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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Debora Tsung
Die Woge des Wahnsinns Greater Western Co-Prosperity Sphere
1439
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Posted - 2015.01.14 12:20:53 -
[1711] - Quote
[quote=GeeBee]A mobile jump fatigue inhibitor, its like the opposite of a bubble, you have one on each end...
Waaaait, that sounds nice.
Place it (on both ends), fuel it (only your side), jump!
Destroys itself after a certain mass has been moved with the MJB, stays up for haf an hour, doesn't need a PW or positive standings to use. Sound nice?
Stupidity should be a bannable offense.
Fighting back is more fun than not.
Sticky: AFK Cloaking Thread It's not pretty, but it's there.
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Aeril Malkyre
Knights of the Ouroboros
388
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Posted - 2015.01.14 18:17:29 -
[1712] - Quote
I'm not sure if this is one, two, or several ideas, so I'll just describe it.
When there was spit-balling for the Marauder rebalance years back, the phrase 'operate on long deployment behind enemy lines' stuck in my brain. In a projectile weapon ship, being behind enemy lines, or at least far from stations or supplies, running out of ammo is a possibility. What a great thing then, if I could melt down some of the worthless meta items I pull off of wrecks, and crank out a few runs of Fusion L?
Maybe that's two portables? A refinery and an ammo manufacturer?
I'm assuming fairly awful refine rates and material manufacturing penalties. Nothing you would want to replace an actual Reprocessing or Ammunition Array in a starbase with. Just something to use out in the wild. Melt the modules, slap in a BP/C, crank some bullets out into the bay. |
Peronec
Black Core Federation Black Core Alliance
5
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Posted - 2015.01.15 02:23:50 -
[1713] - Quote
Tripwire structure. place along gate to gate travel, if some one comes on grid with it. It will send a message to your communications mail.
Will not give any info other then some one had tripped it. |
eug3nio Anninen
Valkyrie Knights
6
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Posted - 2015.01.16 13:46:27 -
[1714] - Quote
Mashie Saldana wrote:Mobile Captains Quarter with a window please.
OH l, YES!!!!
e**ug3n[u]i**o[/u]
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5687
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Posted - 2015.01.17 04:10:11 -
[1715] - Quote
Gate Transit Authenticated User Transmission Obstruction
Deployable structure that allows the pilot to "hack" the gate. A successful hack will disable or delay registration in local of people entering the system through that gate. Also dispenses hot coffee.
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5687
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Posted - 2015.01.17 04:13:15 -
[1716] - Quote
Nendail Smith wrote: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.
So you want a POS?
Day 0 Advice for New Players
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Mario Putzo
Welping and Dunking.
1107
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Posted - 2015.01.17 04:44:36 -
[1717] - Quote
Mobile Clone Vat. Stores one Jump Clone. Allows for clone swaps in space (ie. Changing from a Slave Clone to a Crystal Clone) 300m3
Duration 30 days, resets upon interaction. Can be scanned and destroyed. No reinforcement timer. |
Dama Arishe
EVE University Ivy League
7
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Posted - 2015.01.19 18:36:35 -
[1718] - Quote
Mario Putzo wrote:Mobile Clone Vat. Stores one Jump Clone. Allows for clone swaps in space (ie. Changing from a Slave Clone to a Crystal Clone) 300m3
Seconded. This would be absolutely fantastic for wspace and doesn't require any additional POS mods. Plus it has the advantage of being super dangerous--you'd have to either fly around with your clone + mobile clone vat in your cargo or leave your clone in space to potentially get blapped? Excellent.
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1478
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Posted - 2015.01.21 18:56:24 -
[1719] - Quote
Whilst the mobile hanger array is interesting, a much simpler proposal would be as follows.
A mobile "yurt" identical to the existing with the following addition:- the ability to store a single fitted ship up to cruiser size.
This would allow just a little flexibility of overnighting in a shattered wormhole, without stepping on the principles inherent in the design.
There is one EvE. Many people. Many lifestyles. WE are EvE
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JuricM
The Church of Awesome Caldari State Capturing
7
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Posted - 2015.01.22 17:08:44 -
[1720] - Quote
WH stability/mass attribute modifying deployable ("cork"). With appropriate consequences of course. Scannable from both sides.
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Korean Ninja
Im Watching You
2
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Posted - 2015.01.26 06:22:42 -
[1721] - Quote
'Mobile Tiny Fuel Silo' input fuel item to silo and silo will sustain nearby Mobile Structure.
'Mobile Sensor Strength Buff Unit' Buff nearby SHIP, Structure's Sensor Strength so make difficult to probing
'Mobile Bait Unit' it will be probing as DED,Relic,Data site (can choose) and bait explorer |
Montecore Qubaal
Rodean Brick Company
1
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Posted - 2015.01.29 23:11:37 -
[1722] - Quote
Like a Protoss pylon that provides power to Protoss structures, I propose that some deployables require power to be fed to them by a separate power providing deployable. So if 3 mobile warp disruptors are being powered by a single mobile power unit, if you shoot down the power unit, the 3 mobile warp disruptors go offline. Add to this some kind of GÇ£bandwidthGÇ¥ mechanics that limits the amount of deployables that can be deployed on grid where self powering deployables are exempt from this limit. So if the bandwidth limit is 6 deployables you have to make a choice between using 5 warp disruptors with 1 power unit or using less disruptors with some backup power units so everything doesnGÇÖt shut down after killing 1 power unit.
Others have mentioned similar ideas such the post above this one and this post also mentioned using power relays. |
per
Terpene Conglomerate
41
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Posted - 2015.01.30 13:46:32 -
[1723] - Quote
Mobile EMP Unit
once anchored no cloaked ship can stay cloaked or cloak on the same grid |
Colette Kassia
Kassia Industrial Supply
29
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Posted - 2015.02.01 11:38:48 -
[1724] - Quote
Energy Barrier Node
Place one nothing happens. Place a second one within 20km and a twinklie sci-fi-ish energy beam appears between the two. Place a third one within 20km of the first two and more beams appear and form a triangle. And within the triangle a glowing energy grid appears. This energy grid does huge damage to anything that collides with it-- enough to be fatal to most frigate-class ships and painful enough to most cruisers that they'll strongly want to avoid it.
It'd be like a giant bug-zapper for drones and interceptors.
But you don't have to stop at three. Add an additional nodes and extend the structure. Rules are: minimum connection range of 5km, maximum of 20km, resulting lines and polygons may not intersect existing lines or polygons. After the first three nodes, an additional triangle can be created using only one more node.
*** I drew some lovely ASCII art of a triangle strip here, but I didn't come out right. You'll have to use you imagination ***
You could build flat walls, boxes, pyramids, and sufficiently industrious players could build whole isospheres. 3D mazes, even.
There are a few ways this could work: - You can fly through it unimpeded (if you can tank the damage), and can shoot through (just a bug zapper) - Can fly through, but can't shoot through. - Can ram your way through with enough momentum (with insufficient momentum you bounce off, but still take full damage), can't shoot through. - Can't fly through, can't shoot through (solid barrier). (The exact behaviour is to-be-determined. This post is just mile-high brainstorming.) *'shoot through' includes line-of-sight for propulsion jamming, e-war, target painters, neuts, etc
Possible uses: - Defensive fortifications. Many of the posts on this thread suggest various things that would be anchored and then may need to be defended. - Offensively, to box-in ships. This would require that nodes be quickly placeable (instant anchor) and able to form tight spaces to make accelerating to 75% speed difficult. Or better, they block the jump to warp along line-of-sight. - To box in enemy structures, including POSes - Add layers of defence to POS shields. - And other miscellaneous ways of shaping the battlefield.
How do knock it down, or prevent it from being knocked down? - Direct assault on a triangular pane until you break through. - Assault on a node, destroying it and any pane it was essential for. - Or the nodes are invulnerable while they are powering at least one intact pane. - Or destroying a section fries the three nodes that were supporting it (kabooms). - Can be reinforced with remote shield boosters or capacitor transmitters. - Perhaps shield reppers fix only the targeted pane, and cap transmitters on a node will recharge shield panes throughout the interconnected structure, but less efficiently. - After the attackers breach a barrier they can place two nodes such that the beam between them intersects with where the knocked-out shield pane was, thereby preventing the defenders from reactivating it. - While anchoring would be quick, unanchoring/reanchoring would take more time, if this is the method of reactivation a pane that has been fully taken out. (The game-balanced way of reactivating a destroyed section during battle needs more thought.)
People are going to cry, "Oh no.. but the server load!" The server already tests for collisions between ships and other objects, so that's no different. And very efficient algorithms have been developed to test whether or not a line segment intersects a plane within the area defined by three points (used quite extensively in many aspects of 3D game engines). These checks would only need to be made with relatively few triangles and only as often as a ship fires in the vicinity. Compared to all the other stuff the server is doing, this is negligible.
The idea of constructing of wall, barriers, and other fortifications to give yourself an advantage over the enemy has been around for millennia. It's as old as the bone cudgel. Every military force in history has erected field fortifications. And how many times have force-fields and energy barriers appeared in Star Wars, Star Trek, and other sci-fi? (practically everything except Babylon 5. I was gonna list that too, but I can't for the life of me think of an example of when one was used)
A concept as old as warfare and presented as a staple of science fiction surly has a place in Eve. |
Nebaile Sharisa
Annoying Flies At A Barbecue
3
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Posted - 2015.02.07 07:22:30 -
[1725] - Quote
Just wondering if anybody put up an idea for a mobile structure that puts out fake wrecks on dscan. |
ZikChil
Nano Whackers
0
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Posted - 2015.02.11 01:02:45 -
[1726] - Quote
Mobile Ship Anchor. Once launched the deploying ship is "anchored" in place. This could be employed as a defense against miner bumping, forcing the "bumper" to destroy (or overcome) the mobile anchor. Defeating the anchor could be combat and\or a skill based deal where stats decide the outcome (like ECM\ECCM). This small mod could enable players that mine a counter that would force bumping to a combat level but could not itself be deployed as a weapon (like a stasis field). Possibly also implemented as a logistic drone. |
Freelancer117
So you want to be a Hero
254
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Posted - 2015.02.11 19:52:18 -
[1727] - Quote
A mobile structure (with a timer and automatic send eve-mail to owner) that can un-anchor abandoned unfueled POS
The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
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Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
291
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Posted - 2015.02.12 13:27:45 -
[1728] - Quote
I'd like to see AoE deployables that project an EWAR effect, just like Mobile Warp Disruptors.
For example: Mobile Stasis Webifier, Mobile Energy Neutralizer, Mobile Tracking Disruptor...
It could offer interesting options, as long as their AoE's can't cross each other. |
Jenn aSide
Smokin Aces.
9768
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Posted - 2015.02.13 13:19:02 -
[1729] - Quote
Haven't read the whole thread so don't know if anyone suggested something similar.
Deployable "Marker' beacon. Like a cyno, creates a warpable beacon in space that also appears on overview. Would be super useful for marking wormhole entrances in k-space (of course with the down side of saying "hey bad guys, people are warping here :) ) |
K24Q
Dudliers
7
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Posted - 2015.02.16 18:40:29 -
[1730] - Quote
Mobile Hyper Spatial Accelerator
- Anyone who enters warp on grid (or X km range) of device gains a bonus to their warp speed for that warp.
- Not deployable in high sec.
- Help Null to have paths that alliances/corps maintain to reduce travel time of many jumps.
- Could improve force projection, but be vulnerable to attacks.
- Script could also make it reduce warp speed, so that your path could become a hinderance to your enemies.
mobile "pirate faction" comms decryptor
- Deploying player gains tactical knowledge against specific faction.
- Provides player with buff to dps / resistances etc.. many options that could benefit the player.
- Hacking mini game on deployment, with new nodes providing boost to the buff, or debuffs to the pirate faction.
i.e you have successfully implanted a virus into sansha repair systems reducing their resistance for the next 1hr. when you overcome a node.
- No reinforced mode, maybe have fixed number of hacking attempts before it self destructs.
- Other players that destroy the mobile unit could get +ve pirate standing ( Open to abuse though ).
Concord APR
- Concord Automatic Pirate Recogniser.
- Increase player ( or fleet, if player is fleet booster ) bounties on npc kills in the deployed system.
Mobile Jump Generator (others have suggested )
Deployment creates a bridge to cyno. Single Use. Limited jump range ( 1-2 ly ) User subject to Jump Fatigue. Mass Limit ( 5-6 frigates or 2-3 cruiser ) when reached bridge collapse with unit destroyed. For small gang movement. ( i'm thinking camped null gates ). warpable overview object. Sisters Dark Energy Amplifier
Deployment opens a WH. Single use, gets swallowed by the initial singularity. K-Space->K-Space. Generation Timer ( 5 mins, longer perhaps? ). Creates new cosmic signature on deployment ( so probable ). Restrictive jump mass and total mass. Subject to number of wormholes currently in system ( i.e only enough dark energy to go round ). Sisters Dark Energy Collectors
Collects Dark energy from the system background. Skill based maximum number of deployables. Requires fueling. Has reinforced mode. probable. cannot be placed near celestials or pos, as it interferes with energy collection. no high sec deployment ( sorry :( ) This could do with a new system map mechanic that lets you warp to spots of high dark energy, that you have surveyed.
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Narcotic Gryffin
Yumping Amok
48
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Posted - 2015.02.19 05:09:15 -
[1731] - Quote
In my travels I always remember seeing the model of the "secluded habitation module" in missions and complexes as a bit of pretty scenery nothing more.
I'd love to see these turned into a corporate version of the mobile depots. A cause I love the idea of a little module with a stripper on it and b well who the hell doesn't want those stripper joins and old narcotics warehouses for a corporate depot.
http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg
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Colette Kassia
Kassia Industrial Supply
66
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Posted - 2015.02.22 07:52:31 -
[1732] - Quote
Narcotic Gryffin wrote:In my travels I always remember seeing the model of the "secluded habitation module" in missions and complexes as a bit of pretty scenery nothing more.
I'd love to see these turned into a corporate version of the mobile depots. A cause I love the idea of a little module with a stripper on it and b well who the hell doesn't want those stripper joins and old narcotics warehouses for a corporate depot. I would love it if you could dock a pod at these things and then walk around in them. It would be a good way to slowly restart ambulation as something vaguely useful. At first you'd only be able to riffle through lockers to find sunglasses and jackets and crap. But it would slowing get people to warm up to WIS and wash away the bad taste left by Incarna. |
kelvin oriley
Zero-Kelvin
0
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Posted - 2015.02.24 01:00:28 -
[1733] - Quote
Gate destabiliser
Disrupts the use of gates when two are activated one each sides of the gate if either are deactivated the gate becomes stable once more
Deployment criteria
High sec Not deployable
low sec deployable but of limited short term use (gate guns shoot it upon activation )
Null unrestricted use
Has to be deployed within 10 km of the gate
Can not be deployed within 40km of another gate destabiliser (effectively making it one per gate at a time)
Once hp reaches 0 enters a decay period of "4" hours (similar to reinforced timer but once the timer expires it blows up) (gate useable during decay but as the disruptor is still on the field effectively means another can not be deployed within the decay period )
2 minutes deploy time once deployed the unit cloaks until any ship is detected within 50 km when it would get decloaked and activate this includes the player that deployed it and npc ships if attacked during deployment it still enters decay timer
Hp similar to the mobile tractor beam large fleet can alpha single ship can kill in a short "ish" time depending on ship
Not able to be picked up once deployed
Limited power supply "8" hours after deployment whether activated or not then enters decay period |
Oreb Wing
Black Fox Marauders Spaceship Bebop
87
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Posted - 2015.02.24 17:35:42 -
[1734] - Quote
Hyper-Capitals that have starbase hardpoints you can set with arrays and batteries. Death with feet.
Mobile cloak disrupters that burn out active cloaks within a certain proximity.
There is no grey area when the light of reason directs wisdom
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Brutalis Furia
Hammer and Anvil Industries
15
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Posted - 2015.02.25 06:56:32 -
[1735] - Quote
I got to page 27 before my head exploded, but here are my ideas (probably duplicated elsewhere):
CONCORD Signal Booster - This one-shot mobile structure would be available from the CONCORD LP store. It would halve the response time for CONCORD for infractions on grid. Short deployment, long duration.
CONCORD Signal Jammer - This one-shot mobile structure would be available from any Pirate LP store. It would double the response time for CONCORD for infractions on grid. Long deployment, short duration.
Decoys - these would come in a variety of flavors or be configurable, but the idea is to create a ship in space that to all but the most discerning looks and scans like the ship it is trying to be. These could be used to bluff that a mining op has overwatch or to create a honeypot for an ambush.
Intelligence Node - Deployed for a corp or an alliance on a gate grid, this deployable would send a +1/-1 customizable reporting line in the designated chat channel (default to the channel it was deployed for). It would have no special ability to detect cloaked vessels, would be relatively fragile, and if destroyed, would report its destruction.
Wormhole Blockade - Deployed on grid for a wormhole, this cloaked, single use unit adds mass to any ship attempting to enter the wormhole. The amount of mass is significant enough to put ships on par with a size category higher. This change affects both the maximum mass allowed and the maximum mass before collapse.
These are my thoughts on some of the more noteworthy ideas I've seen.
Mining Protection Unit (Highfield) - While I like the idea of an anti-rat deployable, it takes a role too close to that of drones, but I could see a drone that had a high slot...
Asteroid Scanning Array (Steve Ronuken) - I like the idea in principal, but control over the Eve economy is done through the influx of raw materials. If there were a way for players to spawn effectively infinite ore in any system, the economy would go out of balance faster than you could say "boo!"
Stargate Inhibitor (Syrias Bizniz) - I like this very much as a harassment tool, but I'd rather be able to destroy the gates entirely (and build my own) to control access to my own space. This would rock to cut off reinforcements from foiling nefarious plans, or to create choke points to ambush said reinforcements...the possibilities are endless.
Cynosural Jump Disruptor (Abdiel Kavash) - Oh, you're an evil, evil man. I like you! Anything that gets people thinking about the universe differently is good. Not because what we know and do is bad, but everything needs to be shaken up from time to time.
Warp Disruptor - This we actually have, but I did want to sneak in a suggestion regarding these. It has to do with the graphics. Right now fleet fights are bubble hell. I would like it if the bubbles were a single additive bubble. It would clean up things a bunch and as it's only a graphical display, I could even see it being done client side and have no impact on server load.
Wormhole Stabilizer (Many) - The only way I could see this being balanced is to swap the mass for time. While deployed, all ships add 0 to the mass needed to collapse the WH, but reduce the lifespan accordingly. If a ship's mass would be 5% of the total mass allowed, then the lifespan would be reduced by 5%. The mass limits of what can fit through any given wormhole would still apply.
Wormhole Destabilizer (Many) - Placed at the mouth of a WH (Within 50k), I could see this adding mass to the WH until the WH closes.
Improvements to existing deployables:
Mobile Tractor Array - Launch for corp/alliance/fleet and a variant that salvages as well (or a separate salvage deployable)
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Arthur Aihaken
X A X
4074
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Posted - 2015.02.25 07:33:48 -
[1736] - Quote
What's happening with mobile structures? Are they effectively dead?
I am currently away, traveling through time and will be returning last week.
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Ragnar Snowed
Trantor Investment Symetrique Federation Inc.
13
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Posted - 2015.02.25 12:32:35 -
[1737] - Quote
A cloaked Mobile Depot |
Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
303
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Posted - 2015.02.25 20:53:32 -
[1738] - Quote
Arthur Aihaken wrote:What's happening with mobile structures? Are they effectively dead? I seriously hope not, but I don't like the fact this topic is no longer an sticky. Neither that the last CCP post is from 2013. Sure, this is a pure brainstorming topic to throw ideas on the cauldron, but I would appreciate a brief post saying "Thank you for the ideas, these are the most voted ones/most interesting ones".
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exiik Shardani
Terpene Conglomerate
24
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Posted - 2015.02.25 22:01:31 -
[1739] - Quote
yeah it looks like ccp plan is no new mobile structures |
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