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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Herzog Wolfhammer
Sigma Special Tactics Group
4915
|
Posted - 2014.05.24 02:15:00 -
[1471] - Quote
"Rally Beacon"
This is a deployable that will appear in every overview in the system and getting info on it reveals the owner. Anybody can warp to it.
That's all - I can list tons of uses for what is basically an instant public bookmark. Bring back DEEEEP Space! |
Ra'Shyne Viper
90
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Posted - 2014.05.24 08:50:00 -
[1472] - Quote
Mobile Distress beacon DUST 514 player
Ingame name: Vin Vicious |
Raw Matters
NORDIC COMPANY Northern Associates.
27
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Posted - 2014.05.24 19:24:00 -
[1473] - Quote
Well if it is cristmas-wish-list-time... here are my ideas. ;)
- Mobile Warp Inhibitor - This module will target any hostile (attacking the owner, bad standing to the owner) and fire a scrambling beam at them to disable warp.
- Salvage cruncher - Companion of the mobile tractor beam: it will salvage all wrecks in range.
- Mobile repair/shield transporter unit - Works like your favorite logistic friend, but must be placed close to a structure to function properly (tower, station)
- Mobile Cyno Generator - Fire & forget cyno generator for your fleet (or anyone?) to prevent all those poor rookie ships from being destroyed pointlessly. Cannot be retrieved, but is cheap to buy/build.
- Mobile Tractor Unit T2 - Same as the T1 version, but allows everyone to access it (even pesky thieves!). Will take much longer to anchor, but will stay in space for 1 month.
- Dual-link portal - Comes in pairs and if set up and linked properly it will form a jump portal in both directions. It will not require any fuel itself, but the ship that wants to jump needs to have fuel accordingly. No access restrictions, because we totally want the red guys appear right next to you totally unexpected.
- Mobile auto pilot - To activate you first need to set a route, then activate the module. If you do, you will be ejected from your ship and the auto-pilot will take your place. The ship will then auto-pilot to the destination and stay there. The ship cannot be boarded, at least not until the auto-pilot is deactivated again. Which will hopefully be inside a station.
- Mobile Sensor Array - If placed somewhere, it will activate and stay there until retrieved. Via a new menu you can access your currently placed beacons and they will give you some statistical information (slightly delayed/cached) about their immediate surroundings: number of pilots close by, the ability to query market data of the station (if any close by), number of cosmic anomalies in that system. Low HP, no Concord intervention, but will give aggression flag (we don't want Jita to be flooded with these).
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Saisin
State War Academy Caldari State
15
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Posted - 2014.05.24 22:40:00 -
[1474] - Quote
Did not read the 74 pages, so if it has been suggested before it gets a +1 from me. Not my idea either, but found it Here.
Have a mobile structure that breaks off-grid boosting links. |
Casualitis
State War Academy Caldari State
1
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Posted - 2014.05.25 14:10:00 -
[1475] - Quote
Portable "battering ram" for taking down abandoned offline poses |
Deacon Abox
Justified Chaos
332
|
Posted - 2014.05.25 14:28:00 -
[1476] - Quote
Probably been said before, but
How about a mobile Off Button for features that mess up the "immersive" experience of Eve, like
tool tips, nauseating and annoying gate jump and autoscan visuals, some soon to come UI or graphical change that the player base was not requesting but which some group of devs and their boss thought wasn't a waste of resources to develop and force feed to the playerbase.
Thanx in advance. CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us a persisting-áoff button for the jump gate and autoscan visuals. |
Santo Trafficante
Snuff Box
21
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Posted - 2014.05.26 11:00:00 -
[1477] - Quote
Mobile tracking agent. i was expecting this for quiet sum time.It will be a good addition for the full time bounty hunters |
w3ak3stl1nk
Hedion University Amarr Empire
43
|
Posted - 2014.05.26 14:24:00 -
[1478] - Quote
Mobile signature radius booster. Increase signature of ships in area... This would increase targeting speed for all and missile damage for all in range. |
w3ak3stl1nk
Hedion University Amarr Empire
43
|
Posted - 2014.05.26 14:33:00 -
[1479] - Quote
Mobile local disruptor. If in radius can't see anyone in local. |
Lothrus Andastar
Associated North American Lovers of Dolphins
14
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Posted - 2014.05.28 14:14:00 -
[1480] - Quote
Would a MTU that focuses only wrecks with loot be considered too powerful? |
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Gaijin Lanis
Astral Silence Surely You're Joking
25
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Posted - 2014.05.28 21:14:00 -
[1481] - Quote
Mobile jump portal/bridge generators.
Materials required: a couple covert jump portal generators, some T2 targeting salvage, a decent sized wad of fuel, some capital fusion reactors, and a smattering of minerals to glue it all together. Probably around 100m total cost.
Limited to sub capitals, but unlimited otherwise unlimited. 60 seconds to online, goes online in a standby mode for up to 3 hours until bridge is activated, bridge stays up for 15 seconds, then smartbombs everything within 2500m for around 200 omni (800 total) as it explodes.
Skills required: Thermodynamics 5, Jury Rigging 5, Jump portal generation 1
Basically duct taping a couple covert jump portal generators together, rigging up a makeshift fuel container, jamming in some fuel, strapping some fusion reactors to them, then overloading everything when needed. As this game desperately needs more "inventive" makeshift structures.
Just to throw out what is quite possibly the worst best idea possible. |
Tarra Firma
WildFoul
0
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Posted - 2014.05.28 22:08:00 -
[1482] - Quote
Deployable Radar Unit
- emits a radar pulse once a minute- this pulse detects the presence of cloaked vessels within a 150km radius it howerver WILL NOT cause them to decloak |
ctx2007
Wychwood and Wells Beer needs you
393
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Posted - 2014.05.29 20:15:00 -
[1483] - Quote
Mobile Bar and Brothel...... extra income from pimping You only-árealise you life has been a waste of time, when you wake up dead. |
Carniflex
StarHunt Mordus Angels
218
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Posted - 2014.05.30 07:38:00 -
[1484] - Quote
Would it be asking too much to be able to launch some of the structure for the corp instead of individually. I mean mobile tractor unit, in particular. Sure, the one who launched it can just scoop it (which drops stuff in it into jet can so another guy can pick it up) but it would be so much simpler to be able to just launch it for corp. So that another guy can do a walkabout at some later date collecting the mobile tractor units once they have done their magic (assuming no one has bothered to probe em down and kill them). Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |
Noxisia Arkana
Deadspace Knights
356
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Posted - 2014.05.30 13:57:00 -
[1485] - Quote
Would like to see some passive income structures anchorable only in 0.0 or lower that can't be guarded. If no - one pops them, you make a little cash - if someone pops it - they get some loot pinata. |
Aareya
Freelance Economics Astrological resources Tactical Narcotics Team
21
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Posted - 2014.06.02 14:19:00 -
[1486] - Quote
Expand upon the Mobile Cynosural Inhibitor and provide a lower cost, weaker version for small groups.
Stats of Current Module EHP: 170,000 Estimated Cost: 40-50 million ISK Disruption Range: 100 km Placement Restriction: No closer than 200km Lifetime: 1 hour
New Module: Mobile Small Cynosural Inhibitor EHP: 10,000-20,000 ehp (existing standard unit has 170,000) Estimated Cost: 2-5 million ISK
Benefits: 1. Small gang and/or solo pvp can use this to prevent escalation of fights. 2. Small gang and/or solo pfp can also reasonably kill the inhibitor while in a fight.
Role Change (for both variants): Cynosural disruption includes covert cynosural fields.
Obvious Impact of Role Change: Covert Hotdrops
Current Engagement Strategy: While cloaked, approach target, decloak, warp disrupt/scramb, light covert cyno.
Potential New Engagement Options: 1. While cloaked, approach target, decloak, warp disrupt/scramb, kill inhibitor, light cyno 2. Get 100+ km out, decloak, light cyno, tackle burns to target to warp disrupt/scramb 3. Get 100+ km out, decloak, light cyno, MJD on top of target (giving up the option of using MJD to escape) 4. Get 150+km out, decloak, light cyno., tackle warps down to target to warp/disrupt
Twitter:-á-á @AareyaEVE |
afkalt
Republic Military School Minmatar Republic
103
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Posted - 2014.06.03 13:28:00 -
[1487] - Quote
Mobile remote rep inhibitor. Yes I know the carnage one could sow with yes. Yes, this is a large part of why I think it'd be great. |
Ray Kyonhe
Ray's Relentless Research Special Circumstances Alliance
30
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Posted - 2014.06.05 00:32:00 -
[1488] - Quote
Some kind of mines mb? Like those you can encounter in some missions, but cloaked ones. It can be used as subterfuge tools, dropped by fleets of cloacked vessels on supposed root the enemy will move along. On activation they for a brief moment will jam/damp/disrupt their weapon systems, block propulsion, create temporal warp bubbles and the like.
Ability to designate some labels to them, like "field1", "field2" and get notifications like "Activation on field1!" Survey/voting system inbuilt to the game client:-álink |
Rusty Waynne
Section 8. Fatal Ascension
11
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Posted - 2014.06.09 11:47:00 -
[1489] - Quote
Bairfhionn Isu wrote:Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan. Make it big and expensive so you need some serious logistic to have it
It could make things way more interesting in Low/Null
I don't like that one much.
It'll mean alot less titan kills. Not only that, but Titans already don't get much play as it is. |
Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:09:00 -
[1490] - Quote
Are any new mobile structures planned or is this basically it for the foreseeable future? I am currently away, traveling through time and will be returning last week. |
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Arthur Aihaken
Erebus Solia
3704
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Posted - 2014.06.11 10:09:00 -
[1491] - Quote
Double post. I am currently away, traveling through time and will be returning last week. |
Udan666333
Science and Trade Institute Caldari State
0
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Posted - 2014.06.12 05:36:00 -
[1492] - Quote
Hi I play some time with Tractor Unit and Mobile Depot, and have some issues with them, if this is intensional then apolagize for bothering. Tractor Unit have very big volume, BS have abaou 500-600m3 cargo, flaying around doing staf i get that i sometimes have need to take even 11 of Tractor Units that's 1100m3, plus amo and other thing, for bs it is little to much, it is possible to change volume of Tractor Unito to 20m3 or 30m3 or something like that? for example is better to do caple mission and later pick couple units by one course, then changing ship every time after each mission and make one aditionl flith after each mission, it also give more time for Tractors Units to pull wrecks. Other thing abaut it, that cloud be posible availble for friendly characters to get acces to it, fleet members but not corp members, and or corp members, friends, friendly char, outside of corporation can use, launch it or thake it. it, one char drop it and difrent char can pick it, something like "lauch for fleet" members usable only or "launch for corporation option" members usable only? I will be bery glad to get this. Mobile depot - smaler volume be nice ? and shorter onlining time abaut 10-30 secs? and smilar option like for Tractor Unit "option for launching for fleet" and/or "lauch foor corporatiom" to give fiends acces to it. or maby you can make fitting drones with option to use it by yourself or asist to other ship for fiting in space, one drone give option to change fit to one ship, and taractor meam drones, and option to move drones form cargo bay to dron bay and from drone bay to cargo bay? for me it sonuds logical? what you think? |
Bal'Ayle
Sebiestor Tribe Minmatar Republic
21
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Posted - 2014.06.12 11:52:00 -
[1493] - Quote
CCP Fozzie wrote:.... A decoy structure that imitates a specific ship on probe and d-scan?....
I know im really late to this discussion - But I have wanted this since I joined eve, this would make baiting so so much fun with cloaky ships.
Or similarly, A device you can deploy that STOPS you showing up on d-scan or Probes. Something akin to a Mobile warp disruptor. You cant warp away while inside it but you cannot be scanned down while your inside it.
OR even better, You cannot warp while inside it. And it gives out the signature information of a ship of your choice, based on the BP that you load it with.
that way if you do get caught out and attacked and lose, the winner gets a BP as well as the device :D |
Klatu Satori
Shadows of the Black
10
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Posted - 2014.06.12 18:20:00 -
[1494] - Quote
Change local chat mechanics in sov-null to what they are in w-space. Then:
Broadcast Tower Anchorable/deployable by anyone but only in claimable space. Uncloaked players on grid with one of these shows up in local chat. If a Broadcast Tower "sees" a player exit via a gate or wormhole, they are removed from local. If a player logs out they are removed from local, but if they log back in they are immediately placed back in local unless the tower that saw them has been taken down or destroyed. One per grid. Control-based Sovereignty System |
w3ak3stl1nk
Hedion University
66
|
Posted - 2014.06.13 11:11:00 -
[1495] - Quote
Mobile Webber... like mobile cyno, but web instead. Is that my two cents or yours? |
Khan'Wulf
Delta Corvi Brothers of Tangra
1
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Posted - 2014.06.13 13:18:00 -
[1496] - Quote
Tarra Firma wrote:Deployable Radar Unit
- emits a radar pulse once a minute- this pulse detects the presence of cloaked vessels within a 150km radius it howerver WILL NOT cause them to decloak
This would be fine if the DRU (deployable radar unit) emitted a sound tone and highlighted the cloaked ship with a directional beam (showing vector). The DRU would also need to be not un-anchorable, or very expensive.
I have a similar idea:
Local Gravitic Pulse Generator (LGPG) The LGPG emits mass-disruption pulses about every 40 seconds that destabilize the fragile cloaking mechanisms of ships, causing them to temporarily deactivate (30 seconds), rendering the cloaked ship visible. The LGPG consumes fuel while operating and is relatively fragile and expensive. Range of pulse would be current grid.
Aaaand another one:
Compact turret Anchorable some distance from objects only, must be loaded with charges/etc. Will acquire and fire on ships aggressed to owner/owners' corp/alliance. Obviously not something that could be deployed in Highsec.
--Khan'wulf |
Veinnail
FinFleet Northern Coalition.
86
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Posted - 2014.06.13 15:47:00 -
[1497] - Quote
Mobile Repair Unit seems like a viable concept considering the realm. |
DrysonBennington
Federal Defense Union Gallente Federation
135
|
Posted - 2014.06.13 22:48:00 -
[1498] - Quote
Mobile Gunner's Depot
The MGD would be similar to a POS weapon system except that the only way it would function is if it was manned by a pilot.
To man the MGD you would have to have the same skills to necessary to be a POS Gunner.
The MGD would come in two sizes small and medium or medium and large ammo use.
An additional set of skills associated with the MGD would need to be learned in order to have bonuses to damage, tracking and optimal range, number of targets locked, lock speed and shield and armor systems.
The MGD would have enough ship hangar volume to fit a Cruiser without rigs as well as a fitting facility cargo bay of 150 m/3 and an ammo bay of 200 m/3
The MGD would cost 35 million and decay after three days of deployment and anchoring.
The fighting mechanics would be the same as if the MGD was a ship where it could attack any criminal with a - Red Dead status, Faction War Target, War Target, or someone that has attacked the depot itself.
If the MGD attacks a neutral target Concord would show up and destroy the depot including all items and any ships within the ship hangar. If the pilot tries to eject after engaging in criminal activity they are locked into the depot by a command override and would not be able to access the ship in order to get away from Concord.
If the MGD is left unoccupied then it and its contents can be looted simply by boarding the MGD and then wait for the boarding timer to count down and then exit the depot and scoop it causing all items to be ejected into space except for any ships which must be removed first.
Anchoring ranges would be the MGD would be the same as the Mobile Depot.
The benefit of the MGD is too help protect miners against ganking attacks as well as providing support against gankers attacking the shipping lanes at system gates. |
Rommiee
Mercury Inc.
821
|
Posted - 2014.06.16 07:07:00 -
[1499] - Quote
T2 Mobile Tractor units that also salvage wrecks |
Alexander Lion
Dragon Clan Nulli Secunda
5
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Posted - 2014.06.18 11:08:00 -
[1500] - Quote
Mobile Gas Compression Module
With the new expedition ships it would be great to ninja salvage drug relatet gas sites in 0.0. Unfortunatly each unit of gas has a volume of 10m-¦.
The module can be deployed and you store your harvested gas in it like the new compression array for posses. It compresses 10 units of gas into 1 unit of compressed gas. so you can decrease the volume from 10 units of gas (100m-¦) to 1 unit of compressed gas (1m-¦). and due to physics the preassure increases to 100bar per compressed unit of gas^^.
anchoring and online times like the ones from mobile depot with a volume of 30m-¦ when in cargo. |
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