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

Scatim Helicon
GoonWaffe Goonswarm Federation
2620
|
Posted - 2013.11.14 08:00:00 -
[541] - Quote
Temporary, low-ehp structures which affect the truesec or otherwise modify the income potential of a system would be a way to make underused areas of 0.0 more appealing. CCP: Not out to ruin your game, out to ruin their game. |

Lavayar
Russian SOBR SOLAR FLEET
157
|
Posted - 2013.11.14 08:00:00 -
[542] - Quote
Mobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo) |

Scatim Helicon
GoonWaffe Goonswarm Federation
2620
|
Posted - 2013.11.14 08:02:00 -
[543] - Quote
An AOE deployable which deactivates fleet bonuses. CCP: Not out to ruin your game, out to ruin their game. |

Elmore Jones
Nebula II
17
|
Posted - 2013.11.14 08:17:00 -
[544] - Quote
Mobile PI disruption platform : fueled with livestock, gradually fills PI storage with fertilizer. Can also be used on forum threads 
+++ Reality Error 404 - Reboot Cosmos +++ |

ElDiabloRojo
Colossus Technologies Project Wildfire
0
|
Posted - 2013.11.14 08:26:00 -
[545] - Quote
My Ideas:
Mining version of the auto looting structure, possible features are that you can set your drones to use it automatically, it can be accessed from further away (cargo drones?), it has a hangar for ORE and a hangar for mining crystals OR the absolute perfect module for mining. It could tractor asteroids to be mined.
System scanner, deploy one or more of these and get access to them in the probe UI. Probably not able to move them but they should have a lot of strength and range to find object very quickly. Possible integrate with a star base to effectively bring back the old system scanner POS module.
Cloak disrupter, a giant smart bomb that doesnGÇÖt do any damage, only reveals cloaked ships. It should have a visible charge glow or timer or both so that ships know when it will go and the time between bursts shouldnGÇÖt be perfect, ships should still be able to get past it. Anchor time should be a few minutes as well so it doesnGÇÖt just render all cloaking ships useless.
Surveillance station, ANY amount of remote information from stargate or wormholes would be great. Text based info on ships that got within range of the module. Could actively scan their ships/cargo and report on this as well.
Wormhole life extenders, keeps a wormhole open for longer or actively adds more available mass to pass through it. Should work on both sides of the wormhole.
Lastly a portable clone vat bay would be nice :) |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.14 08:36:00 -
[546] - Quote
A Wormhole generator that will open a stable wormhole for 4 hours before being out of fuel.
The structure is visible on overview and open a wormhole (you do not know where it goes though)
On the other side, it is like a basic wormhole |

adriaans
Ankaa. Nair Al-Zaurak
4
|
Posted - 2013.11.14 08:36:00 -
[547] - Quote
Mobile forcefield. (For protecting your extended deep space visits)
Mobile Labs and Factories and Refinery. (mostly for limited deep space production, but rent-able in in say high sec and these could be extremely popular)
Don't forget a small drug lab!
Mobile scanner/prober thingy, scans out sites (not ships).
Mobile moon miner (doesn't require a POS, can only function if moon is empty)
Ohh, Planetary interaction siphon (like the moon siphon, siphons from PI colonies) ----True oldschool solo pvp'er---- My latest vid: Insanity IV |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.14 08:42:00 -
[548] - Quote
A cyno generator that last 30 minutes then self-unanchor. Anchoring time: 60s
Visible on overview like a basic cyno when active. |

Shan Bayonne-Tian
DEEP-SPACE CO-OP LTD Polarized.
0
|
Posted - 2013.11.14 08:42:00 -
[549] - Quote
I would love to see a deployable that could generate a false Cosmic Signature at the point of deployment. As a future user, I would envision that having the ability to choose the type of signature you would want to replicate (Wormhole, Combat Sites, Exploration, Gas) could potentially be a really fun way to create ambushes.
I think limiting this device to one active False Signature per system would be ideal, for several reasons.
1) Prevents a scenario where one group of players could bombard the system of another group with false signatures to the point of absurdity.
2) This limit also provides for another method of detecting a trap, in addition to Scanning and doing some recon with a cloaked ship. If you tried to deploy a False Sig Generator, and get an error message, something along the lines of 'Signature cannot successfully be broadcasted because of interference from another source.' In that case, you know somebody is already out there, plotting and waiting...
Love the deployable so far, I think it's a cool direction! Thanks CCP! |

Armakoir
Sessrumnir's Chosen
0
|
Posted - 2013.11.14 08:45:00 -
[550] - Quote
Decoy Wreck The salvager becomes suspect. Give those who wish to defend their salvage an opportunity to do so. |

Kaarous Aldurald
ROC Academy The ROC
1504
|
Posted - 2013.11.14 09:03:00 -
[551] - Quote
Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses.
That sounds like a cool idea.
Command Interface Disruptor, or some such.
It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea. Not posting on my main, and loving it.-á Because free speech.-á |

seth Hendar
I love you miners
244
|
Posted - 2013.11.14 09:04:00 -
[552] - Quote
Titus Balls wrote:Mobile warp gates
Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).
These areas could also be defended with deployable weapon platforms. this sounds interesting, for balance purpose, they would need to be scanable with combat probes (or reg probes?)
acces would be restricted to alliance / corp / self.
has a RF mod like POCO, while in RF, still works and allow everyone to go through
for this to work, we should be able to have some kind of defenses at the gate / inside, maybe some pos modules, with some restriction either on side (med guns max) or by cpu / pg.... |

seth Hendar
I love you miners
244
|
Posted - 2013.11.14 09:06:00 -
[553] - Quote
Kaarous Aldurald wrote:Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses. That sounds like a cool idea. Command Interface Disruptor, or some such. It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea. or a new link, can be used on CS only but instead of providing boost, disable boost for anyone not in fleet in a given radius around the CS |

Janeway84
Masters Of Destiny Pride Before Fall
40
|
Posted - 2013.11.14 09:14:00 -
[554] - Quote
Hi CCP Fozzie!
I have a few ideas :)
as a wormholer living in one of the more random and dynamic areas of the game I got a few ideas 
- Like the gap generators from the 1998 game red alert 1 it would be kick ass to have a deployable cloakying generator wich you could fuel and wich could come in different sizes like small, medium.
- A mobile repair depot where you could repair hull damage would be kick ass , even better if you could rep better than the local hull repper.
- going in style with classic command & conquer ideas what about a fake cyno beacon? So you could bait people in? maybe not as useful in wh's but still could find its niche.
- A anchorable drone hangar platform. Wich could come in different sizes so you could launch different sized drones from it either as a player action or automated depending on what would be best for game balancing and performance.
A light platform could house 5 light drones a medium could house 5 medium drones perhaps ect.
- Stationary tracking station that player could launch combat probes or regular probes from to scan signatures or ships down?
For graphics could reuse one of these antennas and maybe redo the platform they are standin on different mission site antenna dishes
- And talking about the pic there I thought what about making player deployed acceleration gates for fun! Could setup a track where player ships race around in a player made dead space area? Or maybe a bit over the top?
- Mobile refinery, you could have mobile ice refinery, ore refinery, gas refinery?
- stationary sentry missile and sentry gun platforms think about playing team fortress 2 as the engineer class where you throw out your own turret , with limited HP it shouldnt be too over powered and you could have different sentry's in different sizes to give players tactical choice on what type of ammo and turrets to bring.
- Player built stargates, setup a gate in one system and another player in your fleet or corp sets up the other gate and you send each other like a invite to connected the gates. And easy as vanilla ice cream players can jump between the 2 gates :)
- Paint shop, like the customize your vehicle garage in the Gta games you could set one up and charge people a small fee to repaint their ships pink and black or whatever they prefer? :) Well within eve's color scheme that works perhaps.
- Mobile moon mining array?
- Commercial stuff like shopping for the citizens that live on planets ? Or if you want to be able to start a guns and ammo shop in nullsec? Since nullsec people sometimes complain about the lack of stations and finding goods in nullsec these could be a nice option. Could perhaps even have npc convoys fly over to them sometimes to deliver skill books for market ect.
- Deep space scanning array to find new systems to explore if you ever break down the stargates in nullsec and make capsulers have to rebuild them. Or for finding new solar systems or where to go to scan for new solar systems.
Im sure there is more ideas, I mean there's prob some things people could do to connect these with Dust too like capsulers providing some services to dust troops or manufacturing parts for them or something? |

Pobunjenik
Direwolf-Rayet skylian Verge
89
|
Posted - 2013.11.14 09:22:00 -
[555] - Quote
Lavayar wrote: Mobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo) I would need this.
Also, to that Goony: no WH generators, learn to probe. Neka mi se jave igra-ěi sa prostora Balkana koji nisu jebeni fa+íisti. 1st Wormhole Alliance Tournament |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 09:28:00 -
[556] - Quote
Another idea, I think I may have originally floated this on Twitter as a kind of anti-command-ship prospect, but these structures would probably do the job as well. Essentially projects a grid-wide penalty to all ships on the grid on certain attributes, similar to wormhole effects but limited duration and range.
Should be a fairly bulky deployable, potentially needing an industrial or similar to bring along to the field for the more powerful effects, but bringing the right set of these that don't impact your own fleet or gang, but potentially can help counter an enemy doctrine would add an interesting additional dynamic, and force additional tactical decisions.
|

Bakuhz
The Horny Heron's Insidious Empire
133
|
Posted - 2013.11.14 09:38:00 -
[557] - Quote
Mobile Service Station: Repairs Overheated Modules even after burning out. will give you an Isk. bil close or slightly over the vallue it costs in station to repair. also repairs shield / armor / structure out of combat when outside of any aggression timers. will run on Nanite Repair Paste and Cap Booster Charges.
Mobile Genetics Facility: allows the owner to have 1 JumpClone placed inside and can be anchored outside aswell inside POS. will use 1 Racial Fuel Block and 1000 Liquid Ozone a day to maintain integrity of the Clone. max fuel limited to 10 day's will drop corpse and all current fuel that has been stored on destruction 100% drop rate.
Interdiction Support Module: Can be Deployed on Grid and will support all interdiction Bubbles anchored / DIC / HIC alike to negate the effect of Interdiction Nullified Ships Will not discriminate Bubbles placed by allies or enemie's, bublle is a bubble!!! Will consume 10 Coolant, 250 Strontium, per cycle (Cycle 30 minutes) Max fuel capacity for 6 cycles (3 hours)
hitpoints on these structures i will leave that to fozzie http://rakah.griefwatch.net/?p=pilot&pilot=%3CBakuhz
Recruiting PvP minded pilot's new pilot friendly teachers available in various timezones |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
742
|
Posted - 2013.11.14 09:48:00 -
[558] - Quote
Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses.
As long as it works BOTH way.... and its grid only... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
|
Posted - 2013.11.14 09:48:00 -
[559] - Quote
Power Generator (generates Power from Fuel Blocks) Shield Generator Generates a shield around the Complex aka Force Field (if shield drops to 5 % reinforced mode is activatet needs strontium) shield needs power from the Power Generator
A Storage Module that links with the depot around 250.000m3 can link more than one also links with other storage modules
Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules Making it possible to make a inspace refining Complex (Mining Base) needs Power
Solar power plant very little power generation but cheap for litte Bases without huge power need |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
742
|
Posted - 2013.11.14 09:52:00 -
[560] - Quote
M1k3y Koontz wrote:Idea I heard that I like: structure that "hacks" and then allows for the unanchoring of dead POSs. Chitsa Jason wrote: Structure which makes new sites to not spawn in system unless destroyed.
This sounds brilliant. Sounds like a great way to create medium scale PVP in nullsec. Arthur Aihaken wrote:A communications structure that completely disables local while deployed. While more reasonable than "REMOVE LOCAL!!!1!" it would be very easy to abuse unless its expensive...
I can be toned down to DELAY local... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
744
|
Posted - 2013.11.14 09:56:00 -
[561] - Quote
Weaselior wrote:I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit.
Npot a concense at ALL. Last time we got news about it CCP wanted to amke HARDER to control wormholes not easier "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kary Franks
Murientor Tribe Defiant Legacy
13
|
Posted - 2013.11.14 10:30:00 -
[562] - Quote
- make FW plexes mobile outposts that need to be set up by players, built by players using gantries / PI material, blueprints bought by players from LP stores -> would generate VP per hour for the owning faction -> would generate LP for the owner -> would need fuel blocks to run -> outpost could include limited defensive cababilities
Note following little bit off-topic but still tied loosely to FW outposts: [- empires would still deploy their own FW plexes in adjacent systems to contested systems -> would create pve missions where the objective is to destroy the outpost -> when a mission to destroy a certain outpost has been created -> owning faction will generate a defensive mission for the same outpost] -> outposts set up by players could also generate pve(p) missions
- allow corporations to set up upgradable outposts that work by same principles but in addition: -> allow to set up defenses (sentry guns, repair facilities, etc) -> no LP gain, bigger VP gain (basically set up for entrenchement purposes)
- all outposts need to be set in special deadspace pockets that need to be scanned down using probes (maybe exluding the npc ones) -> therefore no caps for these outposts |

Sarah Emers
Hedion University Amarr Empire
0
|
Posted - 2013.11.14 10:33:00 -
[563] - Quote
Might be some redundancy but some ideas:
Mobile Jump System: Basically a small scale titan bridge to allow for the repositioning / quick travel of small fleets. Give it a mass limit / ship limit (Things like battleships excluded), something adequate for a small cruiser fleet or something, reasonable range, and a time limit (e.g. use mass within 5 minutes or it blows up on its own). Would still jump to cynos, maybe instead of making it fuel based just incorporate fuel into the build cost so it isn't cargo prohibitive. Perhaps also limit how often a player / ship can use one of these so they aren't just set up in chains.
Mobile Arena: Kinda cheesy, but basically the current faction warfare plexes but in deployable form. Acceleration gate into a deadspace pocket, with variable ships levels such as the small, medium etc... No real benefit from being in the deadspace pocket, but could allow a player or players to set up an area (Shown to everyone via overview like current sites) where people can gather / fight all in the same ship type. Limit to one of each type per system and destroyable / last x hours. Basically allows people to advertise they are looking for a fight in busy systems without having to check belts, sit on gates, or get owned by ships that straight up out class them. Maybe make it exempt from sec status deduction as well if the fighting occurs within lowsec and in the pocket.
Ship Recovery Beacon: So this is something I would probably like to see the most just as a quality of life sort of thing. The idea behind this is that you are essentially teleported to a home station that you have set from a position in space. Some of the limitations: Not applicable to ships with jump drives, freighters, or orcas. So what's the reasoning behind this? Well, sometimes EVE can get a little boring, especially when roaming for fights. If you've ever gone around trying to find some PVP only to find nothing, especially in nullsec, it can be extremely boring. Lets say you went 30 jumps deep into null with your battlecruiser and the only thing you passed was empty systems or a couple guys docked up, I think we can all agree that it's no fun at all that you need to take those 30 jumps home again at which point you probably just want to log out and are annoyed. Basically the idea is this would be a method of recovering your ship in a way that doesn't suck, and would open up many more places to roam and explore as a more casual player without the fear of being stuck far away all for nothing. Yes, this would give EVE a bit of an easy mode, but I still think what it opens up to players is worth what it detracts from the game. As per balance, I would say that the jump obviously shouldn't be instant or without risk. My proposal would be the following: Beacon on the overview like a cyno indicating a player has deployed and is using the module and a decently long spool up time (3-5 minutes, remember you are supposed to be using this in empty space). With the beacon and spool or recovery time, this means that you cannot get caught by a gang and just use this module to get out of a tough situation. If you do try something like that, you are completely vulnerable and identified for the duration. During the spool up time: You must remain within 5000m of the module, you must be decloaked, and warp scrams etc... prevent the 'usage' of said module. In the event you leave the grid the module is on or cloak it is instantly destroyed, you cannot ping pong or just come back later. You also have a short (1m) window of time to use the module once it is ready. If you needed some back story on what's going on, something along the lines of it is a signal that some neutral 'NPC' carrier will make its way to, pick up your ship, and bring you to your home station. Also, it would be limited to null and low sec. Perhaps have the non-existent carrier pilot's 'fee' for usage of their services scale with how many light years from the home system, but make it reasonable so it isn't more expensive than to just destroy your ship and pod home. I'd also limit it to only be useable at random places in space or planets, no gates, stations, moons (Due to POS), etc... to make it as unsafe as possible. |

Abdiel Kavash
Paladin Order Fidelas Constans
1805
|
Posted - 2013.11.14 10:42:00 -
[564] - Quote
Sarah Emers wrote:Ship Recovery Beacon: Congratulations, you win the award for the worst idea in this thread. And you beat such jewels as wormhole stabilizers, cloak detectors, and grid-wide invulnerability modules. |

John Cant
Bio-Tech Research
3
|
Posted - 2013.11.14 10:44:00 -
[565] - Quote
Modular pos components are key. Mobile factories, refineries, hangars, depots, guns and mining arrays, all connectable to a single tower core. This will replace and/or replicate the pos functionality but also mean it untethers the structures from moons.
Ie, fly out to a gas field, drop a core and bolt on a shield, some guns and storage, then drop some gas harvesting arrays..
Or, do the same for ore fields with a tractor beam added on to pull in rocks and some ore mining arrays which could feed then into a refinery etc.
However, a dedicated player ship must give much better production rates, but these structures could be quickly put up and torn down as needs be if you want to take the gamble of leaving this up and running...
JC. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 10:44:00 -
[566] - Quote
I'm pretty sure I'm going like a broken record here, but just a little hint for people to remember:
Anything that engages in direct combat, ever, is probably going to be a bad idea. (Because someone (read: us) are going to abuse this to its fullest and turn entire grids into deathspheres, then spam it with drag bubbles. Then might as well set up a tractor and salvage station to harvest that sweet auto-loot!).
Personally, I also think anything that harvests resources should be open-cargo-bay, perhaps with rare BPCs that allow passwording. It should be a viable strategy as regards farms-and-fields for theft to take place as well as destruction. This also helps to make fixed resources in space, such as asteroid and ice belts, potentially more valuable if well guarded. (And to be honest, I think there should be an open-access mobile depot as well). It should also be far, far more time consuming than manual harvest. (I'm thinking essentially an automated badger-with-a-mining-laser).
I'd imagine that anything that duplicates the role of a ship or sov structure entirely is unlikely to happen as well (eg: anchorable jump bridges, truesec enhancers, rorqual compression bays).
And I think wormhole stabilisers, auto-miners, decloak pulses, deadspace projectors are getting mentioned a lot in this thread, so worth baring in mind.
|

Shivaja
CHON THE R0NIN
12
|
Posted - 2013.11.14 10:50:00 -
[567] - Quote
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 10:56:00 -
[568] - Quote
Shivaja wrote:I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2039
|
Posted - 2013.11.14 10:58:00 -
[569] - Quote
Kind of doubt we'll see anything with bubble shields.
Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 11:00:00 -
[570] - Quote
Steve Ronuken wrote:Kind of doubt we'll see anything with bubble shields.
Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry)
I'd also be concerned about them being stupidly, stupidly unbalanced. Nothing good can come from them being thrown up anywhere. |
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