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

Sgt Ocker
State War Academy Caldari State
49
|
Posted - 2013.11.23 15:48:00 -
[871] - Quote
Athena Maldoran wrote:I don't want more mobile structures in eve, i want you to iterate on the current null sec sov situation.  What a novel suggestion. It would be nice to see more than the ability to put the biggest fleet together determine sov.
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Dragonet Xian
German Angels Spears of Destiny
0
|
Posted - 2013.11.23 16:57:00 -
[872] - Quote
Mobile Wormhole Generator
Once deployed, it takes 10 minutes to open a small wormhole to a random system in unknown space (wormhole space). Life time should be very short, like 5-10 minutes, and mass should be low. The generator is not system wide visible, but you can scan it. The wormhole itself should be visible system wide in the overview.
This would allow another exit option for pilots in 0.0 operating deep in enemy territory. Since it can be scanned and later easily found in the overview, it gives no unfair advantage to the pilot deploying the wormhole generator. Pilots who are chasing him and don't scan for it, can follow th escapist shortly after opening of the new wormhole. Both, escapist and hunter, have no idea where they will land in wormhole space.
I think this fits nicely to the risk vs. reward paradigm of EVE |

Flyinghotpocket
Amarrian Vengeance Team Amarrica
201
|
Posted - 2013.11.23 18:23:00 -
[873] - Quote
t2 cyno inhibitor maybe 5 minutes?
also a mobile d-scan scrambler: makes your d-scan give false reports for something way 1 au diameter? lasts 20 minutes
and false reports not as in distance fibbing, but say you have a battleship within the area, it would ly and say its a nyx, or a rifter |

DSpite Culhach
Corp 54 Curatores Veritatis Alliance
202
|
Posted - 2013.11.23 18:43:00 -
[874] - Quote
I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?
Would it be OP to have another Mobile that adds to the structure "stealth" (whatever the number it uses to make it hard to scan down I mean). To keep it balanced it could burn fuel or just scramble the ability of probes to tell what they are looking at - ie show up as a wormhole, not a structure.
I was just thinking that more players - that currently don't leave hisec too much - might decide to play hide and seek in low/null more. If the mechanics and cost of such a thing, coupled with the fact that it might have a mass limit as far as what if can "scramble", might mean many more people might take excursions out of their confort zones.
Pirates could use such a structure as a safe of sorts, especially if it also worked in hisec for them, so they could try and wait out timers in one, while players still have the ability to scan them down if so inclined, just more hit/miss then before.
Anyway, I was just trying to flesh out the idea and possible mechanics, these are only off the top of my head.
I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
809
|
Posted - 2013.11.23 22:57:00 -
[875] - Quote
DSpite Culhach wrote:I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?... Any and all current POS mods ought to be enough for most people and purposes, just downsize them some to account for lack of central power generation .. a Mobile Maintenance Array for instance could be "capped" at being able to service BC and down. Then add stuff that wouldn't normally be advantageous to have as a static object such as wreck killers (loot/salvage/kill), WH jaws-of-life etc.
Principal thing I think is to make them exceedingly useful but general liabilities when misused/mismanaged .. making all of the mobile stuff be accessible by anyone is the biggest, best step to that end I think. When at all possible they should not have a direct impact on combat though as there are enough must-spam items already.
Thread title is kind of naff actually .. would have made a lot more sense to ask what we peasants would not want to see as a mobile deployable unit as that list is likely to be considerably shorter and thus manageable than this 
We had covered pretty much all ship and POS modules by page 20 for goodness sake .. hahahahahaha. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
649
|
Posted - 2013.11.24 09:55:00 -
[876] - Quote
Mobile local channel: everyone within a certain range of it (say something like d-scan range) can see everyone else within that range of it in local. If you right-click on it, it allows you to see a 3-D scan of its detection area, giving approximate locations of everyone at a glance (but no warp to links or bookmarks) Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

General Jack Cosmo
University of Caille Gallente Federation
7
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Posted - 2013.11.24 12:41:00 -
[877] - Quote
ok i don't know if some one has thought of this or not but:
why not have a battle version of Rorqual
have be able to warp in with a covops cyno
have it achor and unanchor itself easier that a tower but: with shields like a large tower when anchored capital shield repers with bonuses when anchored able to fit warlinks maybe? able to heal with certain ranges to it for ships? able to store lots of ammo fitting room and ship holding areas clones bays to help get back on the field sooner with new ships
what do you think? With lord Xanex by my side I can do anything (Atleast with a smile)-á!!!! |

Nag'o
Cuisinart Inc. Insidious Empire
31
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Posted - 2013.11.25 01:04:00 -
[878] - Quote
Clone Morgue - Can only be anchored to low/nullsec < 2.0 sec. Place a clone corpse inside and after a long cycle there's a small chance of implant retrieval. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Tahn Goldenmane
Cobalt Academy Catastrophic Uprising
2
|
Posted - 2013.11.25 04:42:00 -
[879] - Quote
Dark Energy Pulse Generator:
Basically it works like sonar pulses for hunting cloaked ships and structures. At a set time it sends a pulse out which either is limited to the grid (maybe for a small) or a AU range (medium) or entire system (system). It doesn't decloak ships, but it does allow them to be scanned down within range. It also causes a visual effect not unlike they had a hardener turned on, it should be relatively hard to see on the screen kind of like when the predator cloaked and moved in the movies. This would allow people to 'chase' after cloaked ships but if the ship keeps warping around then it still is extremely hard to catch them. The idea is to not negate cloaking but to allow for more fun gameplay. Also it should be visible to the entire system so that people that are cloaked are aware and if you don't defend it then they could go destroy it while you are probing/hunting them.
Most of the suggestions in anti-cloaking that I have read on here have been a total decloak which is not good since it basically makes cloaks useless. Also the online time on this module would be visible in system so if you're doing a big fleet engagement you might have to peal some small ships away to go deal with it to protect your bombers... |

Draco Draconus
Dracos Dozen
0
|
Posted - 2013.11.25 07:20:00 -
[880] - Quote
I like the Idea of an anchorable Structure that effects worm hole status (Site spawn rates/Wormhole timer changers/increase chance of rarer sites). Similar to Null sec system Upgrades.
Personal structures? some things here make the game too easy for a player.
Decoy ships/traps i could get behind those +1
Mobile tractor units....allow them to tractor Jet Cans ?
Mobile cloaking generator! An object the emits a cloaking sphere that surrounds a small radius to hide a few ships |

Anthar Thebess
REPUBLIKA ORLA C0VEN
157
|
Posted - 2013.11.25 14:48:00 -
[881] - Quote
Communication structure that must be deployed near TCU. Without it there is no local in the (sov) system. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
157
|
Posted - 2013.11.25 14:53:00 -
[882] - Quote
Mobile Reactors/manufacturing arrays - using pos fuel while reaction is running - but with limited by cargo hold and production time. Nothing more demanding than 4h can be build/reacted there. This will solve issue with corp level pos access.
|

Rendiff
Funk Soul Brothers High Rollers
33
|
Posted - 2013.11.25 16:53:00 -
[883] - Quote
Probably suggested already but...
Sentry guns for gates, stations, TCU's, etc in null sec. Also deployable during large fleet battles. |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
5
|
Posted - 2013.11.25 16:57:00 -
[884] - Quote
Radiation shield Shields from any wormhole effect range around 100km positiv and negativ effects |

Trii Seo
Sabotage Incorporated Executive Outcomes
316
|
Posted - 2013.11.26 10:07:00 -
[885] - Quote
Mobile Covert Cynosural Generator
Requirements: - Anchoring 5 - Cynosural Field Theory 5
(It needs to be even harder than Cyno 5 to make it a viable after-cyno-5 investment, not something you could train in place)
+ Burns LO as it goes + Can be scooped
Possibly: + By default it becomes unprobable but visible on dscan (...or not) + When you chuck LO in to start it, the sig radius goes up and it becomes probable
Edit:
"Divine Wind" Mobile Proximity-Based explosive
+ Causes massive racial damage in proximity, like a smartbomb
It's time, CCP. It's time they returned. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 12:19:00 -
[886] - Quote
Personally I would like to see more "Static" structures like POCO's in game. This way we could have more stuff to actually fight over in space because wars have very little meaning (especially in high sec) at the minute other than GÇ£your mammaGÇ¥.
I think the best way to fix this would be to start moving station services into space and let them be player controlled similar to POCOGÇÖs right now.
The way I would see it is if station reprocessing facilities all got their tax increased or efficiency nerfed. Then systems (not all of them) would have a Facility seeded permanantly in them which can be found via on board scanner (anomaly) and captured by a player/corp/alliance. Once captured and onlined this facility can then reprocess ore at higher efficiency and at a tax rate set by the player which can be variable depending on player standings. This would then become an extremely valuable corp/alliance asset that makes money and is worth fighting over. It would also force competition between alliances to attract miners to their facilities.
To capture one all you have to do is reinforce it similar to a FW hub and then flip it.
You could also specialise these facilities like so:
Ore Processing Facility Ice processing Facility Recycling Facility (turns T1 salvage into T2 salvage) Scrap Yards (for reprocessing modules into minerals) Research Facilities
The station facilities will still be available but would not be as efficient or cheap to use as in space facilities owned by players |

mama guru
Thundercats The Initiative.
164
|
Posted - 2013.11.26 16:08:00 -
[887] - Quote
Salvage Module to use in Cohersion with the Tractor Module.
A buff to the anti hotdrop module. Cyno jammer should cover 500km, the whole grid.
______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Milan Nantucket
New Eden Misfits
85
|
Posted - 2013.11.26 19:38:00 -
[888] - Quote
Hmmm... device that jacks with a station's undocking... seems the docking and undocking is computer based...
Since we are talking about actual player owned stuff maybe something that auto ejects people that are flagged criminal or suspect when deployed and affects the whole solar system and they can't redock until they are no longer criminally flagged or suspects.
Basically an auto eject so the flashy reds and yellows can be shot at.
Works on War Targets too. |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.26 22:57:00 -
[889] - Quote
Mobile Forcefield Array
Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.
|

Cygnet Lythanea
World Welfare Works Association Independent Faction
302
|
Posted - 2013.11.27 00:06:00 -
[890] - Quote
I like the following:
Mobile Ore Compressor
Mobile Hacking unit (UnAnchors towers that are left unattended for more than 1 month)
I'd like to suggest some revisions to existing structures:
Refining array and it's variants: anchor-able in high sec. Can either refine at reduced efficiency or compress ore.
I'd also like to see POS move to the modular system that has been suggested many times. Or even moved to a system like T3. This reduces lag by eliminating a large number of orbital objects for a single POS station. One that looks more interesting than current, I hope...
The Most Interesting Player In Eve. |

NextDarkKnight
Fury Lords Intergalactic Brotherhood
29
|
Posted - 2013.11.27 11:56:00 -
[891] - Quote
Cardano Firesnake wrote:An Anchorable Directional scan module, that you can activate from another system
Remote Dscan!! Sweet!
I also miss this from the old Tradewars game
http://www.classictw.com/viewtopic.php?f=7&t=17457&sid=03a2aae4231c7fc2e5b7fc79ab4090b0&view=print |

Pezazz
Kitsune Corporation
7
|
Posted - 2013.11.27 12:00:00 -
[892] - Quote
I would like to see something that helps bounty hunting. It could be useful to deploy a 'scanner deployable' near a gate or station, that notifies the owner when a certain pilot passes it. That way one could better track a prey. |

Dav Varan
Spiritus Draconis Sicarius Draconis
110
|
Posted - 2013.11.27 15:45:00 -
[893] - Quote
Covert observation post ( Replacement for scout ).
When deployed takes 5 seconds to activate. Unit cloaks and phases out of normal space time so that it can't be interfered with in any way shape or form in fact the unit can not be scooped either its a 1 shot deal. Unit relays data to a covert overview window in the client about what ships are visible on grid basically giving pilot sight onto a second grid. covert overview can be switched between probes.
posts decay after 2 days. As this is basically doing the job of a second account and requires connection to a second grid it may be neccessary to charge for it in a manner that provides the same cash flow as for a second account. If this is the case then it will need to be procured with a plex. 30 units or 30 run bpc per plex. |

Ghost Phius
Tribal Liberation Force Minmatar Republic
162
|
Posted - 2013.11.27 19:11:00 -
[894] - Quote
Rael Rastephan wrote:Mobile Forcefield Array
Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.
Make it so Seagull. This "HAS" to be part of the "vision" you prattled on about in the video. Give it to us NAO!!! Please.  |

Jon Marks
Caldari Provisions Caldari State
0
|
Posted - 2013.11.27 22:30:00 -
[895] - Quote
TAckermassacker wrote:Mobile detector array. sends a notification to the owner when a ship enters the grid: includes shiptype and playername and current solar system+ owner defined name of the unit) (maybe max distance to owner (12 LY) cooldown (only 1 notification per 20 min) Special ability: Last Words: send ingame linked killmail of it self if it gets destroyed. 20k-40k ehp to avoid kill through ceptors not cheap 150km detector range at least 20km distance to the next detector array
I was looking for something along these lines. I was thinking in terms of home defense satellite system. The structure would be a central location and it would then deploy its own probes with a range in AU from itself. Any ship that enters this area would be detected as if on directional scanner and the command ship with a communications command module used to communicate with the network could warp to any ship in the area as well ( as long as the ship sat still long enough which would also be dependent on its signature radius).
I also support a mining structure that is similar to the siphon structure.
I also support an upgraded version of the Mobile Tractor Unit to include salvaging the wrecks as well.
I would love to see one time use short range jump gate structures for use in high sec.
I would love to see an upgraded Mobile Depot with a drone bay to deploy long range drones to loot your wreck if you blow up in system.
If it could be balanced I wouldn't mind a Mobile Drone Depot that you could deploy to defend an area. The IFF would be tricky which would lead to this being used only in null sec but the drones would attack anyone not in your fleet, corp or alliance in range.
I think as long as CCP has strict rules on how mobile structures can be deployed based on distances to other structures things like this wouldn't be able to be spammed but provide a useful tool to accomplish some support functions that currently can only be had if in a fleet. |

Adunh Slavy
1293
|
Posted - 2013.11.28 04:04:00 -
[896] - Quote
Mobile refining array - Uses small amounts of fuel, something over supplied, say heavy water. Works about as well as the standard pos refining array.
Mobile POCO siphon - Maybe only useable in low and null, other wise there would be 50 million of them around jita.
Mobile Miner - Uses a t1 mining crystal and can only mine that type of ore, mines at about the same rate as a one t2 miner on a pre reblance mining cruiser. 10,000 M3 ore hold. Once at 10,000 M3, it spits out a regular jet can with 10,000 M3 ore in it. BUT, the jet can has no owner it is automatically abandoned so any one can come by and scoop it up. Only the owner (or anyone with excellent standings with the owner) can scoop from the unit's hold. When deployed, it will mine until down time and then shut down. To reactivate it has to be scooped up and deployed again.
Mobile Contraband Scanner - Will flag smugglers as suspect in a 50 KM range. Can be shot at by anyone, and does not result in concord but will apply a suspect flag to the shooter. Then, get rid of customs agents and let us players deal with the legality of naked chicks using crazy space drugs in Amarrian bars instead of mindless NPC zombies.
Mobile Camouflage - hides anything within 20 KM from probes, but not directional scanners.
Mobile Decoy - When loaded with a 1 run BPC, it will report a ship of that type to directional scanners and probes.
Mobile Store - Can be loaded with up to ten different kinds of items. 20,000 M3 maximum. A player can then set prices on the items. Players may interact with the store and make purchases. The ISK is not sent to the owning player but instead stored as a physical "isk currency" that must be retrieved. Reinforcement rules same as mobile depot. Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.-á-á- William Pitt |

Laner Irondoll
Viziam Amarr Empire
1
|
Posted - 2013.11.28 09:16:00 -
[897] - Quote
Everything needed to spend more time in space and less time docked into a station. |

raawe
Imperial Shipment Amarr Empire
50
|
Posted - 2013.11.28 13:50:00 -
[898] - Quote
Don't know if it was already suggested:
mobile ore/ice refinery, mobile transport pad (jump cargo on cyno or on another transport pad), mobile listening beacon (reports d-scan data), mobile repair array (you can repair your ship in space), mobile cloak detector (detects cloaked ships within X km) |

Rek Seven
Probe Patrol Polarized.
1043
|
Posted - 2013.11.28 16:30:00 -
[899] - Quote
Some sort of Mobile Jump Drive would be nice. You could use two of these to create a two way link or you could just jump the fleet one way to a cyno.
For bridging to be done via a structure and not a piloted ship, the cyno interface will need improving. +1 |

Zvaarian the Red
Evil Leprechaun Brigade
95
|
Posted - 2013.11.28 21:03:00 -
[900] - Quote
Orbital Terraforming Unit
1000 m3 500 million isk target price One use only
Must be deployed on grid with a planet's POCO (if there is no POCO it can not be deployed). Transforms terrestrial planets to other classes of terrestrial planets.
Barren > all other terrestrial types: 7 days All other terrestrial types > barren: 7 days
Therefore any non-barren planet being terraformed to another type of non-barren planet would require two units and 14 days.
These would be attackable without a war dec in high sec, causing pilots to only be flagged as with other mobile structures. |
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