Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 58 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Vulfen
Snuff Box
128
|
Posted - 2014.08.18 15:00:00 -
[1561] - Quote
How about a "drone disabling array"
Here's what I propose;
Randomly it targets drones within it's radius, upto 10 at a time regardless of owner, and it attempts to disable the drone it has a chance based on the M/bit strength to make the drone go inactive, this does not destroy the drones but makes it so the owner has to either deploy new drones or use the "reconnect to lost drones" function Does not affect fighters or fighter bombers
Restrictions below
Cannot anchor with 75km of a gate or station Effective range 20km 5-8m/bit strength (depending on Meta) Cycle time: 15 seconds Anchor time 5 seconds Online time 30 seconds 1 time use, cannot rescoop duration 1 hour
|
Chessur
Pod Liberation Authority HYDRA RELOADED
364
|
Posted - 2014.08.18 16:15:00 -
[1562] - Quote
I was thinking one of two things
The first:
A deployable structure that would allow all ships (Not deployable structures, or any other objects in space) inside of it to be cloaked. Ships within this field, would be unable to activate any modules. The structure itself, would be uncloaked, probable, and targetable. these structures cannot cloak themselves, and cloaking fields would not overlap. As for the size of the field, 25 / 50K Sphere would be very interesting. The person who deployed the structure, would be able to quickly turn of the cloaking field, allowing ships to then active all mods. Ships would be able to warp in and out of the field at their whim.
The second would be
A deployable structure that would disable all cloaking within its range. Again, no overlapping would be allowed, and the range would be quite short. 25/50k The module would again be targetable. This could be used with sniper fleets, or as counter play to bombers. |
Gallastian Khanid
Sniggerdly Pandemic Legion
68
|
Posted - 2014.08.18 16:17:00 -
[1563] - Quote
Mobile Police Jammer. Players on grid with an anchored and online Mobile Police Jammer do not loss Security Status for aggression.
This structure effectively turns off gate guns in lowsec and removes sec status grinding for Lowsec PvPers who are careful to engage near one.
One could use it in Highsec to preserve Sec Status for suicide gankers, but Concord will still respond to the illegal act. Provides a nice warning that suicide gankers are present and a nice target for white knights to target to drive conflict. |
Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
4
|
Posted - 2014.08.18 16:21:00 -
[1564] - Quote
Mobile Scam Unit
Each time a member of goons comes into system, it empties their wallet.
|
Oban Kado
Hedion University Amarr Empire
0
|
Posted - 2014.08.18 23:06:00 -
[1565] - Quote
Mobile Warp Disruptor Inhibitor. Would make null sec a bit more interesting instead of predictable death at nearly every entry point...
Low spin up time... 0.2 Sec (maybe instantaneous?), plus limited life... 8 seconds max? |
Nou Mene
Kaweshkar Solo
0
|
Posted - 2014.08.19 21:26:00 -
[1566] - Quote
Automated Mining Unit sounds good for me
I guess anything that makes the small guy easier to prey on the big one. |
FireFrenzy
Satan's Unicorns
35
|
Posted - 2014.08.20 10:08:00 -
[1567] - Quote
I just want some kind of mobile office type thing,
You can dock a pod on it, and then you "count as" being in a station for **** that requires you in a station... Would be dead useful for wormholers... |
Daniel Toner
F0RCED ENTRY F0RCED ENTRY.
0
|
Posted - 2014.08.20 23:43:00 -
[1568] - Quote
Some thing I want is a mobile staion with x dock space ect. Sine it will help people make a little home away from home and be good for the WH space guys.
|
Adwokat Diabla
Hel No plz
17
|
Posted - 2014.08.21 08:38:00 -
[1569] - Quote
mobile cyno micro-jump-drive inhibitor which prevents anyone within 100km from mjding. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1564
|
Posted - 2014.08.21 11:05:00 -
[1570] - Quote
1)Mobile doomsday device.
Deploy time 60 seconds.... when fully deployed it triggers the old AOE doomsday effect centered around it. :P
Eat this BLOBS!!!
2) Mobile Jump drive Shenaninganzator
Deploy time 60 seconds.. when deployed it creates a wave of 40 km radius.. any ship within that area that has a jump drive and is able to jump (not bubbled, not in siege) will jump to a random system within its jump range limit.
Eat this DAMM SUPERCAPITALS!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
unslaught
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.21 11:26:00 -
[1571] - Quote
mines, i need mines with the sig of a mobile tractor beam... |
unslaught
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.21 12:23:00 -
[1572] - Quote
a stucture that mimics a ship (player needs to stay withing 50km from structure), only the ship of the person that dropped it gets copied. has low hp, and can only be anchored at least 100km from another "mobile mimic thingy"...
basically a bait structure
|
Valenthe de Celine
Center for Advanced Studies Gallente Federation
16
|
Posted - 2014.08.22 23:43:00 -
[1573] - Quote
TL:DR
Not sure if it's ever been suggested (or shot down) before, but how about an anchorable device that mimics the D-scan signatures of a set of ships being in space, without actually having them present? I'm thinking of a means to create the illusion of ships being present at a location without them actually being there. So far I've seen plenty off things to hide folks, how about the ability to give misinformation? I saw some kind of a mimic already mentioned, but this is just for the purposes of someone gathering intel in, say, a wormhole, using D-scan or combat probes. |
Lojak 2501
United Research and Development
17
|
Posted - 2014.08.23 05:17:00 -
[1574] - Quote
id like to see a mobile compression array.
*leaves his 2 cents on the table*
|
Foghail
Sons of Chaos and Anarchy Stellar Eclipse
11
|
Posted - 2014.08.24 12:31:00 -
[1575] - Quote
Yazzinra wrote:Arthur Aihaken wrote:A communications structure that completely disables local while deployed. this. so much this.
Comms Jammer, deployable that burns out when it runs out of fuel, say 1-10 (or longer) minutes. Make it a 2au lock for probes. remote activation by pilot (say 3 jumps)
Create a Sov System Communications Array - Target that can be attacked/hacked to create that delay (once hacked, the pilot in question can activate the remote trojan, and drop system wide comms for that longer time window) Comms Array shows that it has been *Hacked* - Rehack to repair/remove the trojan with no local while hacking.
Deployable Decloaker - on grid say 300km can't be anchored next to staion / gates within 500km.
Pulse Locator - Cloak Destabilizer (Targetted to pilot name) 1-5 minute run if pilot is warping around, until will not find them, if the pilot is afk burning away while cloaked will force cloak down so they can be scanned with probes (firework effect if successful) |
DrysonBennington
Aliastra Gallente Federation
168
|
Posted - 2014.08.24 21:30:00 -
[1576] - Quote
Now that an MTU can be used as a Mobile Mining Storage Facility - https://forums.eveonline.com/default.aspx?g=posts&t=369288&find=unread
I think that a combination MTU / MD for miners is what is needed.
The only difference in using the above the Mining Operations Network is that the MTU / MD would be a single hull design with the MTU section of the Depot having an increased Ore Cargo Bay of 45k m/3 and 500 m/3 cargo volume for ship fittings.
Another change would be that the tractor beam range would decrease to 75 km but the tractor beam velocity would increase to 2000 m / s
|
DrysonBennington
Aliastra Gallente Federation
170
|
Posted - 2014.08.29 00:23:00 -
[1577] - Quote
Another need is a graphic around the Deployable Structure's circular icon that would denote how full the structure was. The amount of cargo space being displayed would only be seen by the Capsuleer who deployed the Deployable Structure.
This would be very useful because I use both to Remote Mine with. The MTU to tractor and store the mined ore with the MD used as an overflow holding depot. |
Kell Braugh
Caldari Provisions Caldari State
3
|
Posted - 2014.08.29 22:30:00 -
[1578] - Quote
How bout disable local in all nonempire/npc space unless you have the structures out to actually make is happen and have it not just be in-game magic.
You should need a deployable at each gate [Local Area Sentry] and a Control Tower -attached communications array. Players in the corp who owns the control tower effectively get back local.
Could add a third (sov structure based) module to broadcast this intel feed to the rest of your alliance and not just corp.
Local Area Sentries should go into reinforcement like a mobile depot and carry about the same HP.
The Control Tower mounted module can also be reinforced to disable all Local Area Sentries. CPU/Power usage up for debate obviously.
It would give a buff to Sov holders that fully utilize their space, and a much needed nerf to those who have more space than they really use. |
Elisiist Aldent
Underground Coalition
5
|
Posted - 2014.08.30 03:38:00 -
[1579] - Quote
Is CCP'S still monitoring this thread?
What about a mobile structure that whenever someone comes on grid with it, the structure broadcast their Character name and ship type into either local chat. Only with ships that appear on overview even if it is only for a split second (cloaky ships that come through gate and recloak) Could be named Mobile Intel Unit, Mobile Broadcaster, or Mobile Listening Post.
Short anchor with a couple minute online. 2 hour life with a roughly 25-50M price tag. Banned in empire space. Cannot be scooped. Light tank low hp(comparable to cyno inhibitor)
The short life and fairly high cost would keep its use in check. Chances are some guy mining a C1 isn't going to keep these things on the hole. I know a lot of Null and WH ppl would love something like this.. and a lot that would hate it. |
TheFairyClinkerBell
The Fork Clever Use of Neutral Toons
0
|
Posted - 2014.09.02 12:02:00 -
[1580] - Quote
I did have a look in the thread for something like this but I gave up after 20 pages and only as I was writing this did I see the post from Elisiist Aldent which was slightly like what I'm about to suggest.
Envisage a module that can be only be deployed within 50km of a jump gate in either low or null sec and, after activation, generates a field with a radius from the centre of the jump gate and has one of the following abilities (selected by the pilot when deploying) and these apply when the vessel enters the effect radius (regardless of whether it is cloaked/just jumped in):
- the field causes any vessel within a 500/750/1000km radius of the gate to have no list of pilots and to act as though in delayed mode.
- the field causes any vessel within a 2000km radius of the jump gate to not have any Local chat window functionality for a period of two and a half minutes.
Local would function normally for anyone out of the radius of the module and people entering/leaving would appear/disappear as they currently do.
The first effect would be useful for people just on or off grid who are laying in wait in a cloaked ship whilst the second effect could be very useful for hiding a fleet either in warp to the gate (who'll be landing in a minute or two) or hiding just off-grid but aligned and ready to warp.
Due to the nature of the module it would affect all vessels within any field radius and d-scan would only show results outside of the effect radius. e.g. Any objects within radius do not appear on d-scan results, but outside of this they would appear as normal.
Notes:
The module would have the following properties:
- Be single use only with a fixed life of 2 hours
- Small enough (~50m3) for any a ship of frigate size or larger to carry and deploy
- Deployment/anchoring time of 60 seconds
- Only one module could be deployed within gate range at one time
- Reinforcement timer of 30 or 45 minutes once shield reaches 25%
- HP: 250,000 Shield, 100,000 Armour and 40,000 Structure with 50/50/50/50 resists
HP statistics are just an idea, I've used a multiplier of 2.5 as the basis for these but of course they may be too much or too little. |
|
Lonewolf174
Lonewolf174 Corporation
0
|
Posted - 2014.09.03 01:15:00 -
[1581] - Quote
Mining disruptor: Instead of siphoning moon material, reduces the amount mined by a larger percentage and doesnt take anything.
Remote Cyno Unit: Able to remotely light cyno within certain light year range.
Sheild Siphon unit: Slowly depletes pos shield over an extended period (a few days, time varies on HP and resists?), causing it to reinforce. When deployed POS owner recieves mail notification (something like "anomaly detected in shield subsystem" or "anomalous shield fluctuation detected"), usable only in low and null. Essentially assists in taking down unattended pos's.
Stationary smartbomb: Anchorable smartbomb structure (small med large = single smartbomb module from equivalent ship size) Short time duration (<30 mins?) damages istelf with the smartbomb, and thus has limited lifespan/number of pulses. Limitation of units deployed on grid (or by corp/allaince) at any given time?
Billboard: Advertise whose space this is, or tell them to get out! (sov null, only withing certain distance of gate) |
Lonewolf174
Lonewolf174 Corporation
0
|
Posted - 2014.09.03 01:27:00 -
[1582] - Quote
Cynosural Disruption Unit: Viewable on overview, Area of effect in AUs, any ship jumping to or from an area in its effective area is displaced from landing spot by greater distance than 5km (maybe up to 50 or 100km radius, possibly more?) Anchor time: 1hr usable only in owned systems with cynosural jamming upgrade. Intended effect: discourage direct hotdrop capital use in certain area of system. |
Escort DarkAven
Orbital RnD Industries
0
|
Posted - 2014.09.03 11:30:00 -
[1583] - Quote
To many pages to read.. so possibly allready posted.
Deployable Covert Ops Cyno.
50m3 Deploy time, 10min Activation time, 1hr - then goes inactive Activation cost 25 LO Cargo Capacity 100 units of LO Only deployable in -0,4 and below security sectors
(Construction cost 50-100mill )
The idea is a deployable beacon that allows a group of Black Ops, to jump back without needing a cyno alt in the return system. There is a steep deploy time, to try and keep ppl from bringing it on every single noobship they own.
After 1hr the cyno goes down, and the beacon has to be reactivated. |
Momiji Sakora
Omni Galactic
25
|
Posted - 2014.09.04 20:59:00 -
[1584] - Quote
Can we have mines back? :D |
Tau Cabalander
Retirement Retreat Working Stiffs
4109
|
Posted - 2014.09.06 00:32:00 -
[1585] - Quote
Mobile Compression Array |
Tolkaz Khamsi
Empire Reclamation Services
27
|
Posted - 2014.09.07 18:42:00 -
[1586] - Quote
Tau Cabalander wrote:Mobile Compression Array
Please, please, please do this. This would make my logistics chain *so* much more efficient. My miners can just compress right in the belt, the hauler picks up. The Compression Unit could have the same penalties/attack profile as the MTU to preserve the risk profile, and it wouldn't compete with POS compression as the Mobile Compression Unit would be only for a given pilot, not for a whole corp.
With the Mobile Depot and Mobile Compression Unit, I can run small mining ops anywhere in Eve space and not have to mess around with POS nonsense. (PVP pilots also get a brand-new way to grief miners. Win win!)
Edit: alternatively, add Compression to Exhumers so you can compress ore right in the bay (mini Rorqual!). That would give, e.g., the Mackinaw a large advantage over the Retriever that it now lacks. I guess it would gimp the Rorq, but honestly, the Rorq is already gimped to the point of near-uselessness. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3813
|
Posted - 2014.09.07 18:51:00 -
[1587] - Quote
Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered? Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Tolkaz Khamsi
Empire Reclamation Services
27
|
Posted - 2014.09.07 20:02:00 -
[1588] - Quote
Steve Ronuken wrote:Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered?
I don't think that's true. If you're in a big mining op with Orcas and Hulks, you've already got a logi chain back to your POS where you're doing all your stuff anyway. On-the-spot compression isn't that big a deal because you're not holding onto the ore for long nor moving it very far in any case. But it is a very big deal indeed for solo or small-gang miners, and it would go a long way to fixing the horrible high/low ore imbalance right now. (Ark is barely better than straight veld right now. Why is that? Because nullsec miners are desperately trying to wring every bit of trit out of their high-ends. Give them a lower-cost way of moving compressed low-ends to null, and the prices of high-ends will go back up.)
The problem isn't that miners are mining too much low-end more; the problem is that hisec miners aren't mining *enough* low-end more (or at least not at a price nullsec finds reasonable). Hence the over-mining of high-ends in nullsec.
A Mobile Compression Unit would go a long way towards making it attractive for hisec miners to go after Veld and Scord, which is what the Eve supply chain desperately needs right now. The POS compression array and POS anchoring changes were welcome, but the MCU would address the problem right at the root.
|
DrysonBennington
Aliastra Gallente Federation
176
|
Posted - 2014.09.07 23:43:00 -
[1589] - Quote
Siphoned Material Reclamation Depot - This Mobile Depot would attempt to reclaim any siphoned material siphoned by the Mobile Siphon Unit.
* MTU upgrade - Make it possible to select or deselect Wrecks or Jet Cans that way when multiple MTU's are deployed in a belt one can be set to tractor and loot wrecks while another only tractors and loots Jet Cans. |
Akashi Suenobu
Raven's Flight Northern Associates.
23
|
Posted - 2014.09.09 14:34:00 -
[1590] - Quote
What about a mobile web unit. Anything within, say, 5km of it gets webbed.
- affects all ships, so you could potentially snag yourself or your allies if deployed improperly - small radius so as to not be too overpowered - interesting tactical choices in 1v1 and small gang, less useful individually for large fleets but potentially still useful. - make it relatively low HP, so it really could only momentarily slow down an enemy, but could give you a crucial buffer distance. - could be balanced by making it fairly large, so you couldn't drop too many of them, or playing with the activation time after dropping.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 58 :: one page |
First page | Previous page | Next page | Last page |