.
"Firewall" anchorable repeating small smartbomb - for grid based advantages versus missiles and drones. Not usable in hisec.
"Blockade" forcefield emitter - does nothing beyond having an x km radius hard spherical shield that cannot be bumped.
Deployable bomb. Shoot to detonate. Not usable in Empire space.
Deployable asteroid for laying bad traps for bad miners recycling purposes. Possibly also a bomb, activated upon mining.
Deployable bookmark - only shows up on the overview of people who have seen it on grid. Right click to save or warp to.
Deployable acceleration gate and micro jump gate - activates a MJD effect regardless of ship type. Good for transversing a molded grid/space city. Lorewise, a good "preview" of the Stargate tech we might get.
Deployable combined cyno jammer and local communication module. As long as you're inside the field, you have a field-specific local channel instead of the system's local channel. Cannot cyno in or out. |

stoicfaux
3352
|
Posted - 2013.11.14 01:45:00 -
[465] - Quote
Eliza Deployable. Runs an Eliza program in local chat.
Spelling and Grammar Deployable. Spell and Grammar checks everything said in local.
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stoicfaux
3352
|
Posted - 2013.11.14 01:47:00 -
[466] - Quote
Collectible Deployables. Don't actually do anything, but you have to collect them all!
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PotatoOverdose
Handsome Millionaire Playboys
600
|
Posted - 2013.11.14 01:49:00 -
[467] - Quote
It's probly been said, but mobile ship maintenance bay. Can only hold assembled ships, same restrictions as a carrier's ship maintenance bay. Allow people to swap ships behind enemy lines. Doesn't have to be too big, just big enough to hold a couple of cruisers or so. |

stoicfaux
3352
|
Posted - 2013.11.14 01:50:00 -
[468] - Quote
Riddle Deployables. Prompts you with a riddle, if your answer matches, then it unlocks and you get the prize inside! (The riddle and prize are set by the player who deploys it.)
edit: comes in a "hard to scan down" version and a "shows up on overview system wide" version. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
36
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Posted - 2013.11.14 01:51:00 -
[469] - Quote
Might as well put it forward:
All things considered: A Mobile Mining unit. Mines the equivalent of 2 Mining II lasers. Auto-targets the closest asteroid and begins mining until the cargo hold is full Anyone can take from the cargo hold. Flagging is optional Range is 10KM Unit size is 100m3 Ore hold is 27000m3 Can be scooped back up - drops can
Can allow someone to drop one on a mission loaded with ore or at a belt. Since it can be stolen from it is best not left unattended. Can be destroyed like the mobile tractoring unit. Does not out mine any of the barges/exhumers. Is reusable.
Blows up pretty... but flags you suspect. |

Wiu Ming
Dracos Dozen
59
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Posted - 2013.11.14 01:53:00 -
[470] - Quote
Ragnar Alestorm wrote: a structure to reskin command ships to their pre-rubicon skins... this.
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stoicfaux
3352
|
Posted - 2013.11.14 01:54:00 -
[471] - Quote
Deployable NeX store.
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PotatoOverdose
Handsome Millionaire Playboys
600
|
Posted - 2013.11.14 01:55:00 -
[472] - Quote
Weaselior wrote:A wormhole stabilizer. GTFO.
Also, Local disruptor. When anchored, sets local to behave exactly as it does in wormholes in all systems in the constellation. |

Sean Parisi
Fugutive Task Force A T O N E M E N T
379
|
Posted - 2013.11.14 01:55:00 -
[473] - Quote
A structure that repairs burned out modules. Allowing for extended tours, with less need for nanite paste.
"Fighter Hangars" which are essentially small hangar arrays that can hold 2-4 fitted frigate / 2 destroyers.
Drone Station / Allows you to command 1-3 drones from the tower as long as it is powered (Cap charges + filled with drones). Or it could be used to provide drone reps instead of attack drones. Repping based off of standings or corporation affiliation who anchored it. |

EI Digin
Sniggerdly Pandemic Legion
1371
|
Posted - 2013.11.14 01:55:00 -
[474] - Quote
Probably the best use of the new mobile structure system would be to revolutionize the way intel is gathered.
A player would place a "space surveillance camera" mobile structure on a gate (or anywhere) that would report player movements around the grid to a group intelligence window. Hostile players can also destroy these cameras if they don't want to have their movements tracked.
It would provide a way for people to build up their space (wherever it may be) and provide a way for hostiles to destroy it.
When you add in a system like this you can have local replaced with a more fair and balanced system. |

Verar Valdis
Riders of the Maelstrom Interstellar ConVicts
0
|
Posted - 2013.11.14 01:58:00 -
[475] - Quote
What about a structure that hacks a POS that allows you to take control of the POS and therefore unanchor it, you can make it to where the structure has to be within 5,000m so this could only be done to POSs that have run out of fuel. Give the POS owner a notification that one has been deployed and that they have 48 hours to remove the structure before they lose control of the tower. Would help in clearing out those abandoned towers in WH space that no one wants to take the time to shoot them down but are never going to be reclaimed by the original owners. |

GeeShizzle MacCloud
384
|
Posted - 2013.11.14 02:01:00 -
[476] - Quote
EI Digin wrote:Probably the best use of the new mobile structure system would be to revolutionize the way intel is gathered.
A player would place a "space surveillance camera" mobile structure on a gate (or anywhere) that would report player movements around the grid to a group intelligence window. Hostile players can also destroy these cameras if they don't want to have their movements tracked.
It would provide a way for people to build up their space (wherever it may be) and provide a way for hostiles to destroy it.
When you add in a system like this you can have local replaced with a more fair and balanced system.
check these out m8 and tell me if u like =)
https://forums.eveonline.com/default.aspx?g=posts&m=3869806#post3869806
https://forums.eveonline.com/default.aspx?g=posts&m=3871050#post3871050 |

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 02:08:00 -
[477] - Quote
Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.
I believe that this is the intent , building from the outside in, getting all the code structure work done for the individual structures so that when it is time for the POS, everything else is done. |

Verar Valdis
Riders of the Maelstrom Interstellar ConVicts
0
|
Posted - 2013.11.14 02:08:00 -
[478] - Quote
Gizznitt Malikite wrote: --- Device that allows Supers into WH's (better if it is a 1-way trip).
No no no, I left k-space to get away from Supers |

Vegare
Dragon Clan Nulli Secunda
78
|
Posted - 2013.11.14 02:13:00 -
[479] - Quote
modular player owned starbases would be my suggestion :P |

stoicfaux
3354
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Posted - 2013.11.14 02:21:00 -
[480] - Quote
Take One Leave One deployable. Open a trade window with the deployable and you may take one item if you leave one item. Optionally, the items should be of similar value.
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