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

Andrea Keuvo
Science and Trade Institute Caldari State
180
|
Posted - 2014.01.22 12:49:00 -
[1171] - Quote
I would not like to see one additional deployable created until the following long term problems/issues are addressed:
1. sov warfare 2. sov upgrades and the fact that most fully upgraded systems cannot support more that 1-2 people ratting at the same time 3. the god awful ancient drone interface 4. the legacy code that turns fights like HED into complete sh*tshows |

Mikey Aivo
Science and Trade Institute Caldari State
14
|
Posted - 2014.01.22 16:17:00 -
[1172] - Quote
How about a hs moon mining array. Just randomly mines moon goo. If you hack one you find you now control it. Hacking adds suspect timer and should be fairly difficult to do. Possible 3 step hackig job. Lvl1 is easy, 2 is bit harder and 3 is difficult |

Arielynn
Brotherhood of Heart and Steel LEGIO ASTARTES ARCANUM
2
|
Posted - 2014.01.22 20:15:00 -
[1173] - Quote
Read through the first 15 pages and didn't see this suggested. I appologize if it has been to the originator.
What about a EXPLORATION DECOY generator?
This would creat a random exploration site effect, which would be fake, where you could lure in unsuspecting explorers giving you a chance to set them up for some pirating. This causes them to be a bit more cautious and gives players a chance to get they YARR on. |

SFM Hobb3s
Vanguard Frontiers Black Legion.
50
|
Posted - 2014.01.22 20:47:00 -
[1174] - Quote
Grid-wide drone disruption array.
-prevents deployment of drones -instantly destroys any drones on grid -EHP equivalent to SBU or greater
meant to be a first-strike weapon against Soul Crushing Lag.
|

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
6
|
Posted - 2014.01.23 01:28:00 -
[1175] - Quote
Mobile jump drive. Single use, mildly expensive, works like any capital ship's engine. Maybe with shorter range. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
323
|
Posted - 2014.01.23 11:43:00 -
[1176] - Quote
Micro Black Hole Generator. When deployed on grid begins to drag all small not anchored and immobile drones to itself (wrecks,containers, sentry drones) at speed 2000m/s. It works for 5 minutes (or more) before exploding.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Dav Varan
Spiritus Draconis Sicarius Draconis
143
|
Posted - 2014.01.23 17:10:00 -
[1177] - Quote
Morgue
Place corpses in cargo bay. Processes 1 corpse per hour extracting undamged implants and leaving them in cargo bay for collection.
Might be better as a POS structure.
Can not be anchored in high sec.
|

Silivar Karkun
We are not bad. Just unlucky Goonswarm Federation
133
|
Posted - 2014.01.23 21:36:00 -
[1178] - Quote
iterating from the ESS
-> Pirate Surveillance Systems or PSS
works similar to the ESS concept but earns LPs related to certain pirate factions, the PSS cannot be placed in the corresponding space of its original faction (like putting an angel PSS in angel space).
depending on relations certain PSS would be banned in certain systems (you cannot put an angel PSS in a serpentis system or viceversa).
the idea is that killing rats from the other pirate factions could earn you LPs with the others. for example, killing blood raiders with a sansha PSS in system would earn you LPs with Sansha's Nation |

Che Biko
Humanitarian Communists
627
|
Posted - 2014.01.24 01:14:00 -
[1179] - Quote
Emergency Beacon
Provides a warp in point on overview when deployed, and possibly also broadcasts on local/constellation chat with warp link, and some tactical information about the space near the beacon.
Coordination Channel for Consolidated Space Rescue Cooperation Open Letter to the Aidonis Foundation Directorate |

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 11:54:00 -
[1180] - Quote
Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 12:10:00 -
[1181] - Quote
Systemwide Mega-EMP Pulse Override Emitter ====================================
Attributes: Deployer enters a 4-digit pin code Single-use, may be activated by anyone with the PIN code Destroyed on use
Effects: Note: Drains 2 million skill points from the person activating the Emitter (memory shock) (use with care) EMP pulse overwhelms all station launch mechanisms in system. All logged-in toons in all stations in system are immediately launched. Stations are unable to facilitate docking for 15 minutes All POS shield FoF sensors overloaded. All POSes in system immediately treat all ships as hostile, thus the force field forcibly ejects them. FoF sensors recover after 15 minutes.
Notes: May not be used in Hi-Sec (concord would erase your clone files in punishment).
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 12:21:00 -
[1182] - Quote
Autonomous Single Structure Weaponised Independant Personnel Enclave (ASSWIPE) ====================================================================
Attributes: Single Use Destroyable without reinforced mode Must maintain comms link with actiavtor in order to function - will only continue offensive function while the owner is in system, in space and not cloaked.
Use: Deploy near an enemy structure (on same grid), set the target structure in the ASSWIPE unit.
Effects: ASSWIPE sends out a stream of space-suited personnel who get to work dismantling the target structure. The longer the unit is left unmolested, the more personnel are emitted up to some upper limit Personnel may be target locked and destroyed and will die to smartbombs etc. POS defenses will not automatically target personnel (eve structures will not target humans), but manned POS defences may do so (eventually). Personnel have a signature radius of 2m (obviously) so it's clearly a good idea to use a frigate to kill them. Personnel have jetpacks that enable them to move at 200m/s Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Phoenix Jones
Brave Newbies Inc. Brave Collective
401
|
Posted - 2014.01.24 14:22:00 -
[1183] - Quote
Agression inhibitor.
Once anchored, prohibits people from docking in a station if they have an suspect timer on them.
1) if someone becomes suspect, they can no longer dock at that station. They cannot dock in their ship or pod till timers over or this module is destroyed. Basically if you undock and go blinky, you can't dock back up. 2) can be anchored at one per station. 3) applies to highsec, lowsec and nullsec. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 17:29:00 -
[1184] - Quote
1. how about this: small mobile pos? like the mobile depot but more pos like? you can use it, and you can let corpies use it.
2. How about a command post that gives fleets a boost in that system, give it high sensor strength and slots for modules, cap usage etc... it should have racial versions , meta and t2. 3 sizes, small, medium, large: aka, small forward outpost, medium stronghold, large command center. each increase in size grant more ehp, slots, sensor strength and booster slots till max available on any ship. small's ehp=>150,000-200,000 ehp, medium's ehp=>450-550,000, large's ehp=>1-1,200,000. Deploy time: small (10minutes) medium (20minutes) large (30minutes). Base is visible untill fully deployed. Ideally, larges would be used on sov space.
3. maybe a mobile repair bay with 3 sizes? |

Demotress
Segmentum Solar Nulli Secunda
10
|
Posted - 2014.01.24 19:38:00 -
[1185] - Quote
mobile cyno field generator. lasts for 2 minutes and disappears after it goes down. takes 30 seconds to online and anchor. could also make a covert one. |

Ritsum
Ubiquitous Hurt
276
|
Posted - 2014.01.25 09:26:00 -
[1186] - Quote
Drone Interference Module.
Makes all drones in the field stop working until destroyed.
Drones.
- New drones cannot be deployed. - Cannot be recalled. - Shop shooting current target. - Requires you to connect to them after the effect has ended.
Field radius is undecided but it would need to be large enough to fit in with the anti carrier theme. Small in capacity to allow fast agile ships to be the deployers.
High EHP and low sig so Dreads take a while to lock one and reduced damage from dreads to stop it being alpha'd by dreads.
Would require a sub cap support fleet to dispose of these modules fast enough.
15 second deploy time with a 1 minute 30 second run time ~ can be changed, just my thought.
Cheap enough to be thrown out by the hundreds for large drone fleet fights but expensive enough not to interfere with smaller scale drone fights unless someone wants to spend the money.
If designed properly this modules will prove quite the tool used Vs Sentry alpha fleets while not being too overpowered as all it would require is a support sub cap fleet to bash them down fast enough and has some other uses such as defence against Fighters and heavy drones if deployed on your own fleet as the drones would get affected as they come into the field.
Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows. |

Vaju Enki
Secular Wisdom
1218
|
Posted - 2014.01.25 09:45:00 -
[1187] - Quote
Mobile structure that delays/removes local. The Tears Must Flow |

Vaju Enki
Secular Wisdom
1218
|
Posted - 2014.01.25 10:19:00 -
[1188] - Quote
Their should be a new mobile structure that when deployed in highsec would disable concord in a 30km-50km range (1 hour duration, very expensive isk cost and couldn't be deployed near stations, gates, etc). The Tears Must Flow |

Stabdealer Tichim
Hedion University Amarr Empire
7
|
Posted - 2014.01.25 11:36:00 -
[1189] - Quote
We can use part of Sansha Invasion's mechanism.
The mobile Concord Communication Disruptor will redirect 20% of ratting income to the owner of structure, from the whole constellation
Only one CCI can be anchored per constellation.
Yes we are talking about "actual ability" to control the space.
It is not a null-nerf, it's totally fine to boost null-sec's raw income if you are going to implement this idea. |

Goldiiee
Bureau of Astronomical Anomalies
871
|
Posted - 2014.01.25 11:44:00 -
[1190] - Quote
Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.
I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.
Things that keep me up at night;-á Why do we use a voice communication device to send telegraphs? Moore's Law should state,-áOnce you have paid off the last PC upgrade you will need another. |

Samuel Wess
Stain Police Happy Cartel
53
|
Posted - 2014.01.28 12:43:00 -
[1191] - Quote
Mobile Gate Jump Effect Inhibitor. Please. Walk into the club like "What up? I got a big cockpit!" |

Daichi Yamato
Xero Security and Technologies
1022
|
Posted - 2014.01.28 20:13:00 -
[1192] - Quote
one for compressing ore at a belt? There are no vets in EVE. Only varying levels of Noobery. |

Daichi Yamato
Xero Security and Technologies
1022
|
Posted - 2014.01.28 20:14:00 -
[1193] - Quote
Goldiiee wrote:Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.
I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.
like when u want to afk mine? There are no vets in EVE. Only varying levels of Noobery. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
964
|
Posted - 2014.01.28 22:47:00 -
[1194] - Quote
Mournful Conciousness wrote:Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope.
It will also put an end to the much used and under appreciated pod express service popular in null. Dumbing down of Eve Online will result in it's destruction... |

Mournful Conciousness
Embers Children TOHA Conglomerate
490
|
Posted - 2014.01.29 00:33:00 -
[1195] - Quote
Little Dragon Khamez wrote:Mournful Conciousness wrote:Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope. It will also put an end to the much used and under appreciated pod express service popular in null.
Self Immolation Cyclotron Kiln Oven (SICKO): =============================
Inputs: 1 corpse
Outputs: carbon
This module is immediately activated upon drop. Having been activated it remains in operation it has completed an incineration.
Function: The SICKO unit will continuously seek corpses within a 250km range. Having acquired one, it will tractor the corpse into its internal Cyclotron Oven, wherpon the oven will immolate the corpse, reducing it to carbon. At this point the unit will self destruct.
Note that this module will auto-deploy whenever it touches open space. If it survives a containing ships' destruction, it will deploy immediately.
The SICKO serves to prevent corpses being consumed by a BVNA, and to prevent ritual humiliation of corpses, a popular pastime of Eve pirates.
The SICKO may be destroyed by ordnance.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Mournful Conciousness
Embers Children TOHA Conglomerate
490
|
Posted - 2014.01.29 00:55:00 -
[1196] - Quote
Multiple Offensive Fleet Ordnance ==========================
Once deployed this unit needs to be charged with 160 cruise missiles (may be pre-changed before deployment). It will then continually scan the grid for ships hostile to the launcher.
Hostile shall be defined as: 1. Not in the launchers fleet 2. Having a 0 or negative standing with the launcher 3. Not being in hisec space
The MOFO shall select a hostile target at random and begin launching missiles at it until the hostile ship either leaves the area, is destroyed, the MOFO is ECM jammed or the MOFO is destroyed. The MOFO shall launch cruise missiles with the cruise missile skills of the launcher with a rate of fire of 1 missile per 5 seconds.
Any member of the launchers' fleet may issue a "change target" command to the MOFO when within 3km of it. The target change may either be random or a selected target.
Each time the MOFO changes target, there is a cumulative 5% chance that it will malfunction.
Upon malfunction the MOFO shall attack a friendly ship at random but with double the rate of fire (1 per 2.5 seconds). Further, there is a 15% chance of it entering Simultaneous High Intensity Tracking mode, in which the entire stock of missiles is launched simultaneously at its target. In this case, the missiles shall travel at 20% of normal speed.
At this point, the target pilot is well advised to engage GTFO mode in order to get as far away from the MOFO as possible. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Sabriz Adoudel
Mission BLITZ
1864
|
Posted - 2014.01.29 01:47:00 -
[1197] - Quote
Highsec Encounter Surveilance System
Cost - Cheap and reusable (Mobile Tractor Unit or similar) Area of effect - Localised (only affects ships on grid) Setup time - 45 seconds. While it is being set up, it has paper thin EHP and it is completely legal to shoot one belonging to another player. Scoop time - Takes 20 seconds to scoop, during which the scooping ship is immobile. Special - Has no effect outside high security space. Cannot be used in deadspace areas that do not allow battlecruisers (to prevent it being used to kill newbies in rookie systems). Effect - Hacks into CONCORD's bounty payment system. CONCORD will pay 15% more than usual in bounties (not in ISK but in some form of legitimately useful LP), but, upon anyone killing a rat in the area, they will become suspect for as long as both they and the HESS remains on grid.
Use: An option that increases both risk and reward for missioners. Also can be deployed if you scan down a missioner that you suspect of being totally AFK - if they are not they will kill your HESS and get back to missioning, if they are AFK, they will go suspect on killing a rat after the 45 second setup time. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

Sabriz Adoudel
Mission BLITZ
1864
|
Posted - 2014.01.29 01:50:00 -
[1198] - Quote
Arielynn wrote:Read through the first 15 pages and didn't see this suggested. I appologize if it has been to the originator. What about a EXPLORATION DECOY generator? This would creat a random exploration site effect, which would be fake, where you could lure in unsuspecting explorers giving you a chance to set them up for some pirating. This causes them to be a bit more cautious and gives players a chance to get they YARR on. 
Oh I love this one. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

Daichi Yamato
Xero Security and Technologies
1027
|
Posted - 2014.01.29 20:59:00 -
[1199] - Quote
'mobile structures decoy' came up with nothing when searched, which is silly i know. so forgive me if this has appeared before
Mobile structure that takes on the appearance of ships (on grid/overview and scan) when a corresponding blueprint (copy or original whatever) is placed inside.
players can change its name for d-scan purposes. There are no vets in EVE. Only varying levels of Noobery. |

Esmanpir
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
0
|
Posted - 2014.01.29 21:26:00 -
[1200] - Quote
Hardened Corporation Control Tower (HCCT)
In order to move smaller and independent corporations into low and null-sec they need to be able to have the ability to deploy to the area and have a single, temporary, safe location to operate out of. The object is to give them a temporary station or sanctuary to encourage and offer a minimum of protection as they first move into low-sec and beyond. However, not to provide any corp with advantages over another through the use of these structures.
GÇóOnly one per corporation deployed at any one time GÇóOnly ten per alliance deployed at any one time GÇóCorporation must have 25 members and have been in existence for 90 days to deploy the HCCT GÇóDeployed HCCTs checks once a day (first time it is accessed after downtime) to determine if the owning corp has 25+ members. If not, it immediately sets an irrevocable 48 hour self-destruct timer and sends a message to the corp GÇóNot deployable in High Sec GÇóCannot be deployed within 100km of any asteroid or structure GÇóCannot be deployed on grid of any POS, Moon, Station, Gate, or player structure (including another corporations' HCCT) GÇóOnce deployed and onlined, it cannot be removed only destroyed (either through end of lifecycle, loss of Strontium hence shield allowing it to be attacked and destroyed, or through self destruction by corp) GÇóWill only last for 90-days with appropriate fuel and Strontium. However it can be off-lined and destroyed by the owner (corp) at anytime GÇóOnce fuel runs out, any deployable structures go offline - no warning messages GÇóOnce Strontium runs out the HCCT loses its shield and is immediately vulnerable to target and attack - no warning messages GÇóNo weapons or defensive systems can be anchored near the HTTC (POS structures) - this isn't a moon POS or permanent structure. And with its existing defenses, does not need other defenses or offensive weapons GÇóMobile Cynosural Inhibitors and Mobile Warp Disruptors cannot online within 100km of HTTC GÇóAny cloaked ship (including covert) within 50km of the HTTC will uncloak and all types of Cyno fields cannot be lit within 50km GÇóOnly Corporation members can enter the shield, no alliance or non-corp members GÇóAs with POSs, no ship can target from within or be targeted from outside the HTTC GÇóOnly one corporate hanger array and one ship maintenance array can be onlined within the HTTC. No other structures
HCCT uses Strontium and POS fuel to maintain its viability. It is in permanent re-enforced mode and can be re-stront'd throughout its ongoing life-cycle (90-days) .
As a re-enforced structure, it cannot be attacked.
Specifics: Same general shield radius, fuel and Strontium storage and consumption, as well as online time as a Medium POS.
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