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

Dau Katari
Stormsong Scrapyards
6
|
Posted - 2014.12.15 19:00:22 -
[1681] - Quote
Mobile storefront: A mini-market with limited capacity and no docking capability. Only the owner can place buy and sell orders, which show up on normal market searches within that region or wormhole.
These can come in different sizes and specialized flavors, with compartments for selling ore, PI goods, moon goo, etc. Can't be anchored near a station, can be anchored inside a POS bubble. |

Kynric
Sky Fighters
219
|
Posted - 2014.12.17 16:14:29 -
[1682] - Quote
I really like the smokescreen / mobile dscan inhibitor concept, but, the current implementation doesnt seem to provide enough benefit for the cost. Please consider changing it to be permanent/reusable like tractors or bubbles. I would use them frequently if that change were made. |

Liet Ormand
Center for Advanced Studies Gallente Federation
2
|
Posted - 2014.12.18 17:46:12 -
[1683] - Quote
POS Stargate pairs in limited locations (fixed?) that automatically collect use tolls from ships using them but allow quick travel between specific/useful systems.
eg. a pre-defined location in each empire with a companion point in/near Jita where the gates could be built/maintained (at enormous cost in ISK and resources).
Allow the gates to be destructible but tough, so an undefended gate would take days for a single ship to destroy but a large fleet could do it with a coordinated effort during a battle.
This would provide a couple possibilities. One, there would be a continual source of income for corps that build/maintain these, while also providing a convenience for the player population in general. These gates would likely also be targets for rival corps since the toll fees would be lucrative, and the gates being impossible to hide must be defended. Depending on placement the gates might also provide a strategic advantage in a war. The ability to allow/deny specific parties use of a gate or charge different fees depending on ship type/allegiance would add more variety.
Needless to say, there would also be a lot of prestige associated with a corp owning a gate players can use.
A corp or alliance willing/able to create a pair of gates would have steady income but would also need to actively defend the gates 24/7 or lose the sites to a rival.
Allowing players to choose where to put gates also allows them to shape in a limited way the map of known space, bringing with it economic changes, strategic changes, and lots of interesting opportunities to make spreadsheets. |

Alexis Nightwish
62
|
Posted - 2014.12.18 23:20:11 -
[1684] - Quote
I haven't read the thread cause it's crazy long so this may have been suggested, but here's my dumb little idea:
Deployable DD cannons:
- Slow online time (hours).
- Require racial isotopes to fire, and have a limited fuel bay so they could only fire a few times before needing refueling (maybe 1 to 3 times?)
- Like titans, once they have fired they cannot again for 10 minutes, and cannot be refueled while on this cooldown.
- Do not fire on their own; must have a pilot take control and use them.
- Requires Anchoring V to anchor.
- Requires DD Operation I and Starbase Defense Management I to use and these skills would determine the damage (+10%/level), and scan resolution (+40%/level) respectively. The pilot must be and stay within 10km to take control of the DDD.
- Cannot be anchored w/in 250km of a POS, stargate, other celestial. Cannot be closer than Xkm to another Deployable DD? No idea what would be fair as I'd like to see multiples able to overlap an area, but not so many that it rains death on all the things.
- Not anchorable in Empire.
- Pretty weak in that while the HP and resistances would be decently high (perhaps half of a vanilla small control tower's EHP?), but they'd have no reinforcement timer.
Power Projection: A Brighter Future
|

Erasmus Grant
EVE University Ivy League
8
|
Posted - 2014.12.21 20:54:28 -
[1685] - Quote
Given that this is the future I would figure that the Empires, pirates,and all the other powerhouses in New Eden would have some kind of sensor array structure for monitoring ship movements and other activities in their territory and out of their territory. They can serve as an early warning system or clandestine monitoring of ship movements some light years out. Maybe even a structure would have the ability to neutralize enemy boost in system? (Maybe a ship too! Especially helpful if you're fighting High Sec. war dec'rs that use OOC boost.)
My idea of some kind of sensor array comes from watching a lot of Star Trek lately. |

Bienator II
madmen of the skies
3061
|
Posted - 2014.12.22 02:03:44 -
[1686] - Quote
pos fuel siphon
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
|

Lucius Saturninus
Pator Tech School Minmatar Republic
29
|
Posted - 2014.12.23 14:56:07 -
[1687] - Quote
Any chance in the future for the people that have the 'Roles" to be able to launch them for Corporation or maybe even Fleet use and not just for self? |

Bob Maths
Aliastra Gallente Federation
8
|
Posted - 2014.12.23 15:56:34 -
[1688] - Quote
Mobile Mining Unit
50m3 when not deployed
25km range, mines nearest asteroid in belt, 30km3 ore hold, t1 version has 1k per minute yield per cycle and 3 minutes base cycle (reduced by deployer's skillz and implants, also benefits from fleet boosts), t2 version has 1.5k per minute yield per cycle and autoejects cargo if full at maximum cannister capacity. Extensive skilling needed. Probably already suggested. |

Krops Vont
Genii Federation
28
|
Posted - 2014.12.26 23:31:02 -
[1689] - Quote
Don't suppose we can get the old mines back? 
As with any human, we must map out everything for the sake of living. So what happens when you put the same aspect in a game with random events? They go nuts trying to figure out how to predict and map out everything.
|

per
Terpene Conglomerate
37
|
Posted - 2014.12.27 00:22:08 -
[1690] - Quote
t2 version of siphon which cannot be seen on d-scan (recent changes of hacs makes this technology possible ;)) |

Bienator II
madmen of the skies
3072
|
Posted - 2014.12.27 00:23:02 -
[1691] - Quote
per wrote:t2 version of siphon which cannot be seen on d-scan (recent changes of hacs makes this technology possible ;)) u just won eve
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
|

Maria Dragoon
Republic Military School Minmatar Republic
39
|
Posted - 2014.12.28 03:50:41 -
[1692] - Quote
A vending machine would be AMAZING, but can we also have an ability to defend it then? Mobile defense platforms that has similar effects as other mobile structures, only make it so that you can't just flood an area with them. If more then... Lets say 4 mobile defense platforms are located within 1km of each other all other mobile defense platforms added after that four will turn off. Due to targeting feed back errors. Just a small idea. |

exiik Shardani
Terpene Conglomerate
23
|
Posted - 2014.12.29 00:36:28 -
[1693] - Quote
Large siphons <3
We really need something to siphoning complex reaction POS or alchemy!
Mobile compression unit
Not everyone can use rorq or poses...
|

Scorpionstrike
Bogan Nation
11
|
Posted - 2014.12.29 01:39:53 -
[1694] - Quote
Pirate Mobile bases / depot
Key feature:
Pirate mobile base deployed in low sec, improves low sec to provide increased chance for Navy npc's to kill (with loot)/ dog tags to collect etc. serves as a similar theme to null sec sov but different, a reward for being able to live and control a place in low sec system.
You may upgrade the mobile pirate depot to improve system effect but if you move it you lose the upgrade.
Restriction:
A player may only deploy if character is red skull / -10 etc.
:-) |

letmepost Parmala
State War Academy Caldari State
0
|
Posted - 2014.12.30 23:57:06 -
[1695] - Quote
is this thread totaly abandonned by CCP ? 86 pages of ideas, some are very nice.
Mobile structures could help small gang / alliances create content in 0.0 (most don't care getting SOV they want content/action):
01: Deploy a mobile structure that launch a countdown, threat is broadcasted in all constelation channel and locals that everyone on that constelation know something is happening ( like incursions ).
02: After a 30 minutes countdown, the mobile structure launch and disrupt the whole constelation for a certain amount of time, let's say 6 hours where all sov upgrades of that constellation are reduced by 50%, anomalies don't repop for 6 hours, neither signatures, moon mining are cripled, etc... Yes it disrupt constellation wise (multiple sustems), system wise is would be no point, region wise would be over powered, constelation wise is fine imo.
03: It gives people living in this constellation time to react and form a fleet to counter the thread. They can still do nothing and ignore the thread, but the systems they live in would be annoyed for a couple hours.
You've got the idea... make different kind of deployable structures that annoy system wise, constellation wise, and maybe region wise...Make it scale in price and scale accordingly.
- it's pretty easy to set up. - it's not touching the SOV owners. - it makes people be aware of their constellation. - It allow small gang annoy SOV owners instead of just being totaly ignored ( "stay docked" ).
There is plenty of good idea, of small/medium structures that should be deployed to create content.
- ISS is a good idea, but should be tweak a bit. - Moons syphon should be fixed, should be really more profitable.
/discussed /do-it |

Ottorous
Wehnimer's Irregulars
0
|
Posted - 2015.01.04 16:13:45 -
[1696] - Quote
System Scanning Unit
Deployable. Shows up on D-scan. Easily probed via combat probes. Removes tedium of scanning systems and encourages player "interaction". Skill potentially dictates how many you can have out at once. Upon deployment begins scanning cosmic signatures in system. Takes roughly 3 minutes per signature. Does not need to be attended. Anyone can link with it within 3km while not cloaked. While linked, SSI will upload signature bookmarks into your personal bookmarks folder, 1 signature uploaded per 10 seconds. SSI can be scooped to cargo bay once it has uploaded all signatures. SSI is unable to scan particularly difficult signatures such as sleeper cache sites.
|

Eojek
Starlight Moly
37
|
Posted - 2015.01.05 18:01:08 -
[1697] - Quote
Planetary Interaction:
Upgradable PI structures and POS to the point where they become planetary rings.
Sov:
Deployable station guns and the ability to hire NPC ships to patrol the gates and systems, thus raising the security status of the system if that Alliance so choses to follow Concord regulations. |

Mario Putzo
Welping and Dunking.
1012
|
Posted - 2015.01.05 19:48:24 -
[1698] - Quote
Local Chat inhibitor.
Any pilots within [whatever] radius of the deployable are blocked in local chat list.
- Shows up on DSCAN - Can be probed down with combat probes - Persists up to 2 days
|

Panther X
High Flyers The Kadeshi
28
|
Posted - 2015.01.05 19:56:45 -
[1699] - Quote
Sov Space gate guns.
Deployed by sov holder, NBSI. PEW PEW!
My super smells of rich Corinthian Leather
|

Panther X
High Flyers The Kadeshi
38
|
Posted - 2015.01.05 19:58:39 -
[1700] - Quote
Eojek wrote:Planetary Interaction:
Upgradable PI structures and POS to the point where they become planetary rings.
Sov:
Deployable station guns and the ability to hire NPC ships to patrol the gates and systems, thus raising the security status of the system if that Alliance so choses to follow Concord regulations.
the ability to hire NPC ships to patrol the gates and systems
That would be kinda cool; although it might interfere with your own ability to rat in sov space. I wouldnt mind having Blood Raider rats coming to save our assets. And then we kill them.
My super smells of rich Corinthian Leather
|

GeeBee
Paragon Fury Tactical Narcotics Team
70
|
Posted - 2015.01.07 16:47:09 -
[1701] - Quote
A mobile jump fatigue inhibitor, its like the opposite of a bubble, you have one on each end they take an obscene amount of time to anchor and only lasts a short while if you jump from one to another no fatigue is gained. Really this started out as a joke on jump fatigue being terrible space herpes and potentially the worst implemented mechanic since drone assist or remote AoE DD's but in some form something like this could be viable so long as they couldn't just be constantly deployed. |

Maccian
Soul Takers
20
|
Posted - 2015.01.08 07:01:42 -
[1702] - Quote
More mobile structures!
I'd like to see mobile labs and assembly arrays, for the players out there that don't have access to a POS and are willing to take some extra risk. |

Arla Sarain
238
|
Posted - 2015.01.08 17:14:25 -
[1703] - Quote
Mobile structure which reduces in space module onlining/offlining capacitor cost. |

Hunter Anubis
The Black Hand Fleet
1
|
Posted - 2015.01.08 18:33:31 -
[1704] - Quote
Deployable gun like POS gun with only few hour time as it would run out of power and shut down (possibly runs on racial fuels) less powerfull then pos gun tho
bring mines back and along with it minesweaper frig and cruiser that does not explode when in proximityo f mine but automaticly disables them in certain range with a special AOE module
mobile depot that works for whole fleet
Local chat jammer - either jammes whole systems or hides ppl in its AEO from local chat |

Zalmun
GoonWaffe Goonswarm Federation
15
|
Posted - 2015.01.09 08:55:17 -
[1705] - Quote
Mobile Anti-Bomb Point Defense Launcher
A deployable that can shoot down incoming bombs before they explode. Some ideas for balancing:
- Deploy time between 30 sec and 1 min; It shouldn't be used in reaction to a run in progress, but as a ward against potential runs.
- Limited range of effect: somewhere between 15-30 km. Good placement is important.
- Limited rate of fire: Destroys one bomb every few seconds; between 5-10 secs, could even be randomized a little
- Limited life time: Expires quickly; 5 min or so. This could be balanced with HP to unit itself, where a successful bomb run against it shoots down a couple bombs, but dies to like 6-8 bombs. Make it more tanky but expires faster if it's desirable to have the unit survive more than one run. This also could be handled via limited number of shots it can make, but that's probably more complicated. This would also make a fleet using them have to constantly pay attention/manage their use for them to be effective during ops.
- Another way to tone down the effect would be to make it only useful against one type of bomb, with each race getting a unit they can make to counter one of the others.
I think a point defense weapon that can destroy a couple bombs coming in on a run would be an interesting tactical tool for use by less mobile fleet comps, perhaps even helping open the door on BS and BC doctrines becoming more viable. It would help deter bomber harassment, but would only have limited effect against a dedicated and well co-ordinated bomber fleet.
With all the changes to bombers lately, this might not be as useful as it would have been a year ago, but it's an idea I had that I thought was worth sharing. With the demise of ISBoxer as well, it might become a moot point too.
If you think this is interesting and worth trying, also consider putting different qualities in, say via faction BPCs or exploration sites, and make the higher quality ones pre-detonate bombs they shoot down. I know that would be way way too powerful, but would be pretty funny. |

Panther X
High Flyers The Kadeshi
45
|
Posted - 2015.01.09 16:03:30 -
[1706] - Quote
Zalmun wrote:Mobile Anti-Bomb Point Defense Launcher A deployable that can shoot down incoming bombs before they explode. Some ideas for balancing:
- Deploy time between 30 sec and 1 min; It shouldn't be used in reaction to a run in progress, but as a ward against potential runs.
- Limited range of effect: somewhere between 15-30 km. Good placement is important.
- Limited rate of fire: Destroys one bomb every few seconds; between 5-10 secs, could even be randomized a little
- Limited life time: Expires quickly; 5 min or so. This could be balanced with HP to unit itself, where a successful bomb run against it shoots down a couple bombs, but dies to like 6-8 bombs. Make it more tanky but expires faster if it's desirable to have the unit survive more than one run. This also could be handled via limited number of shots it can make, but that's probably more complicated. This would also make a fleet using them have to constantly pay attention/manage their use for them to be effective during ops.
- Another way to tone down the effect would be to make it only useful against one type of bomb, with each race getting a unit they can make to counter one of the others.
I think a point defense weapon that can destroy a couple bombs coming in on a run would be an interesting tactical tool for use by less mobile fleet comps, perhaps even helping open the door on BS and BC doctrines becoming more viable. It would help deter bomber harassment, but would only have limited effect against a dedicated and well co-ordinated bomber fleet. With all the changes to bombers lately, this might not be as useful as it would have been a year ago, but it's an idea I had that I thought was worth sharing. With the demise of ISBoxer as well, it might become a moot point too. If you think this is interesting and worth trying, also consider putting different qualities in, say via faction BPCs or exploration sites, and make the higher quality ones pre-detonate bombs they shoot down.  I know that would be way way too powerful, but would be pretty funny.
Hell i don't have a problem with that one at all. It's a good idea.
My super smells of rich Corinthian Leather
|

Aiyshimin
Shiva Furnace
306
|
Posted - 2015.01.11 22:02:26 -
[1707] - Quote
Mobile Siege / Skirmish / Armor / Information Warfare Link Node
Provides system-wide boosts to your corp/fleet/? when deployed, replacing all Warfare Link modules. Comes in four varieties, each with the three boost types they current modules represent.
Fast anchor time, scannable without implants, requires Anchoring III. 50-ish K EHP, generates a warpable beacon when aggressed.
50m3 |

Mario Putzo
Welping and Dunking.
1064
|
Posted - 2015.01.12 05:25:18 -
[1708] - Quote
Mobile Hangar Array.
2500m3 100,000m3 ship capacity
Deploying a MobileHangart takes 60 seconds. Once in space it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30 day timer. It can be scooped back to your ship's cargohold at any time provided it is empty.
Other players can scan down your Mobile Depot with combat probes and attack it but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. |

Nendail Smith
Lockheed Nighthawk
69
|
Posted - 2015.01.14 06:58:31 -
[1709] - Quote
Mario Putzo wrote:Mobile Hangar Array.
2500m3 100,000m3 ship capacity
Deploying a MobileHangart takes 60 seconds. Once in space it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30 day timer. It can be scooped back to your ship's cargohold at any time provided it is empty.
Other players can scan down ... and attack it ... damaged to 25% of its shield ... a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted.
I like parts of this. I was going to suggest something a bit different, but along the same lines. My thought is a tool that roving wormholers could use to setup a quick base of operations that isn't tied to a moon. But I think your suggestion is overpowered quite a bit. I'm sure others will shred it all together, and hate what I change and/or add, but I'd suggest the following to your concept:
- Requires fuel. No free 30 day reset. Fuel can be tiny, if need be. Coolest setup ever, in my opinion, would put say one of these units, and three or so days of fuel into a blockade runner.
- Easy to scan down. Easy as in drop probes, 4 au, and it gets a lock.
- Keep the anchor anywhere idea like OP had, lets get some of this stuff off moons.
- No reinforced mode, or a very short one. Large amounts of hitpoints, like a customs office maybe. Or a really high regen rate on the shields to deter a single, or duo of players from taking them out. I think something that takes 4 or 5 players an hour to kill, but 20 players 5 minutes to kill would be great, which would mean a good blend of EHP and regen. Perhaps the reinforced mode could provide a 2-5 minute safety net for removal of goods (didn't like the safety net at first but I think a lack of one would make the unit pointless)
- partial, or no loot drop on destruction. (Eve needs more isk sinks right?)
- Mobile depo is anchorable close by or unit has a fitting service.
- Small bubble on it to protect refitting ships - when I say small, I mean like you can barely squeeze two or three cruiser sized ships in it. Battleships might not be targetable partially inside but would hang outside the bubble.
- rapid deploy time. Since they can be scanned down so easily, they should go up quick. Or perhaps unscanable or almost unscanable until anchored and onlined.
- letting it run out of fuel causes it to be destroyed, loot and all. Nothing drops.
- should be small enough to be deployable and lootable from/to all Deep Space Transports
- no targeting within 10k of bubble (hurts close range attackers maybe, but stops ships inside from jumping in and out as part of a defense tactic).
The usfulness of the unit is wormspace roamers. Something small, a quick light shelter to store stuff in, and a place to refit and park a ship or two. At the same time trying to avoid a permanent structure of sorts. I realize this will get used in nullsec as well but it should be a small enough bubble that it doesn't work for a "staging point", is quick to annihilate for any reasonable alliance or WH corp that catches one up in their space, yet would allow a place for someone to store a few things. The concept behind wormholes was harsh, traveling environments. It wasn't intended to be a home in the first place. There are many many wormholes out here that are uninhabited and FULL of sites that "need" to be pushed out. This unit would be perfect for the day (or week) tripper that wants to run sites in empty wormspace, or the miner that needs a place to drop some ore while they mine for a day (yes some will be crazy enough to do that). maybe allow the anchoring of a compression array inside the unit so a miner could compress minerals to haul them out.
*shrug... Shred it.
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Anthar Thebess
830
|
Posted - 2015.01.14 10:27:12 -
[1710] - Quote
Rf for this hangar array defined by user +-1h. Ships can be pulled out of it ONLY after reinforce timer. So you need to defend it, or loose all stored stuff. |
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