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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Juliette Asanari
Saeder-Krupp Trading Division
50
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Posted - 2014.02.22 16:37:00 -
[1261] - Quote
*tock*tock* Is this thing on?
Mobile Warp Accelerator: Ships that enter warp within x km of the structure have a y% higher warpspeed
Mobile Gravity Well: All ships within x km have their max. velocity reduced by y% (like webs). Affects ships that are interdiction nullified. (Finally, Freighters can self-web ;)) |
LightMonk
Nordgoetter Hand of Despair
1
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Posted - 2014.02.22 22:35:00 -
[1262] - Quote
Deployable POS Weapons
- Needs Anchoring 4
- Reasonable Onlining Time ~3min
- Only 0.0
- Functions like Assisting Drones (without being drones)
- Operator needs to be within 10km or less.
- Number of Modules are limit by the "Starbase Defense Management" Skill (so max. 5 Modules) for each Pilot.
- Leaving operator range (or dieing) drops control of the Module and any other Pilot can claim its use for his own benefit.
- Claiming Control is archived by right clicking the module and "Get Conrol". Works only if no other has control of the Module.
- Dropping Control is archieved by right click again.
- Can't be unanchored/ put offline while having an Operator.
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DrysonBennington
Eagle's Talon's
58
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Posted - 2014.02.23 01:29:00 -
[1263] - Quote
.....oh who let the Borrower's into the fridge again....get out!
Here is my idea - For those involved with PI I would like to suggest a new idea called Automated PI Drone Management. Auto PI Drone Man. is a process where you design a drone and program it too perform a desired function such as ensuring the PI stay operating when the extraction time runs to zero as well as bringing resources from the PI Planet to a pre-determined drop off location.
To make the system work you would have a Mobile Automated PI Drone Management Depot in close proximity to the planet that was being developed. From inside the Depot you would have various slots for the Drones where basic functions be given to each of them to perform.
Each Drone Depot would come with ten slots for Drones.
The idea is basically set up like a Macro Editor where a function is recorded and when the function reaches the end of its cycle the Drone would perform the steps necessary to restart the process.
This system would require new ships to be designed that would be piloted by drones only as well as new skills to learn.
This might sound difficult for CCP to accomplish but it would create an entirely new aspect to playing Eve Online that I think would be really cool.
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DrysonBennington
Eagle's Talon's
58
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Posted - 2014.02.23 01:30:00 -
[1264] - Quote
Juliette Asanari wrote:*tock*tock* Is this thing on?
Mobile Warp Accelerator: Ships that enter warp within x km of the structure have a y% higher warpspeed
Mobile Gravity Well: All ships within x km have their max. velocity reduced by y% (like webs). Affects ships that are interdiction nullified. (Finally, Freighters can self-web ;))
SURVEY SAYS!
I like this idea as well. |
Zarnak Wulf
In Exile. Imperial Outlaws.
1526
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Posted - 2014.02.23 01:49:00 -
[1265] - Quote
Links Nullifier - kills the effects of booster links within 'x - sized' sphere. |
Wulfy Johnson
NorCorp Security
21
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Posted - 2014.02.24 13:39:00 -
[1266] - Quote
A drone collector.. Or for that sake allow them to be tractored |
Gizznitt Malikite
Agony Unleashed Agony Empire
3572
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Posted - 2014.02.24 21:16:00 -
[1267] - Quote
Fleet Inhibitor Module:
Option 1: A new deployable that hinders all fleet bonuses to any ship on-grid with the deployable.
Option 2: A new deployable that simply hinders all fleet bonuses within a system.
See this F&I thread for further discussion and more "detailed" ideas.
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Luwc
Easy Co. Fatal Ascension
46
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Posted - 2014.02.25 13:22:00 -
[1268] - Quote
None.
stop with this bullshit. |
X Gallentius
Justified Chaos
2070
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Posted - 2014.02.25 14:14:00 -
[1269] - Quote
MObile structures for every task a station can do that can't already be done by a POS. Contracts(One per seller), Market (Space Vending Machine - one per seller), PRIVATE hangar array. |
handige harrie
Hedion University Amarr Empire
205
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Posted - 2014.02.26 13:19:00 -
[1270] - Quote
Mobile Gate/Station guns
Can be deployed in Sov Nullsec only, max 4 per gate/station grid. Shoots ships/pods automatically based on standings (configurable). These don't need to be the same alliance that holds sov, so 'intruders' can set these up on gates shooting resident sov holders.
Mobile Cynofield Generator
Structure uses LO as fuel, as long as fuel is present, sustains a Cynofield to which capital ships can jump. Shows up on overview/map like normal Cynos do. Can be placed anywere in system. Can be scooped. Baddest poster ever |
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HolidayDerp derf
super space conglomerate
3
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Posted - 2014.02.27 00:16:00 -
[1271] - Quote
A mobile 1 shot marauders unit anchors in 30s not anchorable in 0.5 and above |
So riya
Hancock Neo Corporation
6
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Posted - 2014.02.27 05:39:00 -
[1272] - Quote
I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2734
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Posted - 2014.02.27 10:37:00 -
[1273] - Quote
So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too
Mobile Scan inhibitor already does this.
You can't be directly jumped to, if you're within 30km of it. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
GeeShizzle MacCloud
451
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Posted - 2014.02.28 12:13:00 -
[1274] - Quote
Steve Ronuken wrote:So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too Mobile Scan inhibitor already does this. You can't be directly jumped to, if you're within 30km of it.
i though it just made you unseen by d-scan by can still be scanned down using probes?
what So Riya is wanting is to anchor a t2 large bubble on top of himself. though it wouldnt stop post-fozzie ceptors. |
Estella Osoka
Deep Void Merc Syndicate Sicarius Draconis
324
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Posted - 2014.02.28 17:55:00 -
[1275] - Quote
Zarnak Wulf wrote:Links Nullifier - kills the effects of booster links within 'x - sized' sphere.
+1 , as the only current counter to links is to ship up, bring more, bring your own links, or don't take the fight.
I would suggest that such a mobile structure should have low EHP though. |
Einar Matveinen
nXo Circle-Of-Two
21
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Posted - 2014.02.28 18:14:00 -
[1276] - Quote
A decoy structure that imitates a specific ship on probe and d-scan?
+1 for decoy structures. |
So riya
Hancock Neo Corporation
6
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Posted - 2014.03.01 06:45:00 -
[1277] - Quote
GeeShizzle MacCloud wrote:Steve Ronuken wrote:So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too Mobile Scan inhibitor already does this. You can't be directly jumped to, if you're within 30km of it. i though it just made you unseen by d-scan by can still be scanned down using probes? what So Riya is wanting is to anchor a t2 large bubble on top of himself. though it wouldnt stop post-fozzie ceptors. but of course it cant be anchored/onlined in lowsec.
you still can scan the mobile down but when you warp to mobile your ship will stay 100 km from mobile . its not a bubble like in null sec |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
739
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Posted - 2014.03.01 15:11:00 -
[1278] - Quote
Mobile Jump Bridge! |
MeBiatch
GRR GOONS
1753
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Posted - 2014.03.01 15:24:00 -
[1279] - Quote
Mobile True Sec upgrade unit.
Its a variation of the ESS but instead of tags it gradually increases the value of the rats in the system and makes the annoms better. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Abrazzar
Vardaugas Family
2664
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Posted - 2014.03.01 18:11:00 -
[1280] - Quote
IMHO, the mobile depot and mobile tractor unit should be one time use only and reusable versions should be added with ten times the volume and cost requiring some consumable to stay active. You are basically replacing specialized ships with those structures. Allowing just any ship to fly around with them strikes me as rather unbalanced. Sovereignty and Population New Mining Mechanics |
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
668
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Posted - 2014.03.01 20:12:00 -
[1281] - Quote
Armed mobile tractor units, that are capable of destroying anything less than a t3 or battleship when attacked. Important it does not activate a limited engagement with anything other than itself.
It should be indistinguishable from a normal tractor unit until it webs, scrams and destroys aggressors.
Cost equivalent to a t1 battlecruiser.
There is one EvE. Many people. Many lifestyles. WE are EvE |
Merovee
Gorthaur Legion Imperium Mordor
140
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Posted - 2014.03.01 21:20:00 -
[1282] - Quote
Mother Ship (Alliance ship)
GÇóBIG, Super Big like a station with jump drive. Auto anchors after jump, does not log off grid. GÇóHuge super cap hangers, for Titans and super carriers. GÇóDouble mods (16) per level GÇóAnchoring a prerequisite for sovereignty in constellations outside the home region. GÇóHome region is where you built the Factory HQ to build Mother ships. (only one Factory HQ per alliance) GÇóNeeds to be supplied GÇóSuper caps can no longer log off but only docked in a mother ship. GÇóMother ship can hanger just like a station for other ships and move everything in it when jumped.
-½o-+ Sauron Of_Mordor |
Jodi Bong
Forsaken Enigma
13
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Posted - 2014.03.02 15:17:00 -
[1283] - 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!
So I'm sitting here looking at different types gear. Noting the differences in each, Ships, Ammo, Mods, Ect....
We all know that the differences between T1 & T2 can be from marginal to quite large. For example T1 Cruisers vs T2
A T1 cruiser has its base traits, with T2 you get additional traits such as extended web or disruptor/scram range, better damage and tracking, as well as a nice bump in resists. Same goes for T2 mods and ammo they all have some sort of secondary effect weather good or bad..
Now as I look at the Mobile Warp Disruption Fields i.e bubbles there really isnt much of a difference in the T1 and T2 variants... Sure the T2 version of the bubbles cover a larger radius and can be deployed faster then the T1 version. but those are the only differences. The T2 bubbles take up just as much room in your cargo hold as a T1 and cost twice as much.. So to me the time and area differences are not that much of a " Bonus " concidering the time you spend training to be able to deploy them.
T2 Bubble also have no true secondary effect as almost all the rest of the T2 gear does
So here are the changes in which I personally would like to see made to these wonderful and overlooked pieces of deployable goodness..
We all know that these bubbles warp disrupt your ship. What if the T2 version of this also webbed the ship? Now i'm not talking about an 85% or 90% web effect but like a 50-65% reduction in speed or disallows the use of a MWD
T2 Warp disruption bubbles as they currently are in game Using a large for purpose of example Volume: 585 m3 Anchoring delay: 240.00 s Warp Disruption range: 40.00 km
Changes I propose Large T2 Bubble
Volume: 350 m3 Anchoring delay: 300s Warp Disruption range: 40km Speed Reduction 55%
As you can see I've lowered the volume size of this bubble to make it easier for a Cruiser/BC hull to carry them but increased the anchoring delay slightly
Now as for Manufacturing the new bubbles not much would change with the exception of now you would need to add a Stasis webifier into the mix only slightly raising the cost for production.
Also you may have noticed I changed the phrase Warp Scramble Range to Warp Disruption Range the reason for this is quite simple. In game these lovely bubble are called Warp Disruption Fields and as such they disrupt the warp drive of the ship(s) with-in its radius. Also as we all know these Bubbles do NOT warp scramble. A warp scrambler not only scrambles the warp drive of a ship but also disallows the use of an MWD, which these bubbles do not do..
Which brings me to my next point. What about a new variant called the Mobile Warp Scramble Field? A warp scrambler fitted to a ship has the capability to not only stop a ship from warping but also disabling the use of the MWD prop mod as well as having extra points of warp scrambling. But this comes at a cost of reduction in range. Thus the new Mobile Warp Scramble Field would have a smaller radius of area effect then the Disruption Field.
T1 Large Warp Scramble Field
Volume: 585 m3 Anchoring delay: 480s Warp Scramble Range: 13.25km Disables Micro Warp/Jump Drives: True All other attributes same as the Mobile Warp Disruption Field Skill Requirement: Same as the Mobile Warp Disruption Field
T2 Large Warp Scramble Field
Volume: 300 m3 Anchoring Delay: 300s Warp Scramble Range: 20.50km Disables Micro Warp/Jump Drives: True All other attributes same as the Mobile Warp Disruption Field Skill Requirement: Same as the Mobile Warp Disruption Field
Of course the numbers for a small and medium version of these would have to be worked out as I only used the large as an example of what could be done.. |
DrysonBennington
Eagle's Talon's
63
|
Posted - 2014.03.02 20:49:00 -
[1284] - Quote
Psychoactive Stimulant wrote:Mobile billboards.
Mobile Billboards with corp advertisements that can be anchored just like a Mobile Depot is able to be anchored.
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DrysonBennington
Eagle's Talon's
63
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Posted - 2014.03.02 21:07:00 -
[1285] - Quote
I think a Mobile Mining Depot would be awesome to have. The MMD would have enough drone volume for five mining drones. The MMD would selected and then from the menu Deploy and Activate Mining Drones would be selected. The mining drones would then randomly pick asteroids to mine and then return them to the ore hold that is rather generous at 4000 m/3 and a cargo hold of 150 m/3 for extra drones or whatever you may want to put in the hold.....possibly even some of that good stuff that Concord says "No, No." about.
The limitation is that only a single MMD could be deployed in a solar system per pilot to help keep monopolies from taking place.
The MMD would have same the anchoring and lifetime expectancy of the Mobile Depot.
I also think that Mini POS using the Mobile Depot would be nice to have as well. The Mini POS would have a fitting service, cargo hold of 500 m/3 and have enough hangar volume to handle two fully rigged battleships.
Another idea for Depots are Trigger Depots that can be anchored any where in a system and if a ship comes within the established range of the Triggered Depot than a certain event would take place.
Events that would take place could be :
Stasis Field is applied to the ship for x amount of time. Warp Scrambler Field is applied to the ship x for amount of time. Smart Bomb Field is projected into the area surrounding the Depot for x amount of time. Warp Bubble Field is projected around the Depot for x amount of time. Broadcast Beacon signals the pilot who deployed the Beacon that an intrusion was taking place.
Triggered Depots could not be placed within 300km of a gate or NPC Station or any other non player owned structure.
Possibly even a Remote Camera Depot might be nice where the owner could watch a certain location for x amount of time which would be based off of the pilots skills. |
DrysonBennington
Eagle's Talon's
63
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Posted - 2014.03.02 23:05:00 -
[1286] - Quote
Mobile Tractor and Salvage Depot
The Tractor Beam Depot would be able to tractor wrecks at a distance of 65 Km from the depot. Once the wreck is within 25km of the Depot salvage drones would deploy to salvage the wreck.
The salvage can would then be tractored into the station's salvage can hangar where it would remain stored for three hours. After three hours it would disintegrate along with the contents.
The MTaSD would have a Wreck Salvage Cargo Bay of 450 m/3 a Salvage Can Cargo Bay with attachment points for 20 Salvage Cans and a Salvage Drone Bay of 25 m/3.
The MTaSD II (not Tech II) would have 550 m/3 WSCB / 30 SCCB Attachment Points / 25 m/3 SDB
The MTaSD III ( not Tec III) would have 750 m/3 WSCB / 40 SCCB Attachment Points / 25 m/3 SDB
Each MTaSD could be deployed in each room after it had been cleared so the mission runner could continue their mission and come back at a late time to collect their loot and salvage.
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Vartan Sarkisian
Reasonable People Of Sound Mind
138
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Posted - 2014.03.03 13:21:00 -
[1287] - Quote
I would like to see a mobile structure similar to the mobile tractor unit but it also salvages the wrecks (as well as pulling loot as it currently does). I think this would be useful in areas where there are not many stations and saves you from carrying salvage drones to do the salvaging portion of missions. Either this or allow drones to be dragged from the cargo bay to the drone bay so we can alternate between drone types. I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die. |
Major Trant
CTRL-Q Iron Oxide.
667
|
Posted - 2014.03.03 14:09:00 -
[1288] - Quote
Dummy Beacon - You set the name on it to for example "Abandoned Research Outpost", "Minmatar Novice Outpost", "Huola VI - 24th Imperial Crusade Logistic Support", or "Kourmonen Gate" and tick the icon you want to appear (Gate, Station, Asteroid Belt, Plex, Moon, Planet). Drop it in space and it appears on everyone's overview.
It can be warped to by anyone, but when they land all they find is a beacon. Not a gate they can activate or a station they can dock at.
Cyno's can be lit on it, but Cyno Jammers can also be placed alongside. CTRL-Q - Minmatar FW - Low Sec PvP - Euro TZ - New Player Friendly Contact: Major Trant In game channel: FeO Public Recruitment thread: CTRL-Q |
Luwc
Easy Co. Fatal Ascension
59
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Posted - 2014.03.04 09:38:00 -
[1289] - Quote
So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too
and here comes the carebears... sigh
Why dont we just add a supid mobile structure for everything you can in EVE
I would like a :
mobile MWD unit mobile MJD unit (OH NVM...) mobile salvager unit mobile tractor beam(OH NVM...) mobile ratting killer mobile PVP unit mobile remote repair unit mobile ship fitting unit (OH NVM...) mobile mining unit mobile scan probe unit
stop this ******* ****. |
Batelle
HOMELE55
2049
|
Posted - 2014.03.04 15:13:00 -
[1290] - Quote
I want a meta-version of the cyno jammer that is reusable and forces bridged-in forces to enter system off-grid if they want to catch you. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |
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