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| Author |
Thread Statistics | Show CCP posts - 6 post(s) |

Gregor Parud
720
|
Posted - 2014.10.13 08:24:49 -
[1621] - Quote
No more deployables, it's getting silly. |

Milton Middleson
Rifterlings Point Blank Alliance
553
|
Posted - 2014.10.13 16:43:22 -
[1622] - Quote
So when do you suppose was the last time a dev looked at this thread? |

Bagrat Skalski
Poseidaon
5034
|
Posted - 2014.10.13 20:01:29 -
[1623] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=378021&find=unread
Ideas for deployable RP content, possibly with interiors.
Recon makes them stronger
|

Anthar Thebess
776
|
Posted - 2014.10.14 08:59:59 -
[1624] - Quote
Communication scrambler.
Deployed on sun 14h lifetime, visible on OV. While active no notifications are sent by structures , and no events are routed by emails or api: - structure attacked - new pos in SOV etc.
When destroyed all events will be send from remaning structures.
New Gate Connections in EVE!
Support idea for new gates that will make some more places to thrive.
|

Nick DeLorean
Valar Morghulis. Goonswarm Federation
0
|
Posted - 2014.10.15 20:15:37 -
[1625] - Quote
A cloaking bubble, last 2 hours, cloaks anything that does not have aggression timer on it, would be a very fragile device that would be destroyed in 1-2 shots.
Very useful to warp into when you have a JF, would help miners.
Ship/drone repair unit, last 2 hours, repair hull/armor/shield in %/secs, would be useful for gatecampers/small gankers.
Sensor-booster structure. When you lock it, it locks you back and boost you. Up to 5 targets. Has inventory for scripts.
Position beacon. Last 24 hours. Broadcasts it's position scan on encrypted channel, for fleet/corp/alliance, can warp to. Useful for scanners that can scan let another fleet do the sites, could be used to mark WH entrances without the need of a ship with probes.
I believe those would be useful for smaller corps that would want to defend themselves, which is what ccp is looking to do with the new patches.
Would be nice if mobile tractor unit would loot disabled drones. |

Vittoria Keen
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.10.16 11:40:31 -
[1626] - Quote
upgraded MTU that also salvages |

Belen Shields
Iskender Kebap Corp
11
|
Posted - 2014.10.16 15:53:04 -
[1627] - Quote
A mobile Decloaking device. It would show enemy cloakies in space but not on the Overview so you still have to pilot manually near them to decloak them. Usefull for Fleetfights and Jumpbridges or Gatecamps. |

Henry Plantgenet
Center for Advanced Studies Gallente Federation
13
|
Posted - 2014.10.16 17:16:32 -
[1628] - Quote
There is an item in the database called a "Large mobile jump disruptor" that i've been linking in chats sometimes. This would be interesting; preventing someone from being able to use MJDs inside a bubble. If that's even what it's supposed to do. |

Dustpuppy
Rox Inc
10
|
Posted - 2014.10.17 13:51:08 -
[1629] - Quote
A mobile "cloaky" ship hangar as long as this automatic POS info to the SOV owner exists :p
Currently I cannot launch a POS in enemy space without automatically being detected with 100% chance if a TCU exists in the system. This limits longterm nullsec explorations to NPC space (no infomail, no visitors..) or being forced to use a mobile platform for bringing in my ships.
A Mobile platform like the orca now makes a second account almost mandatory except I want to risk the ship, eject, use a ship I store in the hangar during travel and then do what I want (e.g. shoot rats). It also has a very limited hangar size. 2 cruisers, a catalyst for salvaging and a cov op for scanning and it is full.
Solution: a mobile ship hangar (similar to a secure container) I can anchor in the system which cannot be probed down and where I can store my ships while roaming around in another vessel. |

Dustpuppy
Rox Inc
10
|
Posted - 2014.10.17 13:58:23 -
[1630] - 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?
Exactly. a mobile compression unit would render some miming ships useless because the cargo space wouldn't matter any longer. Even a venture with 5000 m^3 space could store 500000 m^3 ore after compression. To make it worse you can combine a compression array with a MTU. Just compress, eject and let the can be pulled into the MTU automatically.
if something goes wrong and your ship is ganked the MTU will survive this and the content can be retrieved within 24(?) hours while it is in reinforcement mode. Just use a a heavy plated BS to collect the ore while watching any camper being killed by Concorde.... |

Dustpuppy
Rox Inc
10
|
Posted - 2014.10.20 07:45:01 -
[1631] - Quote
Dustpuppy wrote:A mobile "cloaky" ship hangar as long as this automatic POS info to the SOV owner exists :p
See idea two entries above for the basic idea.
I would add maintenance costs to this kind of hangar starting at around 1/2 of the costs of a POS (e.g. for fuel blocks used to keep the cloak running) and then reduce the costs based on the level of the anchoring skill (5% less costs /level) . With anchoring V the costs would be around 30 million/isk for the fuel which would be ok for me because this mobile hangar has some limited usage compared to a POS. When running out of fuel the hangar would become visible and could be scanned down.
Based on the packed volume I wouldn't make it too small so people are forced to bring it with a bigger ship (around 8000m^3 to 10000m^3 -> similar to the ship maintenance array) and to make it a bit more interesting to move the hangar to null. Hangar size also would be similar to the ship maintenance Array of a POS (20 mio m^3) |

DrysonBennington
Aliastra Gallente Federation
190
|
Posted - 2014.10.20 22:05:51 -
[1632] - Quote
Endurheimta - Mobile Rigging Stripper and Ship Repackaging Mobile Depot
Ties in with the Endurheimta Salvager and Reclamation Ship idea - https://forums.eveonline.com/default.aspx?g=posts&m=5136177#post5136177
This Mobile would be able to be carried in the cargo hold of the Endurheimta ship or any other ship and perform the function of stripping the rigging off of ships and repackaging them in space once the modules have been removed.
This depot and the ship of the same name could only be used on abandoned ships left in space.
Rig Stripping values
Small Rigs - 5 minutes per T1 rig, 10 minutes per T2 rig Medium Rigs - 7.5 minutes per T1 rig, 12 minutes per T2 rig Large Rigs - 10 minutes per T1 rig, 15 minutes per T2 rig X-large Rigs - 15 minutes per T1 rig, 20 minutes per T2 rig
Repackaging Values
Small Ships - 7 minutes for T1, 10 minutes for T2 Medium Ships - 10 minutes for T1, 15 minutes for T2 Large Ships - 20 minutes for T1, 25 minutes for T2 X-large Ships - 45 minutes
T3 Battlecruisers - add an additional five minutes for rig stripping and ten minutes for repackaging Strategic Cruisers - add an additional ten minutes for rig stripping and ten minutes for repackaging
Depot would be 350 m/3 volume, have a cargo bay of 250 m/3 and cost 30 million ISK. |

Shirolayyn
Nordgoetter Northern Associates.
4
|
Posted - 2014.10.22 09:52:44 -
[1633] - Quote
Hi all,
I would like to see encounter surveillance systems not linked to the empires but the pirate factions (thus generating pirate faction loyalty points for the local pirate faction). The security status gain model should be changed in that case to loose CONCORD security status when under other circumstances this status would be gained (e.g. for destroying a battleship rat in asteroids), in case CONCORD ships are attacked.
- Rats should be changed as well, as CONCORD ships start missions to establish a presence in the system and convert it to CONCORD controlled territory - There could be both anomalies for battling CONCORD as battling local pirates - It would be gorgeous to be able to actually battle CONCORD ships (scaled down to "normal" difficulty - well, maybe a little bit more potent) and having a range of CONCORD module drops. - Depending on whether players help CONCORD or local pirates system status should change. Example: effective security status might temporarily be lowered if Pirates receive help, thus rallying more pirates to the system (with all other related effects, like enable more and more potent anomalies).On the other hand, if Pirates are continued to be eliminated while this structure is in place, CONCORD gets more hold, and in addition to "normal" anomaly mechanics, the CONCORD status gains also occurrs in anomalies, not only in asteroid belts. - Imperial faction status may or may not be improved as well (maybe with CONCORD escalations in 0.0, trying to bring "civilization" into the lawless reaches of space)
Additionally I would like to have a structure (maybe some kind of scanning array) that exposes the big pirate activities, using their pirate capital assets. With that array in system, anomalies including capital pirate faction ship assets will spawn, and capsule pilots may combat them using their own capital ships (and might receive special modules aimed to specifically help capital ships as loot). Of course, also (groups of) smaller ships might tackle these anomalies, but it should be quite difficult to solo them in subcapitals. There might also be anomalies that are too difficult to solo in capitals, intended for supercaps and groups of capital ships. This would be nice to get capital ship experience in fight settings outside of PvP and would provide more opportunities to generate small scale to medium scale capital ship fights.
Mind the combination of the above two modules, providing the opportunity to combat CONCORD capital assets..... I guess people would love it. I certainly would. |

afkalt
Republic Military School Minmatar Republic
405
|
Posted - 2014.10.22 10:10:52 -
[1634] - Quote
Ones that block on grid [ONLY!!] probing. |

Milo Caman
Pyre Falcon Defence and Security Imperial Outlaws.
80
|
Posted - 2014.10.24 14:34:12 -
[1635] - Quote
Being able to launch mobile depots for fleet/corporation would be pretty nice, and would make them far more relevant as dropoff points in space/staging locations.  |

Lurifax
Common Sense Ltd Nulli Secunda
16
|
Posted - 2014.10.29 10:36:46 -
[1636] - Quote
Personel poses. |

13kr1d1
Hedion University Amarr Empire
21
|
Posted - 2014.10.30 19:51:39 -
[1637] - Quote
Player owned stations that actually look like space stations. |

Azazel The Misanthrope
Animadversion Tactical Operations Index
1
|
Posted - 2014.11.03 07:06:00 -
[1638] - Quote
I would like to see a mobile HQ that has a fleet hangar for the storage of unpackaged ships and can provide small percentage fleet boosts in the system. Basically a stationary Orca. |

Kroton Zateki
Viziam Amarr Empire
0
|
Posted - 2014.11.05 04:08:10 -
[1639] - Quote
My suggests are:
- Mobile Salvage Unit
Self explanatory
- Wormhole Stabilizer Unit
When deployed on both sides of an unstable wormhole, reduces the deterioration, and increase the lifespan. Works by sending a constant stream of (TBD) particles through an unstable wormhole. Using more than one on each side could have unpredictable results, such as simply closing the wormhole or creating a pocket of damaging radiation field that makes it difficult to recover the mobile unit.
|

OmgNetGirl
HC - Omg its space
1
|
Posted - 2014.11.06 03:49:26 -
[1640] - Quote
I feel that a mobile webbing structure might be too strong.
However a mobile target painting structure would be awesome!
For those everyday miners a mobile refinery would be absolutely outstanding and it could also introduce the same level of abuse mission runners get with the MTU!
Mobile jump bridges for high sec players which they can set up between two systems 5 jumps or less apart! This can help newer players get comfortable with jump fatigue!! Cannot be used in low sec or null!!
Industrial ships cannot use this ofcourse! |

Psyatt
penguins are your nefarious end Serenitas Solutus
1
|
Posted - 2014.11.07 00:20:40 -
[1641] - Quote
"Ambush" Sensor Distortion Field Array - When online, emits a 10km field bubble that allows all ships inside field area to disappear from Dscan and probe search. The array can be acquired visually on-grid by graphical distortion, similar to cloak effects that pilots see on their own ships.
Pilots with password/in fleet can enter and leave without disrupting field.
All other ships will cancel field effect if they come into contact, revealing all ships within.
No shield or bounce out effects, just the cloak.
Sov-based Gate and/or Station Guns - One per system per level of Military Upgrade.
"Aegis" Sensor Buoy - Informs all corp members of all un-cloaked ship activity on deployed grid. Like having a single probe that doesn't die in two hours, and sends data to all interested parties. Will reduce mouse replacement for Wspace pilots due to Dscan spam clicks. If someone pops it, well that is data as well. The flaming datum.
"Shadowbox" Cloaked Container Rack - Allows gang/fleet members an access point for cargo that no one can find without the bookmark, or by detection while it is being accessed.
--------------------------- |

Heathkit
Sebiestor Tribe Minmatar Republic
91
|
Posted - 2014.11.07 13:31:20 -
[1642] - Quote
I'm a little worried that mobile structures are a "fire and forget" feature at this point. There's so much potential here - is CCP planning any new mobile structures in the next six months?
Also, I think it's pretty clear the people want some kind of "vending machine" mobile. The suggestion has come up multiple times, and was even in the OP! |

Psyatt
1
|
Posted - 2014.11.07 14:28:14 -
[1643] - Quote
The Generator idea wouldn't leave me alone.
Four racial Generators. One racial Fuel Block per hour consumed while online. Seven(? less?) days fuel capacity. 24 hour Stront bay. Five minutes to anchor, five minutes to online. Anchor range of 2km-10km from generator for any arrays.
All racial POS bonuses are reduced and transferred. Exception being resists. All resists for both shield(Generator only, no bubble or transferred effects) and structure at 40%(35%? less?) Omni base values. Resists will increase if anchored in upgraded nulsec SOV-held system according to upgrade levels of IH. May not use Hardeners. Possibly a Generator Damage Control Array could be added to buff EHP.
Visually a 25% scale model tower with some eye-candy changes.
May not anchor within 100km(? less?) of Gate, Station/Outpost, Wormhole or POS. May not anchor within 50(?) km of another Generator.
approx. 300k EHP base.
approx. 500K(?) PG
approx. 1k(?) CPU
Generator defenses single-target all defensive arrays. Cycle according to threat. Attack on owner/corpmate/fleetmate on-grid> attack on generator/arrays> red/WT on grid. This would keep people from onlining a swarm of sensor damps to try and knock back an entire gang. Generator locks on and does not let go until target is destroyed or off-grid, or a greater threat is detected.
Pilot with proper skills and roles can designate single target for Generator, but not control individual defenses. Pilot must be within control range(5km?) Can designate hisec target, and generator will hold fire until provoked. Pilots know they are being watched and locked.
So, that might allow compression, refining, some storage... and a few defenses to keep honest men honest.
It would allow a semi-gate gun series of Generators, as well as station guns. 100km is still in range without crowding for med artillery, beam laser, rails and cruises.
Mining belt and anom protection/consequences/on-site services. Why train up an Orca alt on another account?
Coupled with my Sensor Distortion Array, it could make a nice camouflaged "mountain tent" for the scurrying isk-maker/miner/ratter/runner. Cloaked Orca and a few friends could spend quite a while working out of some deep safe.
Low fuel storage(maybe drop to 3 days) would mean high upkeep, so that could offset the desire to anchor a perma-swarm around gates/etc.
If there is any interest in this.... every ? inserted in the post is somewhere my knowledge is not sufficient to make a stronger case. Would welcome any discussion or input. |

Heathkit
Sebiestor Tribe Minmatar Republic
91
|
Posted - 2014.11.07 20:33:26 -
[1644] - Quote
Here are some modules focused around gathering intel and tracking pilots.
Communications Monitor Monitors local communications network and produces a log of when pilots join and leave the local channel. Does not log chat, but will give you a timestamp record of when a particular character was in a given system. When a player interacts with the module, it produces a tradeable, destructible item that holds that record of activity for a given time period. More expensive monitors could have higher sensor strength (and thus be harder to probe out) or store more records. The communication logs also have the benefit of being an authoritative proof that a character was in a given system at a particular time.
Remote Sensing Array and Sensing Probe The array is a long-lived deployable. To use it, the player deploys the Sensing Probe, a short-lived (maybe 2 hours or less?) cloaked deployable. When the probe is deployed, the user chooses a deployed sensing array to pair it with. A remote sensing array may only have one probe paired with it at a time.
The probe logs ship activity on it's grid. When the player collects logs from the remote sensing array later, they'll have a record of when particular ships were seen by the sensing probe. The probe doesn't record pilot names - just ship types (or perhaps mass).
Proximity Alarm A deployable that sends you a notification when a ship moves within a certain range (say 20k or so, maybe adjustable). It could be set to trigger on any ship seen, or could trigger based on standings. |

Mehrune Khan
Viziam Amarr Empire
5
|
Posted - 2014.11.08 14:27:48 -
[1645] - Quote
Armor repair and shield repair structures would be nice. However they would need to have limited time spans, maybe an hour or two? Otherwise they could be abused at a POS. |

Chilly83 Tissant
Latter Day Saints
1
|
Posted - 2014.11.09 14:52:35 -
[1646] - Quote
a planet terraforming device :D :D :D
one that can be used in null sec and wh space. wich allows system holders to change a specific planet to another type
the device should be something like a temporary custom office ( a module that needs goods before it gets completed)
requirements lots of isotopes and something else like pi goods.
after a cycle of time the planet would be adjusted to the type the corp holder selects and the device would be destroyed after use.
|

Tarpedo
Incursionista
1400
|
Posted - 2014.11.14 13:27:59 -
[1647] - Quote
Mobile scanner, please. I'm allergic to EVE's scanning mini-games yet I would like to participate in exploration-like activities. |

CERA Elitist
The Prometheus Society
25
|
Posted - 2014.11.16 05:16:45 -
[1648] - Quote
HOT DOG STAND! |

GrandLynx
University of Caille Gallente Federation
2
|
Posted - 2014.11.16 21:39:23 -
[1649] - Quote
deployable/disposible missile battery. set for auto or manual control via a specialist Target Painter |

DrysonBennington
Aliastra Gallente Federation
192
|
Posted - 2014.11.17 21:15:21 -
[1650] - Quote
Mobile Drone Depot that deploys combat drones when a ship comes to within a certain range and meets the triggering protocol similar to POS guns.
I also think that the Mobile Tractor Beam Depot needs to have the option of tractoring wrecks and or jettison containers instead of automatically tractoring both. |
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