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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Jeremiah Saken
The Fall of Leviathan
59
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Posted - 2014.07.17 06:38:00 -
[1531] - Quote
Maybe proposed, maybe not:
Mobile Planetary Destroyer: fueled by Titan or Titans, after deployed and connected to hull(s) and after timer it has ability to destroy planets into asteroid belts.
Mobile Planetary Terraformer: opposite, build planets from asteroid belts of terraform exist ones. Need resources to operate, and obviously longer time for the process (month?).
Both "huge" devices. I watched "herectics gate" trailer time last night and those came in mind. Bacon tastes so much better when it's marinated in vegan tears.-á |
Nyssah
Burning Napalm Northern Coalition.
13
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Posted - 2014.07.18 04:00:00 -
[1532] - Quote
-=Mobile EMP Device=-
An anchorable structure which takes a decent amount of time to anchor, 3-5 minutes or so. The device acts as a self destructing EMP bomb that decloaks any ships within a 100km radius destroying itself in the process. The device will disable any cloaked ships cloaks from being activated for 5-10 minutes, in turn it gives the cloaked ships who were affected by it will also gain aggro timers which will mean they cannot simply log off and wait out the EMP.
The device also affects any uncloaked ships on field who had a cloak on them, making their cloaks also disabled and unusable for 5-10 minutes. The device could weigh a decent amount to stop it being hauled around in frigates/covops potentially.
[Uses]
1. Decloaking hostiles on jump bridge/cyno beacons 2. Finding cloaked targets on grid who are believed to have recently cloaked after trying to get away. (Boosters and such)
[Stats]
-= Mobile Anchorable EMP Device I =- Volume: 200.00 m^3 Anchor Time: 180 seconds Radius Affected: 100km Effects: Cloaking Devices Affected Duration: 300 seconds Immune Ships: Black Ops Battleships
-= Mobile Anchorable EMP Device II =- Volume: 250.00 m^3 Anchor Time: 180 seconds Radius Affected: 150km Effects: Cloaking Devices Affected Duration: 360 seconds Immune Ships: Black Ops Battleships
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Quinn Corvez
Probe Patrol Ixtab.
248
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Posted - 2014.07.18 10:36:00 -
[1533] - Quote
It has probably been suggested but i would like a Mobile Jump Portal. Allows a ship to jump to a cyno without a jump drive but only the owner can use it. |
DillPickels
Defenders of Commerce
1
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Posted - 2014.07.24 15:51:00 -
[1534] - Quote
A Mobile Structure that can increase the chances of choose able sites to spawn (of the racial rats) or ore sites. |
Irya Boone
Never Surrender.
371
|
Posted - 2014.07.27 02:37:00 -
[1535] - Quote
Just want the siphon and the cynojammer improved :( RENAME WH systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome.
GalMIl>>ALL |
Scorpionstrike
Federal Defense Union Gallente Federation
10
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Posted - 2014.07.27 10:24:00 -
[1536] - Quote
I think being able to deploy mini bases that others can jump to for safe zones for a docking fee and you can also upgrade the base remotely e.g. guns / defenses, i would like to see ways of creating your own businesses in EVE that you can manage remotely. |
Tujiko Noriko
Dirt 'n' Glitter I Whip My Slaves Back and Forth
9
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Posted - 2014.07.27 22:46:00 -
[1537] - Quote
Snape Dieboldmotor wrote:Mobile super capital anchoring unit. Traps a single ship in place. Can be deployed and destroyed only by sub capitals.
You mean like, a bubble? CEO, Dirt 'n' Glitter |
Trii Seo
Sabotage Incorporated Executive Outcomes
646
|
Posted - 2014.07.28 17:01:00 -
[1538] - Quote
Bring back spacemines. Like landmines, just in space. Preferably in several flavours - from small to anti-capital.
Boop-boop-boom!
Maybe with some limitations as to how many can be anchored on grid. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |
Mad'Ness
Voyagers Inc.
0
|
Posted - 2014.08.01 07:18:00 -
[1539] - Quote
Cynosural redirection array.
Description: When deployed forces all capitals heading to the system to exit from jump at its location instead of cynosural field. Can only be seen on d-scan. Cannot be deployed closer than 500 km away from stations. Lasts 30 minutes. Activation time 2-3 minutes. 200 k EHp. Cost around 100 mil.
Expected effect on gameplay. Counters safe cyno in dock range logistics. Allows small organized groups camp for JF and carriers. Allows big alliances disrupt capital activities and big fleet bridging of each other. Power projection is no longer 100 reliable. |
frasdasd Aakiwa
State War Academy Caldari State
0
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Posted - 2014.08.01 11:41:00 -
[1540] - Quote
allow people to anchor pos for personal use (whithout corp) but make it so if its anchor for self u recieve: - -50% size and hp - +20-30 % on cpu and pg usage of guns, misile, and e-war - canot anchor moon harvester, jumpbridge, cyno gen, CSAA, cyno jammer - can add people to allowed list as manager - do not requires corp roles to anchor - corp/alliance member doeas not have any acces to it if not on the allowed list
the rest would be the same as anchoring it for corp including fuel usage |
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Micky Nox
Angry Mustellid Overload Everything
21
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Posted - 2014.08.01 16:52:00 -
[1541] - Quote
How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...
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Kieron Krodmandouin
Sebiestor Tribe Minmatar Republic
9
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Posted - 2014.08.03 03:57:00 -
[1542] - Quote
I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.
Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that. |
Arctic Estidal
Negative-Impact Gentlemen's.Club
1
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Posted - 2014.08.03 13:24:00 -
[1543] - Quote
Deployables in these areas would be great: 1. Industry 2. PVP 3. Counter PVP 4. Piracy & Theft
The key must be more content creation with a view of enabling single players to create pvp opportunities, undertake piracy etc.
The key is to enable single players more opportunity to disrupt supply lines, moon harvesting, pi, hauling, mining etc.
If we can enable more solo players to be effective this may assist in reducing the blob effect and create more content across EVE. |
Arctic Estidal
Negative-Impact Gentlemen's.Club
1
|
Posted - 2014.08.04 06:32:00 -
[1544] - Quote
Remove the Local Window in null sec and limit in low sec.
Then add deployables which provide limited range and time notification of players entering the system only. |
Spurty
V0LTA Triumvirate.
1373
|
Posted - 2014.08.06 01:28:00 -
[1545] - Quote
Mobile POS.
Can slap guns on it and warp it around system. Love to park one outside a station / gate.
Thats what I want. *signature is not allowed on the EVE Online forums* |
afkboss
Imperial Academy Amarr Empire
29
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Posted - 2014.08.06 16:18:00 -
[1546] - Quote
Mobile Cynos beacon. Can only be launched by recon cruisers.
Takes around 1 minute to anchor Has around 300 HP Cost 3-4 mill, they explode after 5 mins. Cost 500 liquid ozone + some PI junk + cyno module to build. Appear on overview when lit.
Sick of depending on 900k SP cyno alts for all my cyno needs. The 1 minute to anchor with 300 HP means its for moving capitals and not for hot dropping. Maybe requires cynofield gen lvl 5.
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Shaklu
Mass Effect Enterprises Dark Knights of Eden
3
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Posted - 2014.08.06 19:38:00 -
[1547] - Quote
Spurty wrote:Mobile POS.
Can slap guns on it and warp it around system. Love to park one outside a station / gate.
Thats what I want.
Pretty sure that was the idea behind Titans |
Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
31
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Posted - 2014.08.07 10:03:00 -
[1548] - Quote
Deployables that simulate effects of Wormhole systems within given area. NPC ships would be immune and I guess there might be needed a 'one within xx range of another' limit :). |
Pie Napple
SniggWaffe WAFFLES.
13
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Posted - 2014.08.08 09:17:00 -
[1549] - Quote
Kieron Krodmandouin wrote:I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.
Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that.
Why would you want to sit still in space and shoot solo npc-ships? Ship after ship. With zero rewards.
I think we have very different definition on what "an amusing fight" is.
I can see this having a usage if you want to try out fits. Test damage at different ranges etc.
That leads me to my own suggestion. A training dummy.
It could be cool to have a structure that you could have imitate other ships. You could have it be a condor and orbit you at 25km. Then you could practice slingshotting or try out different kind of ammunition on it or activate its MWD and see how that affects your damage.
Might be to complicated to create for the benefits it gives, i don't know. But it could be useful. :) |
Amy Farrah FowIer
School of Applied Knowledge Caldari State
0
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Posted - 2014.08.09 22:24:00 -
[1550] - Quote
"mobile ship ancor structure"
anchor with structure = 10s ancor timer/10s unanchor timer
no longer able to be bumped |
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LazyDeer
Strategic Industries INC. Unknown Destination
11
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Posted - 2014.08.10 03:18:00 -
[1551] - Quote
I would like to see a Deployable scanning assembly.
It scans the system your in showing you if there are hostiles near a certain area, cloaked or not. Just like a directional scanner however with increased skill levels increases that accuracy of pinpointing a certain location. Example I scan the system and I find a player who is at planet X ( I do not know were exactly at planet X just know he is near it). Next I scan that planet and it shows he is within 20-100k away from this point of accuracy which is affected by my skill level. This way players can have a tool to beat cloaked up players waiting to strike, and making its riskier to sit AFK cloaked. |
Amy Farrah FowIer
School of Applied Knowledge Caldari State
0
|
Posted - 2014.08.10 08:03:00 -
[1552] - Quote
"mobile black hole holorelais" (and for all the other effects)
simulates in a grid/specific range the black hole effect (only 1 unit anchorable per grid/specific range
"mobile alert unit"
alerts if some gets into the range of it (cloacked too)
-great to deploy near a wh for example
|
Arthur Aihaken
Erebus Solia
3748
|
Posted - 2014.08.10 18:23:00 -
[1553] - Quote
A Paint Booth. I am currently away, traveling through time and will be returning last week. |
Gallastian Khanid
Sniggerdly Pandemic Legion
68
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Posted - 2014.08.11 18:45:00 -
[1554] - Quote
Jump Drive Interdictor. You anchor a mobile structure that onlines over half an hour. When it starts anchoring a beacon appears in system to alert individuals passing through, but no indication is given on the in game map. If a capital ship jumps between two points whose path comes within .5 au of the system the Jump Drive Interdictor is onlined in that capital ends up coming out of jump within 10km of the Jump Drive Inhibitor instead of at its destination. If two Jump Drive Inhibitors are on the path, the capital gets stuck at the one closest to the capital's starting point. Do not allow this mobile structure to be anchored in lowsec.
Suddenly Jumpfreighters have a way to get caught if you don't police your space. If there's going to be a huge fight or move op you can place these guys between your enemy's staging system and the planned battle to mess with reinforcements dog piling in.
However, you don't remove the ability of groups to do planned deployment and you don't completely destroy the ability of nullsec alliances to do logistics (though you do make it riskier f they don't take precautions). |
Momiji Sakora
Omni Galactic
23
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Posted - 2014.08.11 23:07:00 -
[1555] - Quote
How about some kind of sensor bouy, you deploy it somewhere in a system (on a gate etc) and anything that comes within say 5km-10km. It'd be a 1-time use (like the Mobile Jump Unit).
It should call out in local, or as a notification like the Cyno when someone triggers it, I don't think it should report who, or what triggered it of course.
I envision it's use by small pvp gangs and explorers/mission runners in low-sec. Helpful for both finding targets (you know when they're at a location you want to warp to) and also negates the ridiculous need by lowsec pilots to drop alts on gates in a shuttle as an early warning system for when someone is about to come into your site. You could possibly deploy them off gates I guess, but I think actual jump-gates or stations should have sensible anchor ranges.
Obviously destructible etc.
-
Another thought is to make the Mobile Jump Unit require a Large Micro Jump Drive for it's manufacturing requirements to bring it in line with other mobile units (The MTU requires a Tractor beam... or did now that I look it up... it no longer requires it, but I always felt these were nice little touches to the blueprints). |
Flaming Forum Spammer
Imperial Academy Amarr Empire
10
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Posted - 2014.08.12 22:11:00 -
[1556] - Quote
if you can introduce all this stuff, then introduce a system-wide graviton pulse engine to decloak ships and prevent them from recloaking for 1 minute. |
Thorado
Rim Collection RC Sorry We're In Your Space Eh
5
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Posted - 2014.08.13 14:02:00 -
[1557] - Quote
Micky Nox wrote:How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...
Also would be great to counter the effect of Ishtar swarms. In fact why not make this a mod to fit on HIC which could be activated in the middle of the swarm. The module activation would work similar to.....mmmnnn I feel another post coming on.
No dramas
Thorado |
jullll
SnaiLs aNd FroGs
1
|
Posted - 2014.08.14 12:37:00 -
[1558] - Quote
TCU DISRUPTING MOBILES
Aimed to "perturb" solar systems upgrades in 0.0. Citizens of those systems have the choice to defend their home and keep their systems fully upgraded, or skip the fight but have their solar system "perturbed" for X hours ( X to be defined). those MOBILES charge for X minutes, launch a disruptive pulse crippling the system for X hours.
ANOMALIES DISRUPTING MOBILE:
- 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging. - After 5 minutes a single pulse occure, making anomalies spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
MILITARY DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making wormholes and combat exploration sites spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
IDUSTRIAL DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making hidden asteroid belts and mini-profession site spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
we can also make this to a bigger level, for a whole constellation: make it bigger to transport, harder to deploy, longer to charge. Easier for citizens of the aimed constellation to react and organise to encounter.
CONSTALLETION TCUs PERTURBING MOBILE:
- 15 minutes countdown on launch + becon on overview + alert in whole constellation. Mobile is slowly charging - After 15 minutes a single pulse occure, Constellation anomalies / industrial / combat sites spawn rate is reduced for X hours. - Should be kind of expensive and big, that you don't want to spam it or loose it too easely at all. - You can scoop the mobile after the disruptive pulse occured.
Those mobiles allow for small to medium entities beeing able to matter on conquerable space, "disrupting" normal/daily activities of who lives in. Those citizens may choose to defend their systems and keep their activities at normal rates, or simply skip the fights but suffer from system "perturbed" for X hours. After X hours everything came back to normal.
That would lead the actual sov mechanics on a better direction, that is completely broken on current state of the game.
Would love to see such evolution. |
Cold Burrito
Master B8ers Brawls Deep
41
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Posted - 2014.08.15 06:25:00 -
[1559] - Quote
It has become apparent that people like deploying structures for the sake of deploying structures (Depot art anyone?) and not just for their intended purposes. In fact, these depots that are being deployed are there for the sake of being deployed.
So what about structures that are just that: structures for the sake of being a structure.
CCP, please let us deploy structures without any purpose apart from just existing in space.
I want to be able to deploy all manner of things surrounding starbases, stations and gates. Brothels, smoke shops, dairy farms, strip joints, more brothels, library, bank, a bigger brothel, etc. Just structures that have no defenses, no reinforcement timer, and no strategic value apart from planting a comedic flag at my, or my enemies, base.
Now, for the construction of these structures, we could make a use for some very old items. For years people have been collecting these "extra" items from missions. Exotic dancers, prostitutes, milk, long limb roes, janitors, etc. And NPC's are selling other similar items such as tobacco, spirits, and garbage. If a series of structures were introduced that required these items for construction, we could finally trade these commodities on the market as something other than a novelty to get blown up and appear on a killmail.
As an extension of this, perhaps we could allow the creation of player made monuments (destructible) which cost quite a bit of money and have reinforcement timers and such. Have a couple of models to choose from and a name and description given by the deploying corp. This could be deployed as a monument to an event, memorial, or just a plain old middle finger.
CCP: please let us provide work for the millions of unemployed passengers sitting in our stations and cargoholds. |
Rodric O'Connor
The United Federation New Eden Dark Taboo
3
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Posted - 2014.08.16 20:07:00 -
[1560] - Quote
i was thinking a mobile loge or ECM unit that could be droped and the loge repairs you allys ship and not you and for the ECM it lock one to two targers and jams them but they would only be a stop gape and only would be used in low and null as for high sec ill leave that up to every one else |
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