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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Valleria Darkmoon
Convicts and Savages Shadow Cartel
317
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Posted - 2014.09.10 04:16:00 -
[1591] - Quote
Mobile Repair Station
- Can repair any damaged modules exactly as if repair paste were being used on it, ship must stay within range (2500m) for the duration of the repair. - Can be used to repair drones in bay over time, ship must stay within range again. - Can not be used to repair ship armor or structure HP. Reality has an almost infinite capacity to resist oversimplification. |
w3ak3stl1nk
Hedion University
89
|
Posted - 2014.09.12 13:30:00 -
[1592] - Quote
Mobile neutralizer. Drain capacitor for a small amount but stackable? High cycle times? Larger size is larger radius not bigger drain? Friend or foe if you in radius you get drained? Is that my two cents or yours? |
Grendell
Technologies Unlimited Superior Eve Engineering
913
|
Posted - 2014.09.12 15:27:00 -
[1593] - Quote
For those that live in WH's it would be nice to have a module that can be anchored at the pos that has a mini market.
Basically I anchor the mod, online it, and load up a bunch of mods/ships and set prices for each item. My corp members can then right click view contents and it shows him a list of items available and prices. They can simply right click and buy what they want. It' then gets delivered to either their ships cargohold or deliveries hangar of the module.
Regarding WH life again. A module that can be anchored at a pos. Basic personal hangars that have a small amount of storage but can only be accessed by the character that anchored them. Even if the pos goes offline or get un anchored the module like guns will stay anchored until destroyed. But while in the shield they are nice and safe.
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kidkoma
Catastrophic Overview Failure Brave Collective
15
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Posted - 2014.09.13 00:03:00 -
[1594] - Quote
Mobile webbing bubbles aka AOE stasis webifiers.
Ancorable buffs (like links) affect everyone on grid.
Ancorable mobile guns.
Ancorable "mini markets"
I would like an Ancorable 'local scrambler' that hides local (like in wormholes)
fleet wide Mobile depo.
Mobile salvage unit, great tag team w/ mobile tractor unit.
Mobile logi unit, reps you, less effective then a dedicated logi pilot. Low hp. |
Vixen Verdi
Dead Cow Theory Shadow Politics
2
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Posted - 2014.09.13 07:51:00 -
[1595] - Quote
Deployable Lavalamp. |
DrysonBennington
Aliastra Gallente Federation
177
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Posted - 2014.09.13 23:26:00 -
[1596] - Quote
Warp Interdiction Mobile Depots - The WIMD would effectively replace the Heavy Interdictor so that its hull could be put to better use somewhere else maybe a Stealth Bomber Cruiser class.
The WIMD would come in three flavors small, medium and large. The depot would be able to be deployed for 7 hours at a time before off lining for an hour and then after 24 hours the depot would disintegrate. While operational the WIMD would need to have Interdiction Sphere Charges placed in its cargo hold in order to continue to operate. If the charges allowed to run out then the depot would offline for ten minutes before being able to be activated again. Each size of depot would have a certain number of emitters that could be turned on or off. Each emitter that is active takes one Interdiction Sphere Charge.
Small - one charge 30 minutes of interdiction cargo hold can hold 10 charges Two emitters: direction - Dorsal, Ventral, Port or Starboard Bubble Distance - 20km, cannot be placed within 20km of a gate or within 100 km from a station.
Medium - one charge 20 minutes of interdiction cargo hold can hold 8 charges Two emitters - direction Dorsal, Ventral, Port or Starboard Bubble Distance - 35km, cannot be placed within 20km of a gate or within150 km from a station.
Large - one charge 15 minutes of interdiction cargo hold can hold 8 charges Four emitters - direction Dorsal, Ventral, Port and Starboard Bubble Distance - 20km, cannot be placed within 30 km of a gate or within 200km from a station.
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Idril Celebrindar
Sirius Fleet
0
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Posted - 2014.09.14 19:36:00 -
[1597] - Quote
[bMobile Decloak Unit][/b] Everything around in a 50km distance gets decloaked and cant cloak again until its out of range |
JackEuchre
Order Collective The Obsidian Front
31
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Posted - 2014.09.15 12:58:00 -
[1598] - Quote
80 pages is CCP even reading this anymore?
I also didnt read much of the previous 79 so likely duplicated.
1. Mobile SBU killer. If deployed on an SBU, it will slowly destroy it. Purpose is to combat afk sov holding and force owners to actively maintain their systems. Also nobody likes shooting these things. Be nice to place one of these and even if it takes a week, secretly kills an SBU in an unused system.
Mobile cloak inhibitor. Oh, yes I went there. Small radius, short life, takes 60 seconds to deploy and expensive, but it will decloak anyone in its very limited range. |
Des Jardin
Aperture Harmonics No Holes Barred
24
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Posted - 2014.09.15 16:10:00 -
[1599] - Quote
Valleria Darkmoon wrote:Mobile Repair Station
- Can repair any damaged modules exactly as if repair paste were being used on it, ship must stay within range (2500m) for the duration of the repair. - Can be used to repair modules that have gone offline due to heat, but the modules will have to be put back online after the repair is complete using the normal rules for putting modules online in space. - Can be used to repair drones in bay over time, ship must stay within range again. - Can not be used to repair ship armor or structure HP.
If this idea is considered over powered, maybe allow repairs that consume 1/4 or 1/3 of the nanite paste that would otherwise be used.
Repairing armor and structure should be allowed at the MRS but maybe the amount of nanite paste should be scaled. For example, modules will require using 1/4 of the normal amount of paste, armor repairs 1/3, and structure repairs 1/2.
Have a long deployment timer to limit ability to repair a ship during battle.
"Good against remotes is one thing.-á Good against the living ... that's something else." |
Warde Guildencrantz
TunDraGon Cynosural Field Theory.
1050
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Posted - 2014.09.16 15:30:00 -
[1600] - Quote
Lonewolf174 wrote:
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.
Billboard: Advertise whose space this is, or tell them to get out! (sov null, only withing certain distance of gate)
I like these. Definitely the billboard, shield siphoner would reduce the need for pos bashes, and are especially useful in highsec where large poses take forever to kill and are often left unattended sure to this. |
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Prester Tom
Death By Design Did he say Jump
8
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Posted - 2014.09.17 18:16:00 -
[1601] - Quote
Mines! |
Krops Vont
Imperial Shipment Amarr Empire
23
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Posted - 2014.09.18 06:58:00 -
[1602] - Quote
Mobile ECM Burst Unit - 25km radius similar to ECM burst module. 12 second launch time?
Drone Navigation Debilitation Unit - Similar to a pos shield but filters for drones only, stopping them from getting within this whatever size (40km is my est.) 30s launch
Capital Portable Jump Drive - Spits you within a 50km diameter random location 1min launch |
Wolf Kraft
Underground Smellroad
5
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Posted - 2014.09.20 13:36:00 -
[1603] - Quote
I would like to see a semi-permanent structure which could only be deployed around moons and that would have a force field. You could anchor guns and other modules within a certain range(s) of it. This comes at a cost of having to maintain fuel levels in it, otherwise it goes offline. If it goes offline, someone else would be able to do [thing] to take control over it so they don't have to sit there for hours trying to kill something that's already dead. It wouldn't accidentally shoot blues, you would be able to properly unload guns if you were trying to take it down yourself. It would have a UI and roles that are human readable. It wouldn't be a POS though, because this structure wouldn't be the bane of any player's existence.
Seriously though, has there been any consideration in releasing a new POS using the code you're using to create mobile structures? You don't have to remove current POS's from the game, just give the players a better option to use and the problem would likely solve itself. Then you can remove the legacy POS code in small bits at your leisure. |
kosmicheski
Brutor Tribe Minmatar Republic
0
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Posted - 2014.09.22 17:48:00 -
[1604] - Quote
I want to see a DEAD STAR A mobile structure that kills stations. |
Serleanka Darkwater
24th Imperial Crusade Amarr Empire
20
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Posted - 2014.09.24 21:54:00 -
[1605] - Quote
It always bugged me that Battleships and even larger vessels had no means to defend themselves against small **** and the fact that there's a 500-14km hull that could fit hundrets and thousands of weapons but it doesnt because....
No society would ever design something that big and expensive that couldn't do **** about small cheap stuff. I once suggested that each Highslot has a "sub high slots" for little stuff like flak cannons, tracking improving sensors, little laser batteries, machine guns and and stuff like that. All of which would be really ineffective but it would fill the empty hull and one could do something about drones.
But the same thing could be done on a little mobile unit too! A stationary flak gun that fucks with anything in range. The smaller the target, the more effective it becomes (pretty much the opposite of missiles) |
Aroun Aucie
Benuke United
0
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Posted - 2014.09.25 17:48:00 -
[1606] - Quote
POS DEFENSES THAT CAN PRIORITIZE TARGETS, INSTEAD OF RANDOMLY TARGETTING |
X Gallentius
Justified Chaos Spaceship Bebop
2539
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Posted - 2014.09.25 20:43:00 -
[1607] - Quote
Giant Secure Docking Array (read: Cannot be probed) that had enough room in it to store up to say, 2 Battleships worth of ships/mods, where you could dock up and hang out for a while or log without worrying about getting probed down.
Actions that could be performed: 1. Assemble Ship 2. Store items
Then use the other mobile arrays to fit up ships, etc...
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Flashrain
Vanguard Frontiers Intrepid Crossing
19
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Posted - 2014.09.27 21:10:00 -
[1608] - Quote
1. Mobile Extension Station (Small/Medium/Large/Giant/Enormous) - extends the range of all existing mobile structures on grid by 25/50/100/200/500% - Can make 30km mobile large warp disruptors into 150km effect.... which is currently done by deploying a two dozen bubbles creating lagtastic effects. - configurable to use personal/corp/alliance standings
2. Mobile Power Station - massively increases nearby capacitor regeneration rate by 25/50/100/200/500% within 5km. - configurable to use personal/corp/alliance standings
3. Mobile Power Diagnostic Station - provides 25/50/100/200/500% CPU/Power grid boost within 5km. - allows pilots to turn their ships into fixed placement platforms. - configurable to use personal/corp/alliance standings
4. Mobile Force Field Station - all ships within effect range are untargetable / can not target -can be anchored near stargates/stations/outposts |
Kazaheid Zaknafein
Luna Flammae Paramilitary Corps
0
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Posted - 2014.09.28 04:26:00 -
[1609] - Quote
A portal Pos Tower.
Would be of small Tower size or smaller, but would be able to be placed anywhere in dead space (limits to prevent dumping on top of stations or other towers.
Same or slightely higher fuel costs than a standard small Pos tower.
smaller force-field size, fuel bay size, and hitpoints.
Primary function would be to give pilots a tactical base that doesnt have to be anchored to a moon. |
Tarpedo
Incursionista
1384
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Posted - 2014.10.01 20:41:00 -
[1610] - Quote
EVE scanning routines are the most dull, boring, tedious mini-games I've ever seen in MMOs.
So I want scanning module. For both directional scan (to warn me about new ships in system, combat probes in system, etc.) and active scanning. I want to drop it, wait some time - and get all signatures in the system revealed + module should start blinking red lights (+ sound) if there are (combat) probes in the system. |
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Sephira Galamore
Inner Beard Society Affirmative.
359
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Posted - 2014.10.02 22:04:00 -
[1611] - Quote
Maybe already suggest but I'd really like to see a _Kiosk_ as a mobile structure.
It would have x (ideally dynamically created) divisions for each selling and buying, and for every division you would set an item type and a price per unit. As owner you would fill the sell divisions. As customer your can access the devisions via drag/drop either taking from the sell division or filling the buy devision. You get a confirmation window that makes sure you really want to trade x units for n ISK / n ISK for x units. The Kiosk would behave similar as the mobile depot in terms of reinforcement, maybe with more HP (and longer timer?). Ideally, the Kiosk would also show up systemwide on the overview, but that might lead to clutter... not sure on that part.
I see its main use in wormholes, black market stuff in sov null or stationless system in general (E.g. buy orders targeted at miners in your space). |
Metal-Beard
Rockstar federation
0
|
Posted - 2014.10.03 22:10:00 -
[1612] - Quote
a deployable advertising screen for corps |
DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
680
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Posted - 2014.10.06 16:32:00 -
[1613] - Quote
I would like to see you fix the siphons and the API information towers give you. The intent was to mask these and they arnt. Please fix this. |
Apollo Roe
The Minutemen The Bastion
9
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Posted - 2014.10.09 23:46:00 -
[1614] - Quote
Rixx Javix wrote: GÇó The Gate Jammer
Short-term deployable gate jammer shuts down a Star Gate for a timer effect, depending on skills or something. The effect doesn't last long, and the device is defenseless, but it works.
GÇó The Dispensary
A Corporation based module that dispenses AMMO that has been pre-loaded, like an old cigarrette machine. Can only be used by the designated corporation.
GÇó The Spider
A deployable tracker that attaches to the ship of the currently aggressed. Once attached, it will show the location of the ship on the Map for a period of time, allowing that ship to be tracked across space. Spiders are deployed one-per-ship and must be attached while the enemy is aggressed.
GÇó The Jammer
An AOE device that produces a short-term jamming effect that screws up local for a short-period of time. During the effect and within the radius of its influence, local space is like WH space.
+1 to all of these Rixx!
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Bienator II
madmen of the skies
2871
|
Posted - 2014.10.10 04:45:00 -
[1615] - Quote
mobile drone rescue unit. Automatically connects to abandoned drones in range and pulls them into its drone bay. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
William Rokov
Tyradir
14
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Posted - 2014.10.10 05:39:00 -
[1616] - Quote
I would like to see small base, where u can repair modules, change fitting, input drones in drone bay and where u can store some amount of ships, not really big amount, just like 3-5 cruisers/frigates. It should be like extremely small POS without shield that can be anchored anywhere in space. Maybe it should need some amount of fuel everyday for operating. -ò-ü-+-+ -¦-ï -+-+-é-¦-Ç-¦-ü-â-¦-é-¦-ü-î -ü-+-+-+ -+-¦-+ -¦ -+-¦ - -+-+-¦-¦-+-Ä-ç-¦-¦-é-¦-ü-î -+-¦ -¦-¦-+-¦-+ PVP.solo, -é-¦-+ -+-+-¦-+-+ -+-¦-ü-â-¦-+-é-î -ä-+-é-ï, -+-+-¦-¦-+-+-é-î-ü-Å -â-ü-+-¦-à-¦-+-+, -Ç-¦-ü-ü-¦-¦-+-¦-é-î -+-+-+ -+-+-ü-+-â-ê-¦-é-î -+-Ç-+-à-+-¦-¦-+-ï-¦ -+-ü-é-+-Ç-+-+. -Æ-+-+-¦-¦-¦-é-¦-ü-î! |
The Hamilton
Outer Ring Sleeper Collective Illusion of Solitude
66
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Posted - 2014.10.10 11:18:00 -
[1617] - Quote
These may have been mentioned, but anyway. - An 'anti-bubble unit. Something that takes a while to set up but disperses any extra bubbles from being created for a short time. - How about a drone lure that attracts drones to it, then quickly killed by the drones but buying the pilot some valuable time(kinda like flares I guess). - Fake distress beacon (seriously this is sci-fi 101) |
Rune Scorpio
Torgue
28
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Posted - 2014.10.11 17:11:00 -
[1618] - Quote
Lower the cost of the mobile cyno jammer. Mobile cyno jammers are 35m, and only last 2 hours. That's almost as much as a BC hull and if I want to go camp gates without giving up my ship as a free kill to the local hotdrop squad It gets expensive in a hurry. You cant redeploy them. They can be messy to deploy at gates, since you would need at least 2 to get decent coverage.
Let us have them for cheap so we can place them around gates and harass people without breaking the bank. This would also help force gate traffic over hotdrops.
Big blobs and hotdrops are boring to many of us, let us little guys have some fun too. |
Arthur Aihaken
X A X
3851
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Posted - 2014.10.12 20:54:00 -
[1619] - Quote
What's happening with mobile structures? It's been several months (and updates) without any hint of anything new... I am currently away, traveling through time and will be returning last week. |
Ben Ishikela
Moira. Villore Accords
1
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Posted - 2014.10.13 01:36:15 -
[1620] - Quote
Apollo Roe wrote:Rixx Javix wrote: GÇó The Gate Jammer
Short-term deployable gate jammer shuts down a Star Gate for a timer effect, depending on skills or something. The effect doesn't last long, and the device is defenseless, but it works.
GÇó The Dispensary
A Corporation based module that dispenses AMMO that has been pre-loaded, like an old cigarrette machine. Can only be used by the designated corporation.
GÇó The Spider
A deployable tracker that attaches to the ship of the currently aggressed. Once attached, it will show the location of the ship on the Map for a period of time, allowing that ship to be tracked across space. Spiders are deployed one-per-ship and must be attached while the enemy is aggressed.
GÇó The Jammer
An AOE device that produces a short-term jamming effect that screws up local for a short-period of time. During the effect and within the radius of its influence, local space is like WH space.
+1 to all of these Rixx!
+1 to these. +2! to the gate-jammer |
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