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

STSxLight
Corporate Scum Northern Associates.
69
|
Posted - 2013.11.19 13:29:00 -
[811] - Quote
A small structure (such as the cyno jammer) that can be launched only in deadspace areas such as FW plexes.
10 second activation timer
It basicaly emits a pulse that shuts down all cloaks, and has the efect of reducing the warp core str to 0, on a 100 km radious.
I think this will be a benefic, awesome idea for fw :D (lets put the farmers to the test)
Now if you dont like the shut down cloack thing then just keep the "warp streght to 0" should be enough if you just decloack them
 "Oh, you think nullsec is your ally. But you merely adopted nullsec; I was born in it, moulded by it. I didn't see the light until I was already a man, by then it was nothing to me but BLINDING!"
my eve youtube channel-á http://www.youtube.com/user/stsxlight/videos |

Bandua
Domination Heavy Industries Atrocitas
1
|
Posted - 2013.11.19 16:03:00 -
[812] - Quote
1. Stealth triangulation structure . Requires a minimum 3 structures, paints targets in say an area of 5AU between the structures. Smaller the cloaked ship, the more structures required to paint it.
2. Temporary deployable gate and station sentries (sov warefare)
3. Structure repair units.
4. Personal POCO |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
19
|
Posted - 2013.11.19 16:16:00 -
[813] - Quote
Yeshuar Antarea wrote:-Deployable Capacitor batteries
Transfer capacitor to owner, very short range, different sizes. Last for 2 minutes, transfer charge size amount of battery every 5 seconds (so a Cap booster charge 100 battery would transfer 100Gj every 5 seconds as long as you were in range). For ships that cant quite fit cap charge boosters. Explode like a micro smartbomb for Thermal damage equivalent to charge size when destroyed. Large mass (takes up cargo) so pilots aren't dropping hundreds of the things So you nerf it? Why add it at all if it does not mix things up?
procedural stations, personal stations, corp stations, alliance stations, would be epic. The really rich players would have something like a huge artificial planet or moon with its own sims/simcity minigame. Really rich alliances would have hundreds of them in a grid. The stations have their own populations which give income in terms of taxes, like a huge simcity economy. Can interconnect economies to other such stations. Perhaps you must start with a personal station and then grow it up to alliance size (deathstar size) by upgrading more and more and building more and more. People go there to get jobs both in private sector and your "government" sector (decide yourself if you offer medical services etc, it decides if people want to live there and work there). And you can decide what cut you take in each portion of the economy (tolls, income tax, profit tax, service fees (food, water, sewage, power, artificial gravity, medical services, education services, law enforcement services, defense services, etc)).
Gates! Drop gates and supply them with fuel and pair them however you want (more fuel the longer the travel is). Different features for payment of those who use them (with option to for example not allow anyone but your own corp/alliance use them, or not allow enemies to use them but everyone else can use them, and lots of other variations). Fees would decide where players go (autopilot would need a "cheaper route" also), so anyone who try to charge an arm for passage would get left with an unused gate system. 48 hour reinforced timer on gates, can be remotely controlled from the other gate in the pair, also jumped to the other pair (so you can for example put a gate right into the enemy territory, and when it is found, you can jump it back without risking limbs).
Covert ops gates. Gates that can be placed so far away from the center of a solar system so that it is less likely to be probed, and don't easily get found.
Supercap stations. The size of moons (or deathstars), can fit hundreds of supercarriers, dozens of titans. No reinforced timer, but a lot of hp and a fairly decent turret system (both dps and logistics) that can be manually controlled by in-station players. But the turret system is just meant to buy time (you can repair the turrets and/or the station itself with the logistics turrets). Huge drone bay (so it can kick back lets say equivalent to 100 bombers in space at one time, testing would decide final numbers though). Perhaps alliance size procedural stations would be able to then upgrade to get the ability to dock supercaps. Then upgrade the number of each type of ship that can be docked, how much ore storage etc.
I could write a book honestly, but then I sort of need more than just a few likes 
EDIT: On the economy bit on the huge stations, I'm gushing over with ideas about that which add gameplay without wrecking things, and is within the plan of "more player control over the universe". Would love to take a few months off to flesh it out really well. |

Rek Seven
Probe Patrol Polarized.
1036
|
Posted - 2013.11.19 18:21:00 -
[814] - Quote
Sleeper homing beacon +1 |

Jace Bowen
The 4th Legion DARKNESS.
2
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Posted - 2013.11.19 19:13:00 -
[815] - Quote
Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes. |

Liu Bin
State War Academy Caldari State
1
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Posted - 2013.11.19 20:36:00 -
[816] - Quote
Jace Bowen wrote:Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes.
I was wondering if the camera structure could feed a twitch.tv stream. That would allow a gang to all access it.
Tricky to balance though. Hard to avoid killing fun with it. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
20
|
Posted - 2013.11.19 21:04:00 -
[817] - Quote
Liu Bin wrote:Jace Bowen wrote:Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes. I was wondering if the camera structure could feed a twitch.tv stream. That would allow a gang to all access it. Tricky to balance though. Hard to avoid killing fun with it.
I find it hard to NOT have fun with this. I envision huge swarms of spy drones that fly around controlled remotely, streaming over twitch to those responsible for viewing them (FC's would only watch those that have something interesting on them, interesting being decided by those who's job is to watch all of them). Perhaps this would allow us to remove Local and replace local by a radio-system (send out a message, others then see you are in system, you only see those that have sent out a message while you have been there, or while you have had a spy drone there). perhaps the spy drones can be scripted, and scripts can be bought and sold on the market, so lets say they begin streaming and message people etc when certain things happen (fex if they see gate activity or are shot at). And maybe they can fly around in-system automatically, patrolling. Maybe they can form square grids with drones 4 km from each other and trawl around gates for cloaked ships. Maybe they can surround gates so cloaked ships are decloaked when warping away from the gate.
I'd really like to see asteroid-gathering equipment. Meaning you drop a small station that tractors in asteroids from far away with drones, making asteroids show up around the station (they would not gather asteroids from around the station, but make asteroids spawn as if warping to the station, then the drones take off from the asteroids and warp out to get more). This would make asteroids be able to be finite, but yet infinite, if you just have enough gathering stations. They would of course be able to gather only the resource you tell it to gather (perhaps you can change it once a month or it costs a starbase-charter-ish fuel to change it). The upgradedness of the station would determine how much asteroids it can gather before it stops to await someone that mines it, and how fast it gathers the asteroids, and how big asteroids it can gather, and how rare asteroids it can gather. Lots of skills can be thought up. Maybe you can drop this anywhere, like depot, so you can have a mining place right on your doorstep. Perhaps it can find wrecks that are not picked up after a while from across the entire system and then placed around itself like asteroids and ice (I think rigs are a bit too expensive, more salvaging is needed). |

Angus McRothimay
Ordo Aetemas Noctis
4
|
Posted - 2013.11.19 21:25:00 -
[818] - Quote
I would like to see a Small Mobile Siphon Unit -
A non-disposable version that you can SCOOP into your cargo hold when you want to.
|

Savnire Jacitu
FRONTLiNE GRP.
204
|
Posted - 2013.11.19 21:47:00 -
[819] - Quote
That's no moon...... <corrupt> |

Lifelongnoob
The Motley Crew Reborn End of Life
16
|
Posted - 2013.11.19 22:21:00 -
[820] - Quote
booby trapped mobile hangar
like the mobile hangar introduced today but rigged with huge explosives when someone tries to steal from it |
|

Lethin
Aliastra Gallente Federation
0
|
Posted - 2013.11.19 22:23:00 -
[821] - Quote
Habitat module, houses 1 clone, One can be dropped in a system. Local only, will supply your next clone if podded in system. |

Lifelongnoob
The Motley Crew Reborn End of Life
16
|
Posted - 2013.11.19 22:28:00 -
[822] - Quote
standings scrambler module
when deployed it messes up the standings colours in local by randomly assigning nuetral, orange and red tags to players in local
that would be fun to see in the big blue donut |

Dremmell
D.M. Black Heavy Industrials
1
|
Posted - 2013.11.19 22:43:00 -
[823] - Quote
My idea is for a mobile cloaking field. When deployed it can cover a 5k radius to hide ships. Would be great for gate camping. This device would unable a fleet to stay close to the gate without being exposed to a large fleet.
Larger storage facilities that offer miners a place to store ore.
Ore compressor was also a great idea. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
21
|
Posted - 2013.11.19 23:23:00 -
[824] - Quote
I'd like to see a mobile depot with more than 3000 and 4000 m3 space. Unless you want to see servers handle millions of the darn things.
Since the depot disappointed me a tad on the "there's many like it but this is my own" front, a personal POS would be good. Would need its own place on the UI so its not mixed with the other POSes and NPC-Stations.
Dremmell wrote:My idea is for a mobile cloaking field. When deployed it can cover a 5k radius to hide ships.
Why hide your accomplishment? |

Arthur Aihaken
The.VOID
614
|
Posted - 2013.11.20 00:32:00 -
[825] - Quote
Mines. I am currently away, traveling through time and will be returning last week. |

Alskari
Hammer Holding Moon Warriors
0
|
Posted - 2013.11.20 01:15:00 -
[826] - Quote
I've glanced through the thread and I haven't seen either of these ideas so far:
+ Shooting Range A structure that creates false targets to shoot and then outputs the combat log nicely. Generic ship class, speed and distance could be set. It could even run a simple kill report type feature showing who did top damage and such. Consider that if not for EFT or pyfa you never get close to this kind of info without logging onto the test server, and digging through combat logs. Use it to test fits or keep your fleet entertained while waiting for the cyno-bait to be taken. Corp owned ones could have a leader board for gloating. (An exciting variant could use corpses for ammo. It could jettison corpses for you like a clay pigeon thrower.)
+ One-Armed Bandits Player managed slot machines. Set the costs and rewards and watch all those gambling addicts hand you isk while gankers lurk and wait for the unlucky winners. Corp specific varieties could factor in standings to provide cheap entertainment for blues. Also I figure hacking or something like that could be incorporated to manipulate player input odds or payouts.
Let me be the first to say that I don't think these should be anywhere near the top of the list priority wise. A full replacement for the POS system and all that jazz should come first. However I think modules like these could ultimately be cool and help make your own little piece of space more unique. A lot more ideas along these lines, including memorials, might prove to be an easy way for corps/alliances to flaunt wealth and achievements as well. |

BEPOHNKA
The Scope Gallente Federation
95
|
Posted - 2013.11.20 03:18:00 -
[827] - Quote
Hulasikali Walla wrote:An ore mining/refining/compressing structure for ninja mining 
fail rorqual for... |

Annrea
Medic.
0
|
Posted - 2013.11.20 03:58:00 -
[828] - Quote
First of all, I am really happy with these new space structures and the t3 subsystem change is great.
A tracking structure of some sort. Maybe along with removing local player listing and some cloaking changes add a structure that tracks and reports the all ships and names it catches on its scan. Set a scan range and allow reports to be accessed by the deploying pilot or corp anytime. Scanning reports would be on a real time basis but wouldn't always include names unless.......
Next part of my idea......The pilots ship now includes a transponder that reports the pilots name to the scanning array. This would allow pilots to see who is friendly and many other possibilities besides that. |

Me ofcourse
nul-li-fy Nulli Secunda
100
|
Posted - 2013.11.20 06:25:00 -
[829] - Quote
Mobile stasis web structure;
randomly web's any target which is hostile to the person who deploys it |

Naomi Knight
Imperial Academy Amarr Empire
494
|
Posted - 2013.11.20 07:03:00 -
[830] - Quote
Mobile patch negator structure;
would have room for 2-3 ships+modules
anything put into them is immune to devs change ala patch resistant that way we could enjoy our loved ships/modules even after some terrible "balance" patches
|
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sytaqe violacea
Circus of midnight
13
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Posted - 2013.11.20 08:28:00 -
[831] - Quote
Mass Driver/Catcher First, Player deploys Mass Catcher. Then, the player deploys Mass Driver at another place in same system. Those structure link up each other automatically. Mass Driver has 27,500m3 cargo capacity. Owner can put stuff into it. Mass Driver can launch the stuff toward the Mass Catcher. Several seconds later, the stuff get nearby Mass Catcher.
Solar Harvester Solar Harvester transfers capacitor energy to owner's ship. But transfer range is limited to 5km.
IFF Jammer Owner gets blue from everyone in the grid. |

Magic Crisp
Amarrian Micro Devices Yulai Federation
140
|
Posted - 2013.11.20 08:43:00 -
[832] - Quote
How about a structure that fixes bugs? It has to be anchored at different parts of the CCP office, and it starts cleaning up all those nifty jira tickets? Also, implicitly fixes illogical things in the UI. Even more, if it finds a dev fixing important-to-players bugs, it rewards the dev with a cookie. :)
|

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 11:30:00 -
[833] - Quote
Micro Jump Portals - jump ships to another anchored MJP in the system. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 11:50:00 -
[834] - Quote
Rocket Harbor - Receives stuff from planetary launches, sends stuff to any planet's spaceport within a certain range. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 12:30:00 -
[835] - Quote
Liam Inkuras wrote:Mobile Gravity Well Unit. Pulls any ship within 35km towards it at an easily counterable rate, but still enough to screw up an orbit.
This, but instead of pulling the ship towards it, it cripples the ship's agility or increases it's mass.
Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Dunkler Imperator
N.F.H.P. SQUEE.
30
|
Posted - 2013.11.20 14:17:00 -
[836] - Quote
This is something i posted in 2012 so i am re posting here in hopes this sees the light of day. Also Fozzie we got drunk together at the pub crawl this year. Just wanted to say thanks for making that trip so much fun.
What i would like to see is a mining colony for LOW sec and NULL sec. it just would be too dame easy in highsec and too expensive to remove.
Needs *low cost * easy to blow up * Passive mining * ore only (no ice) * mines much less than barges(t1) * limit 1 per belt and 1 per account
Keep it simple stupid. how i would make it in EVE (My dream Mine colony)
Looks Use Already produced in game graphics ( Drone infested roid) launches mining drones They pick random roids.
Details when the drones come back they dump the ore into a holding bay in the mine colony ( similar to custom office), Any one can take the ore from this hold. Same aggression mechanics for stealing ore from a jet can.
30-50 k EHP tier 1 50-100 k EHP teir 2
How big the mine colony is in a ship.( UN-packaged ) 4000 m^3 for low tier 8000 m^3 for high tier
lasts until destroyed or unanchored. Automatically starts unanchoring if The hold becomes full.
Hold size ( i don't really know how much ore this would be, Just a shot in the dark) tier 1 10,000 m^3 tier 2 3000 m^3
Tiers
Should be low tier Colony and high tier colony
Low tier mines ore Places it into Hold. Has 5 drones cost 3-4 m
High tier Mines and refines that ore places it into hold. Has 10 drones 5-14 m Refiner has 70 % efficiency + user skills. Refiner will not accept ores from the hold. Only refines what the drones bring back.
Skills
Low tier Requires Anchoring 4 drones 5 mining drones 3 Mine colony 1
High tier ( uses refine skills of the person who anchored it.) Anchoring 5 Drones 5 Mining drones 4 Mine colony 4
It would be nice to be able for individuals to place a mine colony and allow for passive low -end ore production.
I think it would be a nice Farm and fields for Null and low sec. Something i can protect myself or with a friend or two. is a great target for roaming gangs. Something they can Steal from and then destroy without much fuss or any freaking timers.
PVP for miners :)
|

Dan Carter Murray
441
|
Posted - 2013.11.20 20:00:00 -
[837] - Quote
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!
https://forums.eveonline.com/default.aspx?g=posts&t=297791
i just made a post there http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com |

Scatim Helicon
GoonWaffe Goonswarm Federation
2648
|
Posted - 2013.11.20 21:11:00 -
[838] - Quote
Has anyone said personal cyno beacons yet? CCP: Not out to ruin your game, out to ruin their game. |

Joe Risalo
State War Academy Caldari State
659
|
Posted - 2013.11.20 23:00:00 -
[839] - Quote
Wormhole stasis towers.
Requires a tower on each side of a WH.
It WOULD NOT allow for unlimited mass through the WH.
What it would instead do, is keep the WH from fully closing. It would keep the chain open.
The mass would still be limited as it is now, but would be restricted to a 24hr period.
I.E. I can fit 400,000 mass through this hole and it will close
or I can put up WH stasis towers and be able to put 400,000 mass through the WH every 24hrs.
If either stasis tower is destroyed, the WH instantly collapses, reguardless of remaining mass.
This would make WH life more suitable, thus more people would move in.
However, since these structures can be attacked freely by anyone and everyone, you can troll someone, you can trap someone, or you can break corp/alliance chains allowing you to wipe out one pocket without risk of the other pocket responding.
The structure would not have a reinforce mode, but would have enough EHP to give the defend a chance to respond. |

Joe Risalo
State War Academy Caldari State
659
|
Posted - 2013.11.20 23:05:00 -
[840] - Quote
Personalized jump bridges allowing you to jump to any target system.
It would also require a bridge structure on both sides, and is only one way.
I.E., I can jump to a beacon in Jita, but would have to set up another bridge in order to return EXACTLY like how warp gates work in missions.
The only thing i'm not set on is whether it should be limited to personal use, fleet use, corp use, alliance use, or anyone use.
Again, they're free targets so anyone can break the chain. Also, it would be fun to camp these..
POSSIBLY limited to sub-cap ships. |
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