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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2619
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Posted - 2014.01.29 22:50:00 -
[1201] - Quote
Planetary Shipping Station.
Much like the customs office, this structure allows, for a modest fee, the ability to store things on planets.
Once they're they're untouchable. To retrieve them, pay a modest fee, based on the volume, and wait for a timer to run out (say, one hour) Then they're in the structure to be picked up. (or stolen, if it's blown up) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
Mournful Conciousness
Embers Children TOHA Conglomerate
494
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Posted - 2014.01.29 23:49:00 -
[1202] - Quote
Steve Ronuken wrote:Planetary Shipping Station.
Much like the customs office, this structure allows, for a modest fee, the ability to store things on planets.
Once they're they're untouchable. To retrieve them, pay a modest fee, based on the volume, and wait for a timer to run out (say, one hour) Then they're in the structure to be picked up. (or stolen, if it's blown up)
So basically a free unlimited size SMA and hangar on every planet in eve.
No need to run a pos any more :) 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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Taluc Oksaras
The Insidiously Talented Schmucks
0
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Posted - 2014.01.30 21:29:00 -
[1203] - Quote
Subspace disruption beacon.
This deployable structure interferes with normal subspace communication channels (Local Chat). When deployed the list of pilots in local chat is cleared and local chat will behave like that of a W-space system until destroyed. Multiple Subspace disruption beacons can be depolyed in a single system and they can be hidden from dscan with a dscan disruptor thingy. |
Mr Doctor
Sex Machineguns Happy Cartel
86
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Posted - 2014.01.30 21:46:00 -
[1204] - Quote
If any of you actually think any device that changes local will come into the game you may have braindamage. Go live in wormholes, theyre really nice. |
Mournful Conciousness
Embers Children TOHA Conglomerate
497
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Posted - 2014.01.30 23:42:00 -
[1205] - Quote
Death trauma enhancer ===================
While active, psychologically tortures any clone killed on grid. Clones awakening in station after death trauma find themselves unable to pilot a space ship for 1 hour.
Countered with the:
Death Experience Enhancer ======================
Clones waking after death on grid with this unit will feel the same euphoric effects as one strong drug. E.g. Exile, blue pill etc.
Drug effect type is random.
Unit has 10 charges then self destructs
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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Taluc Oksaras
The Insidiously Talented Schmucks
0
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Posted - 2014.01.31 04:25:00 -
[1206] - Quote
Mr Doctor wrote:If any of you actually think any device that changes local will come into the game you may have braindamage. Go live in wormholes, theyre really nice.
Insults aside, why?
I went straight from hisec to W-space and am only just now moving a few of my pilots into null. Eve is supposed to put you at some level of risk at all times. The mechanic of local chat makes sense in hisec and lowsec but I never understood it in null.
The only argument I can think of against it is that ratters and other PVE types wouldn't have the safety blanket of knowing that nobody out there in system is about to pounce on their PVE fit ships. Ships that have been so specialized for ratting that it is incapable of holding up to even a modestly fit pvp ship.
Besides, it would be fairly obvious when one of these was deployed in system. Between dscan, intel channels, cyno disruption fields, and now dscan disruption fields, there are plenty of mechanics to give an attentive ratter time to get out of danger or make a risk assessment and opportunity to dock up before losing their ship to a PvPer passing though. This mechanic would also greatly increase the value of scouts.
The way I see it, local chat is a safety blanket that doesn't fit well with the idea that you're never safe when undocked. I think disruption of local chat would also fit will with post Rubicon storyline of Capsuleers rebelling against the long held structures and policies put in place by CONCORD and the empires. |
Kal'el Nirukhi
Spartan Industries
7
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Posted - 2014.01.31 04:53:00 -
[1207] - Quote
a cynosaural signal disruptor.
Once this module is onlined, any ship within x range of the module, cannot see any cynosural beacons further then y lightyears from his current position.
a graviton burst emittor Instead of landing at normal range, ships jumping in land at 0- x km from original landing spot , if a Graviton Burst Emitter is anchored in system.
This workson ships jumping in from gates, wormholes and via jump drives
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
426
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Posted - 2014.01.31 09:15:00 -
[1208] - Quote
Might be a silly idea but I'll throw it in here anyway. It's a nice alternative to the eternal 'nerf local' debates.
Intelligence Broadcast Node
CONCORD is sick and tired of wasting resources on systems they do not patrol, that includes transmitting basic communication information to ships within a system beyond just the pilot's name.
Standing on characters, ships, structures, etc. will no longer be displayed in Null Sec unless an Intelligence Broadcast Node is online in the system (or constellation).
Should have a sizable HP count, reinforcement timer and a notification to the owner (individual, corp or alliance level, depending on sov status). My YouTube Channel - EVE Tutorials & other game related things! |
Lephia DeGrande
Luxembourg Space Union
216
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Posted - 2014.01.31 10:06:00 -
[1209] - Quote
Mobile Battery Array
Deployed empty but can be recharged with Remote Cap Transmitters, every Ship inside the "Cap" Bubble gets a 20% recharge Bonus for their cap until the Battery Cap is depleted. |
Steiv Dallas
Munch and Crunch Security Runners
0
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Posted - 2014.01.31 19:42:00 -
[1210] - Quote
I think this would qualify as a mobile structure type idea...
I would like to invent a remote sensor drone that is designed to go through a warp gate or wormhole without my ship having to go.
I would have to pre-program what I want it to do, such as how far to travel once through the gate, how far to space the drones, amount of time to scan, etc. Once on the other side, it would execute the program, moving to the general area relative to the star that I programmed it for, then sending probes to the planned distance to conduct the scans. Then the sub-drones return to the main drone, which then returns through the gate.
I then scoop the drone and then could open the data and get an overview of what is on the other side. Perhaps make it very specific to what can be scanned for, so that each programming must focus on looking for resources, or tech or wormholes or whatever. I'd make standard models slower than normal scans, also.
Also, make it so that the launching ship has to be close to the gate/wormhole to launch (but doesn't have to wait there) to keep people from sitting in their ships on the other side of the system. I'd say you wouldn't have to wait at that location for the return, but the drone could be stolen if left alone too long (after the default cloaking time expires). It would make the pilot have to watch the clock based on the time expected to be away. I'd have the drone be rather large so that it would be the only drone that could be carried by a frigate, for instance. Slower scan speed means that the longer you leave it on the other side, the greater the chance of it being found, even if it is hard to scan down it's exact location. The main drone would be passive, so finding that would be hard. The scanning drones wouldn't be, so you might end up getting back a main drone and have to replace a few sub-drones that never made it back to the maine drone.
It could make an interesting dynamic to have to sit and wonder what your expensive gear is doing out of sight. It would also make it tougher for big groups to set up gate camps and lessen the mass that goes through a wormhole for initial exploring.
To limit the chances of being stolen or discovered, perhaps upgraded versions could include stealth versions that are harder to see on a scan while it is working.
Trying to balance this item is that you have no control of it once launched. It goes and can be destroyed or stolen (if found) or maybe you didn't program it for what you should have, or not for the size of the target system (especially an issue for uncharted wormhole space).
I also like the decoy idea you had in the beginning.
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Actaeon Versaea
Azaph Incorporated
14
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Posted - 2014.01.31 21:55:00 -
[1211] - Quote
How about sentry turret, similitude to the ones you see in some missions and plexus.
Perhaps 20m^3 each, drop 'em down anywhere in space, but not closer than 200% of their falloff range from stations and gates.
A Close range and long range variant for each race/weapons system. Caldari uses missles. Possibly have a pair for each size class, as well, smaller versions do less damage, have less range, but are smaller and cheaper.
Possibly loaded with ammo in the same way a starbase gun is. Possibly ammo free like drones.
Can use any one of the attack methods below:
Can be manually controlled like star base guns, up to 5 at once, via a skill. Can be set to automatically attack suspect/criminal flaged ships in range. Can be set to automatically attack people with a negative security status Can be set to automatically target people whom undergo a security status drop whilst in range. Will automatically attack NPCs aggressing the owner, or ships in his corp. However will not attack NPCs that are targeting others, or not attacking anyone, to prevent a few of these, plus a Mobile Tractor unit auto farming a belt while you are docked.
A reasonably long online time, so they can't be put out only once under attack.
Slow lock time, so if you see them, you have a chance to warp out.
Moderate to low damage output per individual unit, so it takes a fair time for ships to die to them, so there is time to either kill them or warp out, if lots are present.
Low EHP, No reinforced mode.
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elitatwo
Congregatio
201
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Posted - 2014.01.31 22:24:00 -
[1212] - Quote
Killmail Nullifier:
- Has 1 billion HP - Causes deial of all killmails generated in that system - Causes ECM on all ships for 40 seconds - Makes escape pods bubble nullified - Upon ship destruction the ship and all contents are destroyed - no loot for you - Manufacturing cost at 2 million - 20 seconds anchoring time - must be 100km of any gate
Skillpoints and corpse collection suggestion inhibitor: - Causes every EVE player to reset and apply all of his / her skillpoints to his / her corpmates equally - Causes every EVE player to biomass on the second time he / she proposes something related to skillpoints - Every skillbook will be charged back from the chracter who proposes anything related to skillpoints - Every skillbook will cost 4 times more than before when buying any skillbook after the first skillpoint suggestion in the forums has been made - Can be deployed everywhere in high, low, nullsec and w-space but must be 10km of any celestial - Cannot be destroyed - Players in NPC corps will distribute all of his / her skillpoints to all EVE players equally and has to pay a fine of 10 million isk to every EVE character which is online at that time (will be taken from the Characters wallet automatically until all fines are paid)
- Instead of 'collection' corpses in space you have the option to 'scoop' an escape pod - only tech1 subcapital ships (no pirate, faction, noobship or industrials) can 'scoop' - the escape pod has a volume of 100m-¦ in your cargo hold - if you don't have enough room for the escape pod, the 'scoop' attempt fails and the pod cannot be targetted by any boat for 30 seconds - On a station you and your captured 'friend' will have to fight a hand-to-hand combat to get access to any implants - if the characters are making out instead of fighting, both loose their implants, no furhter restraints - The winner of the hand-to-hand combat fight gets all implants and bragging rights on you and may sell, steal or refine your boat - The looser cannot wear implants for 30 days and pays a fine of the winners current clonegrade price (without implants, just the clonegrade price) signature |
Mario Putzo
Welping and Dunking.
189
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Posted - 2014.02.01 03:44:00 -
[1213] - Quote
Local chat inhibitor!. (lowsec/nullsec only)
No more "local" in system while unit is deployed. (just like W space) |
Berontur Valashnir
Mid Light
7
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Posted - 2014.02.01 11:49:00 -
[1214] - Quote
Cloak Destabilizer
A deployable structure that within its range increases the radius around a cloaked ship that must remain free of objects for the cloak to remain active.
This idea came from my non-Eve-playing brother as I was explaining the cloaking mechanics to him. In giving this thread a quick browse to see if it had been suggested, I saw many wanted a device to completely nullify cloak. Not surprising! But I think such a device would be too powerful. This cloaking destabilizer would be useful firstly for catching covert cloaked ships more easily in a gate camp. |
elitatwo
Congregatio
201
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Posted - 2014.02.02 14:06:00 -
[1215] - Quote
Berontur Valashnir wrote:Cloak Destabilizer
A deployable structure that within its range increases the radius around a cloaked ship that must remain free of objects for the cloak to remain active.
This idea came from my non-Eve-playing brother as I was explaining the cloaking mechanics to him. In giving this thread a quick browse to see if it had been suggested, I saw many wanted a device to completely nullify cloak. Not surprising! But I think such a device would be too powerful. This cloaking destabilizer would be useful firstly for catching covert cloaked ships more easily in a gate camp.
Veto! signature |
Mournful Conciousness
Embers Children TOHA Conglomerate
502
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Posted - 2014.02.02 16:40:00 -
[1216] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
^^ 59 likes for this suggestion so far. Obviously not droppable in hisec.
Should be scannable, and not allowed to be deployed on grid with a POS.
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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DaRk'TaLoN90
Black Omega Security Goonswarm Federation
7
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Posted - 2014.02.02 22:12:00 -
[1217] - Quote
Would love to see some pirate faction ESS units, that give better LP payouts instead of the extra 5% isk when maxed. Right now there really isn't a better way for people to collect pirate LP other than missioning, and the problem with doing those missions is that the rewards do not really outweigh the risks and standing hits you get from doing those missions. With a pirate faction ESS, it would give pilots another outlet to generate pirate LP.
For the role players, the pirate ESS uses the bounty system to magically launder their own dirty money through the concord payouts and as an added incentive to launder their money they give better LP payments than the empire factions. Hopefully these pirates are so cutthroat that wont care if you are killing their own members in the process, otherwise restrict the pirate ESS to only be deployable in regions with pirates that are not of the same faction as the ESS.
-Pirate ESS should cost 75-100m -Can be purchased at any one of the pirate factions stations -Can be dropped in bpc form from rats or found in data sites (or ghost sites?) -Gives better LP payouts instead of the extra 5% isk that empire faction ESS units give
also, SoE ESS units? ;) |
epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
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Posted - 2014.02.02 23:52:00 -
[1218] - Quote
A wormhole linking deployable. With very limited maximum transit mass.
This would be deployed in 2 different wormholes and when activated a wormhole connection is formed between them, allowing the passage of frigate sized ships. Activation with permission /standings only. Remains in place until scooped by owner or destroyed.
Purely designed so an alliance can allow members to transit between alliance bases.
There is one EvE. Many people. Many lifestyles. WE are EvE |
epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
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Posted - 2014.02.03 00:52:00 -
[1219] - Quote
Solar powered doomsday deployable, with extremely high levels of destructive power. Deploy at the sun. Can target any location in a system. 2 versions available 48 hour version has 4 times the destructive power. Only one can be deployed per sun. 24 or 48 hour charge time, broadcast in system once deployed and will show the POS under attack immidiately, relatively light shields and structure, but would need a determined attempt by only as little as a single ship to destroy it. Damage taken reduces charge and gives more time before firing.
Must be actively fired by deployer from within 2000m of the weapon. if not fired within 5 minutes of being fully charged a 10 km area of dustruction of all ships within the affected area will occur.
Single use cost 500m for the 24 hr and 800m isk for the 48 hr.
Salvage of the units after destruction / firing results in 90% of the cost recovered for the salvager whether offender or defender.
Purpose is to encourage active POS defence. And also give active defenders who are successful a profit. There is one EvE. Many people. Many lifestyles. WE are EvE |
Udonor
Native Freshfood Minmatar Republic
51
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Posted - 2014.02.03 03:32:00 -
[1220] - Quote
Instead of "plain" stasis tower that slows all enemies (IFF dependent multiple beams) or everyone (bubble) --
how about Vortex Towers that either DRAW ships,drones and missiles INWARD to tower or PUSH ships, drones and missiles OUTWARD from tower (again enemies only via IFF or everyone via bubble field effects)?
That is affected ships have a velocity X from the tower added to their own propulsion attempts. An opposite -X velocity must be generated simply to stand still.
*** Slower ships will be unable to resist the tower effect and be either drawn into tower or kept away at a distance -- depending on which tower type/polarity is in effect. ***
Basically a trap that creates a tactical situation where ships may not be able to attain or maintain desired ranges from the enemy.
CCP option as to whether it affects alignment to warp (if it does many ship may have to align to "go with the flow" to attain warp velocity which may expose them to more damage before warp is attained & may prevent direct flight to certain locations like a desired station for repair or refit.
The push tower could create a King of the Hill situation where defenders at tower are only vulnerable to fast or long range attackers. And pull-sink tower could be like an ant lion trap bringing slower ships into range of ships with short range weapons...and if warp alignment is affected then you have to quickly decide to warp out or be unable to warp away if your ship is too slow versus pull speed of tower.
Suggestion: Towers with smaller radius effects should have higher velocities. But there could exist very large and very expensive towers (1B) with huge areas (300-500 km+) and just 100 m/s effect for fleet use. Also T2 version might have a small (500m-3km for non-fleet) "eye of the storm" area for defenders though that is set up for attackers using bombs but then defenders could have slower ships than assaulting force.
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Proddy Scun
Renfield Inc
48
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Posted - 2014.02.03 04:50:00 -
[1221] - Quote
Salvage Tower
battlefield use or missions
could be drone based with extended range [integrated Drone Link Augmentor(s) ] drone speed [integrated Drone Navigation etc] and numbers of drones [integrated Drone Control Units] & priced and skilled accordingly
or it could be multiple beam based (extended salvager ranges and integrated tractors) -- more expensive than mobile tractor ?selector option to tractor loot loot that is not yours - criminal flagging tower and pilot as normal?
ideally it could be dropped by combat ship with larger hold & combat ship would then defend tower and wrecks against all comers. |
Proddy Scun
Renfield Inc
48
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Posted - 2014.02.03 05:11:00 -
[1222] - Quote
Salvage interdiction tower -- to prevent non-alliance/corp/personal salvage of wrecks. An EW effect on salvage sensors.
Criminal flagging to tower and pilot if used on volume of space including neutral wrecks in high sec but can include wardec opponent wrecks (basically wreck owners can shoot you automatically without penalty)
(?selector option to work only on wrecks you own for hi sec users?)
Suggest tower have modest shields and possibly significant attack as primary use will be wreck fields outside high sec |
Proddy Scun
Renfield Inc
48
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Posted - 2014.02.03 06:02:00 -
[1223] - Quote
Rogue Drone Slave Hive --
this tower seeds a self-sustaining rogue drone colony which
(1) Each hive tower has only one passcard which cannot be replaced. (2) Will NOT attack anything fleeted with the ship containing the passcard. (3) When the ship containing the passcard is destroyed (3a) The associated fleet becomes a rogue drone target for that hive (3b) If not destroyed the passcard may be recovered by a new owner and protection transfers to their fleet (4) Each tower needs to be planted near an asteroid field or the starter mining drones cannot start expanding the rogue fleet. (4a) Suggest each tower start with 4-10 mining drones and 3-5 of the smallest frigate class combat (4b) New drones will be randomly produced except prior goes to mining drones when number drop below a set level (4c) As the rogue drone colony expands in size new levels will be reached for mining and maximum class of combat drone
Although miners may initially use rogue drones for protection - unless trimmed by attacks eventually hive size will consume all ore rapidly each day defeating player mining. Potentially huge clouds of drones could TD the system based on renewing ore belts so CCP might want to consider an upper limit for drone control by a single tower.
For code simplification and CPU cycle conservation, I can see CCP only making protection active when possess by a unit (fleet-wing-squad) commander and protection only extending to members of that commanders unit.
Obviously planting rogue drone hives is a criminal offense in Empire and anyone planting one will be appropriately flagged. Additionally anyone possessing a rogue drone passcard would probably be CONTINUALLY at least flagged as suspect whether that Hive tower still existed or not. Though I suspect contraband measures would be more server CPU cycle effective.
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Udonor
Native Freshfood Minmatar Republic
51
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Posted - 2014.02.03 08:13:00 -
[1224] - Quote
SPAM message tower -- sends recorded chat message to any ships which appear in its range or probe it.
CONCORD jamming tower -- prevents CONCORD monitoring within its area, fast setup, but is contraband in all of high sec
Comm Jamming Tower - player chat become unusable within range of tower (except for CCP help etc)
False Target Tower - creates duplicate false targets which disappear upon being damaged but otherwise are lockable and can divert fire.
Pod Spray Tower - special version of False Target Tower which creates 2-4 duplicate pod images on sensors when pods are ejected but no other false images.
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Udonor
Native Freshfood Minmatar Republic
51
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Posted - 2014.02.03 08:37:00 -
[1225] - Quote
Anti-anchoring tower -- prevents any further actions requiring the anchoring skill & the areas available are HUGE optionally up to an entire system.
Talk about inciting warfare. |
Udonor
Native Freshfood Minmatar Republic
51
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Posted - 2014.02.03 10:21:00 -
[1226] - Quote
Structure Camouflage Unit - Disguises itself and any adjacent deployable structure as a single structure of a type of the users choice to anyone off that grid. For example a mobile micro jump unit may appear to be a mobile tractor unit until you jump onto that grid.
Ship Camouflage Unit -- the unit itself is stealth to long range scans and further adjusts sensor returns of ships in its area of effect to match ships in a user chosen ordered list. The complexity and expense of unit determines how long the list for disguised ships can be and how radically sizes can be adjusted. The simplest model would probably just sum the size change dictated by the list for each ship present until the total # of sizes the tower can change is exhausted. Extra disguises beyond ships present are not used and ship past tower capacity show as themselves. |
epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
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Posted - 2014.02.03 23:50:00 -
[1227] - Quote
Very simple suggestion , repair deployable, range 500m, repairs structure and armor and overheated fittings /damaged drones. Not fast enough to be of value in combat, deploy in safe spot and sit within it's area of effect for 5 or 10 minutes depending on damage. Can be integrated into an advanced space yurt.
Handy when far from a station with repair facilities. There is one EvE. Many people. Many lifestyles. WE are EvE |
Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
8
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Posted - 2014.02.04 01:40:00 -
[1228] - Quote
Vanity items. Statues, monoliths, billboards and similar. Ideally upgradeable(with a lot of ISK and a long timer). Portion of the money required for upgrades could go to pilot/pilots who destroy it. Think bounties. I wouldn't mind if the most 'prestige' upgrades would require months to upgrade (given they would be cool looking). In other words, tool to allow corporations to customize 0.0 space they own. Or course sovereignty loss would reset any ongoing upgrades. |
deseana
Imperial Academy Amarr Empire
2
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Posted - 2014.02.04 04:25:00 -
[1229] - Quote
sorry if this is a double post.
One of the things i would like to see eventually, is an acceleration gate like missions have.
if you attempt to warp to the scan destination you end up at the acceleration gate.
I have no idea if this is even possible as a deploy-able.
what can it be used for? I don't have a damn clue... but i'm sure some sneaky bastard will figure something out. |
Destination SkillQueue
Are We There Yet
6280
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Posted - 2014.02.04 08:15:00 -
[1230] - Quote
A mobile structure that prevents the anchoring of any new kind of objects in the vicinity. Has no affect on already anchored structures and is free for anyone to shoot at. |
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