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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Jason Amelana
Lith 'n' Brannor Enterprises Northern Associates.
5
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Posted - 2014.06.18 21:48:00 -
[1501] - Quote
> https://forums.eveonline.com/default.aspx?g=posts&t=352914&find=unread < Linked Above Read No Bad Comments Now |
scorchlikeshiswhiskey
Cult of Mooby
207
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Posted - 2014.06.19 01:07:00 -
[1502] - Quote
What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?
For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km |
Jasmin Fox
Keeper of the Black Star
27
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Posted - 2014.06.19 06:42:00 -
[1503] - Quote
I like to see this one: Mobile Interference Bubble (sorry for opening a topic for that) |
Edwin McAlister
Interstellar Engineering and Electronics INC
27
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Posted - 2014.06.19 07:58:00 -
[1504] - Quote
Mobile Sensor interferance bubble
Radius 250km Effect: reduce sensor strength of ALL ships within the radius by 75% |
Dig Mangeiri
5
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Posted - 2014.06.19 08:23:00 -
[1505] - Quote
A drone hive. Cause drones are awesome.
A decoy system of some kind, I am not sure what. Make people think you are there when you are not. (Please don't get into the AFK cloaking debate). Maybe a transponder matching your ship frequency.
Something like the probes SG1 sent through gates. Get remote analysis of systems, and what materials are in it. Easily destroyable. |
Goti fase
Fase Industries Special Circumstances Alliance
34
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Posted - 2014.06.19 11:41:00 -
[1506] - Quote
Mobile Mining Array
Does what it says on the tin.
Very flimsy so easy to gank. High material requirements to make it expensive perhaps. Small version has mining capability of a t2 miner Larger version has mining capability of a t1 strip miner Hulk-esque ore bay size Only 1 can be deployed per pilot, automatically shuts down when pilot is not on grid.
Alternatively this could be made as some kind of mining sentry drone? |
Tennej
LoTax POCO Company of HiSEC
0
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Posted - 2014.06.22 21:18:00 -
[1507] - Quote
Mobile Salvage Unit
One salvager and only works in conjunction with a MTU.
Expires after 2 days. |
MeBiatch
GRR GOONS
1895
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Posted - 2014.06.23 15:25:00 -
[1508] - Quote
Mobile Med bay for clones. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Lucius Regni
The 4th Legion DARKNESS.
0
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Posted - 2014.06.25 02:38:00 -
[1509] - Quote
I suspect this has been said before, because it's such a pleasant idea.
I want a vending machine.
Limited variety and quantity of items for sale in it, has a reinforce timer, you don't get isk from the sales until you pick it up.
can haz? |
Chewytowel Haklar
Minmatar Brotherhood
8
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Posted - 2014.06.25 14:46:00 -
[1510] - Quote
If it hasn't been brought up already:
Portable Repair Facility
Portable Docking Station (restricted to certain ship sizes only) - Could be used with the storage mobile in game for a cheap fast and temporary PoS in any location for whatever reason.
Temporary Mobile Defense Turrets to perhaps work with the PDS above.
Mobile Asteroid Belt Booster (works only in one belt each, and only affects that player or their fleet)
Mobile Intel Unit (preinput set parameters to detect at any location and have it feed it back to you via in game mail) -set range
Portable Drone Hub, store your drones in it, will auto attack any hostile that engages it or any enemies of your corp, alliance, or faction. Drones effectiveness and range modified by skills already learned and trained of course.
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DrysonBennington
Aliastra Gallente Federation
144
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Posted - 2014.06.29 20:25:00 -
[1511] - Quote
scorchlikeshiswhiskey wrote:What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?
For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km
That would be interesting to deploy in high sector belts.
You would first have to collect such stuff from a WH using a special ship and then built the data core in a PI facility where the Depot would then release the stuff.
Limited time of stuff release would be twenty minutes to an hour and depot itself would be a worthless hulk after two hours.
Cost of the depot - 50 million isk. |
DrysonBennington
Aliastra Gallente Federation
144
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Posted - 2014.06.29 20:28:00 -
[1512] - Quote
Probably already posted.
Mobile Ship Scanning Depot - would scan a ship every minute and then send the results to you in an email. The depot could be turned on or off would have a lifetime of ten days and would have base attributes the same as the Mobile Depot. |
Rialen
Gravit Negotii Northern Associates.
11
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Posted - 2014.06.29 23:21:00 -
[1513] - Quote
Mobile asteroid attractor - A unit which is launched at an existing asteroid belt. After downtime, all existing asteroid in that belt will be closer together making it easier to mine without having to move around as much. |
Alternative Splicing
Center for Advanced Studies Gallente Federation
71
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Posted - 2014.06.30 23:46:00 -
[1514] - Quote
POS empires are too easily maintained and defended, with perfect intelligence being relayed at all times - a sneak attack on one is never possible. No matter how remote a POS is, once notification of its timer is sent, its defence is virtually secured.
A 'clandestine signal distortion array' would be good deployable to add to the game. It would last one week in space and would not be attacked by POS modules. After two full days of being in space, as to allow time for the POS owner to find and destroy it, it would prevent the POS from sending any notifications to its owner. |
Apelacja
Fungi Company
75
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Posted - 2014.07.01 15:18:00 -
[1515] - Quote
mobile compression and refining modules. Useable also for modules and just minerals.
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Koniforous
Tauren Transit
124
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Posted - 2014.07.01 23:06:00 -
[1516] - Quote
Mobile Fleet Booster Unit. Projecting fleet boosts within its AOE sphere. TAUTX Bank: 12.5% of profits paid to investors monthly. More info: https://forums.eveonline.com/default.aspx?g=posts&t=322582&find=unread |
Alador Afuran
33
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Posted - 2014.07.01 23:25:00 -
[1517] - Quote
No more conts on jump gates. Mobile Billboard. Only for corps with 10 members or more. Player have pay for the place weekly (no idea about price). Anchoring = V (IV). Distance = 50 km. from the gate and each other. |
Saisin
State War Academy Caldari State
86
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Posted - 2014.07.02 02:03:00 -
[1518] - Quote
Mobile cyno hacking device
Deploy after a cyno is lit in system, and will hack its signal immediately (no delay one launched). Ships using this cyno once deployed will land to the mobile cyno hacking device, instead of the actual cyno they intended. One use only. Create its own beacon in system, to generate good fights :) Can not be lit from any frigate size ship, and lasts as long as the hacked cyno. The ship dropping it would have to remain within a short to medium range to keep it active (plus possible sustained cap expenditure)
Let's have space faring wreckers...
"surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |
DrysonBennington
Aliastra Gallente Federation
145
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Posted - 2014.07.02 14:03:00 -
[1519] - Quote
What is needed in High Sector is a Depot that will allow for Kill Mails of -5.00 to -10.00 to be used to get items of value.
Basically the Kill Mail is placed into the Depot and depending on a very stringent set of guidelines would issue an item of value to the Kill Mail Holder.
Kill Mails based on War Dec's and Faction Warfare would be prohibited.
The value of the Kill Mail would be reduced by half if the Kill Mail is sold to another pilot and by twenty five percent if sold to a corporation or alliance member. The value would remain the same if the Kill Mail is made available to everyone. |
Janeway84
Masters Of Destiny Pride Before Fall
83
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Posted - 2014.07.04 11:28:00 -
[1520] - Quote
anchorable doomsday device 1 time use for all your christmas shopping needs! Deployable in wormhole or nullsec space and once deployed you can have your ship 2500 m close to it and activate it and it gives you a 30-60 second timer until it does a 15 km big explosion depleting the anchorable in the process and doing dmg to everything thats destructable, player ships, player structures, npc's , jet cans other deployables?
Could have a estimated cost between 40 and 80 mil. + graphical effect doing the epic white emp blast wave that was in the last eve trailer for kronos.
areas of use, clear camps of ships or as a self defense weapon in critical situations or to clean space debris with or to blow up your own ship in style! |
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Snape Dieboldmotor
Minotaur Congress
34
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Posted - 2014.07.10 12:56:00 -
[1521] - Quote
Mobile super capital anchoring unit. Traps a single ship in place. Can be deployed and destroyed only by sub capitals. |
Saelem Black
Savage Knights
8
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Posted - 2014.07.10 20:46:00 -
[1522] - Quote
Dunno if this has been suggested already, but:
Deployable turrets. Basically, a single 425mm railgun, tachyon, or howitzer, otherwise unmodified. Fires some set number of rounds (maybe 30-40), does 50 dps @ 30+20 km. Destructs after rounds are expended or 5 min. 1000 shield, armor, and structure. Shoots at enemy targets within 50km, in order of descending ship class. Can't deploy within 10km of another mobile structure (including itself). ~2 million isk each. Unlike drones, they wouldn't be governed by skills, and are not reusable.
Radiation field. Does continual 100 dps damage (25 of each type) to all targets in an 8km radius for 3 min, then destructs. |
Saelem Black
Savage Knights
8
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Posted - 2014.07.10 21:01:00 -
[1523] - Quote
Anchorable probes:
D-scan monitor Lasts 1 hour if not retrieved Gives remote sensor data to an out of system owner such as: D-scan (perhaps with limited range or direction) from the probe. Local population (in low or zero sec) Easy to scan down and destroy.
Deep space monitor: Lasts 6 hours Gives limited access to system's local channel, for pilots out of system. Deployer cannot chat, but can still see the channel and any pilots in local. Permanently cloaked. |
Mina Sebiestar
Mactabilis Simplex Cursus
688
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Posted - 2014.07.10 22:38:00 -
[1524] - Quote
A mobile quad 2000mm howitzer artillery platform.
for fun.
http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
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Arctic Estidal
Negative-Impact Gentlemen's.Club
0
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Posted - 2014.07.11 01:31:00 -
[1525] - Quote
1. Mobile Vending Machine Provide different sizes to accommodate different items. Make them permanent deployables that perhaps run on a fuel (needs to be appropriate to the return the vending machines can make). Enable them to be easily scanned down for players but potentially harder to destroy so valuable items can be placed inside. There may be a limit of one per player per system.
2. Mobile Billboard Enable players one billboard per system where they can have their message of the day. This would be great for advertising deals, items for sale, warnings to players, etc. You click on the billboard and a window pops up so you can read and click on links through to webpages, the market, contracts page, etc. |
DrysonBennington
Aliastra Gallente Federation
148
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Posted - 2014.07.13 21:14:00 -
[1526] - Quote
What about a Mobile Depot Hub?
The Mobile Depot Hub would allow for four ships up to Battleship in size fit with rigs to dock. In addition to be able to dock ships the Hub would also be able to dock four Mobile Depots to it of any type.
The Hub could be anchored 100km from an mineable belt and 500 km from a station or gate or POS.
The Hub would last for a week and would nullify the time duration of the mobile depots docked to it. |
Elfi Wolfe
University of Caille Gallente Federation
68
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Posted - 2014.07.14 18:09:00 -
[1527] - Quote
FOB (Foward Operating Base) Depot on a large size May not be able to deployed within 6km of another mobile depot/fob, within 50km of stargates or stations, or within 40km of a starbase. May not be able to be deployed within 100km of a beacon (Like a beacon denoting an asteroid field)
Automatically decays is abandoned for thrity days. Is recoverable.
Shield capacity 10,000 Armor capacity 6000 Hull capaacity 40,000 Has a reinforced mode with a 24-72 hour timer.
Packaged size 40,000 or 50,000 m3
all 4 sensor strength 50 - 400 depending on meta level
Has a 400,000-500,000 m3 ship maintenance bay Has a 40,000-50,000 m3 cargo bay
Has one slot for construction. (possible restricted to ammo/drone) Able to recycle item but not refine ores? Able to repair items in cargo bay or ship maintenance bay.
LFOB (Large Forward Operating Base) Depot on large size
Shield capacity 40,000 Armor capacity 24,000 Hull capacity 120,000 Has a reinforced mode with a 24-72 hour timer Packaged size 200,000 - 400,000 m3 All 4 sensor strengths 12 - 250 (300) depending on meta level
Has a 600,000 to 1,000,000 m3 ship maintenance bay Has a 100,000 to 150,000 cargo bay
Has 1 - 4 slots for construction Able to recyle items but not refine ores? Able to repair items in cargo bay or ship maintenance bay.
Usage. To set up a base in a system with limit ship storage capacity and limited ammo/drone making capacity.
The higher meta would be for setting up in hostile systems. Due to the more expensive items used in outer hull to reduce signature.
Possible add a "vending machine" So that items could be put up for sale "Please point to the place on the doll where the carebear touched you." |
Syrias Bizniz
Zebra Corp The Bastion
316
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Posted - 2014.07.15 15:45:00 -
[1528] - Quote
Black Market Hub
A deployable that allows the owner (and potentially people on an 'allowed' list) to put Items into it and list those items for sale. However, these Sell-Orders (and potentially buy-orders?) would NOT show up in the regional market hub. These orders are listed on the blackmarket, which can only be seen by actually accessing one of the Black Market Hubs. Buying from one of the Hubs would only be possible by actually accessing the very same Hub, so no buying from 2 jumps out.
This way, people could sell stuff in Space that usually hasn't stations, or even in actually HOSTILE places. And only to people who know where it is, so to say, has a bookmark.
To collect the ISK, the owner('allowed' player) has to get to the Hub and access it.
Reinforcing would denyl listing Orders, cancelling Orders and ISK withdrawal. Buying would still work.
Upon destruction, all ISK that are not withdrewn yet are destroyed. Items in the Cargo / Sellorders would have the usual 50/50 dropchance.
Edit:
Damn, it is an ISK-Sink, Risk vs Reward thingy. Come on peeps, make it happen! |
Miss Everest
Elysium Accord
4
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Posted - 2014.07.16 01:41:00 -
[1529] - Quote
There are 76 pages at this point so I am unsure if it has been said already but.
Has anyone mentioned deploy-able Turrets?
Before you go to far let me explain.
This will be put onto Outposts and gates only.
Essentially counter to what all other deploy-able things where you cannot put them near Outposts and Gates.
The cost/effectiveness is up to you guys I just think it would be a cool idea.
Secondly, what about a beacon? Simply something that when placed will tell you someone else is close by.
Example of this would be putting a beacon, (that is visible and kill able), could be placed next to a acceleration gate. So when anyone else comes near the gate it will alert the owner. |
Solj RichPopolous
Mentally Assured Destruction The Pursuit of Happiness
58
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Posted - 2014.07.16 08:34:00 -
[1530] - Quote
Not sure if said anywhere else. But some sort of deployable gun structure needs to be created for taking the tedious out of POS killing in high sec. Let it start with low damage and ramp up over time. POS will not automatically target and shoot this making the POS owners need to actually show up and do something about it. |
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