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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Fozzie
C C P C C P Alliance
8257

|
Posted - 2013.11.13 12:04:00 -
[1] - Quote
Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

PavlikX
You are in da lock
103
|
Posted - 2013.11.13 12:06:00 -
[2] - Quote
First
HQ unit. Same as comand ships in theory, but with more bonuses, possibilities and price to the fleets. |

Arthur Aihaken
The.VOID
519
|
Posted - 2013.11.13 12:15:00 -
[3] - Quote
CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? Hehe, you have to do that one.  I am currently away, traveling through time and will be returning last week. |

Cassius Invictus
Thou shalt not kill
62
|
Posted - 2013.11.13 12:15:00 -
[4] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it... |

Koban Agalder
Future Corps Sleeper Social Club
15
|
Posted - 2013.11.13 12:16:00 -
[5] - Quote
Stationary (geostationary) orbital bombardment unit/cannon.
But anchorable guns (with limited lifespan, and no possibility to anchor them nearby POS/gates/stations) would be interesting. James Arget for CSM 8!-áhttp://csm.fcftw.org-á |

Ragnar Alestorm
Bacon Empire
3
|
Posted - 2013.11.13 12:16:00 -
[6] - Quote
a structure to reskin command ships to their pre-rubicon skins. thanks. oh...and an ore compressing structure would be nice as well.
|

Hulasikali Walla
Never Mind the Bollocks
36
|
Posted - 2013.11.13 12:19:00 -
[7] - Quote
An ore mining/refining/compressing structure for ninja mining  |

Zimzat
The Bastards The Bastards.
5
|
Posted - 2013.11.13 12:19:00 -
[8] - Quote
Mobile ORE compressor
Mobile Salvager Unit
Mobile Pirate Command (Temporary Concord switch( No Police in system till unit destroyed, Highsec OFC), like the cyno Jammer) |

DrLSpaceman
Science and Trade Institute Caldari State
0
|
Posted - 2013.11.13 12:19:00 -
[9] - Quote
Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting... |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
|
Posted - 2013.11.13 12:19:00 -
[10] - Quote
Mobile Manufacturing/Research Arrays, not tied to POS.
Ideally which you can rent out slots on to people from an in system station. (Then remove/reduce highsec industry slots), with player set limits on run times and so on.
I'd quite like them to be built off a ship, so you can kit it out with specific modules, giving them specific slots when anchored.
Something like https://www.fuzzwork.co.uk/2013/08/03/modular-assembly-arrays-and-labs/ Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
|
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CCP Fozzie
C C P C C P Alliance
8258

|
Posted - 2013.11.13 12:20:00 -
[11] - Quote
Cassius Invictus wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it...
They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Cassius Invictus
Thou shalt not kill
62
|
Posted - 2013.11.13 12:20:00 -
[12] - Quote
Ragnar Alestorm wrote: a structure to reskin command ships to their pre-rubicon skins. thanks. oh...and an ore compressing structure would be nice as well.
Nasty... +1 :) |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
|
Posted - 2013.11.13 12:20:00 -
[13] - Quote
Covert Cyno detector.
Monuments. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Chitsa Jason
Future Corps Sleeper Social Club
832
|
Posted - 2013.11.13 12:21:00 -
[14] - Quote
Structure which changes or creates wormhole effects everyhere in system or on grid.
Structure which makes new sites to not spawn in system unless destroyed. CSM8 Member Twitter:-á@ChitsaJason Skype: Casparas
|

Bairfhionn Isu
EVE University Ivy League
20
|
Posted - 2013.11.13 12:24:00 -
[15] - Quote
Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan. Make it big and expensive so you need some serious logistic to have it
It could make things way more interesting in Low/Null |

AskariRising
State Protectorate Caldari State
20
|
Posted - 2013.11.13 12:25:00 -
[16] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km. |

Highfield
Vanishing Point. The Initiative.
25
|
Posted - 2013.11.13 12:25:00 -
[17] - Quote
- Mining Protection Unit
Deployable mod that needs fuel (cap booster charges and/or an energy transfer feed perhaps) and acts as a defensive mod for mining fleet. DPS is based on the size of the cap booster charge, with navy 800s + energy transfer giving enough punch to kill the highest level nullsec spawn.
- Bomb Defense Unit
Structure that gives specialist defense options against bombing runs. Uses the almost obsolete Defender missiles as ammo and autofires on bombs. Optional: have it operated by a player, who has to initiate the module's defensive options Several of these are anchorable on a grid, with |

Arthur Aihaken
The.VOID
519
|
Posted - 2013.11.13 12:27:00 -
[18] - Quote
A communications structure that completely disables local while deployed. I am currently away, traveling through time and will be returning last week. |

Azami Nevinyrall
Red Federation RvB - RED Federation
1349
|
Posted - 2013.11.13 12:28:00 -
[19] - Quote
Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
-edit-
Mobile Command Unit...
Give feet members on grid bonuses, only FC or wing commanders may drop unit...
Lasts 30mins...give it a fuel bay, different units give different bonuses... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |

Khador Vess
Blue Republic RvB - BLUE Republic
85
|
Posted - 2013.11.13 12:29:00 -
[20] - Quote
Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... I used to have a forum sig, but CCP SocksFour stole it.... |
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DarklordKarn
North Eastern Swat Pandemic Legion
26
|
Posted - 2013.11.13 12:29:00 -
[21] - Quote
A deployable module that decrease tidi and reinforces that node.. |

DarklordKarn
North Eastern Swat Pandemic Legion
26
|
Posted - 2013.11.13 12:30:00 -
[22] - Quote
a selection of small novelty 'pet' type ships that randomly orbit me, and keep me company while mining.
tiny pet Rifter..... ahhhhh  |

Zimzat
The Bastards The Bastards.
5
|
Posted - 2013.11.13 12:31:00 -
[23] - Quote
DarklordKarn wrote:A deployable module that decrease tidi and reinforces that node..
Rather that can reverse TIDI + speed to save the nodes. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1999
|
Posted - 2013.11.13 12:32:00 -
[24] - Quote
Customs Station. Scans passing traffic and notifies about contraband. Initially low sec and sov null only.
In low, pilots go suspect, depending on the empire's policies
In sov null, the sov holder can mark things as contraband. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Abdiel Kavash
Paladin Order Fidelas Constans
1675
|
Posted - 2013.11.13 12:32:00 -
[25] - Quote
Broadcast towers that periodically send a user-defined message in local. |

crazy0146
The Federation of assorted candy
20
|
Posted - 2013.11.13 12:34:00 -
[26] - Quote
- Mini trade hub Structure that allows players to trade between others without having to dock in a station, eg. in wormholes.
Mobile Manufacturing/Research Arrays, not tied to POS.
Ideally which you can rent out slots on to people from an in system station. (Then remove/reduce highsec industry slots), with player set limits on run times and so on.
This^^
What i would really like to see are more structures similar to poco's in that a player can deploy one and set a tax rate to use them. |

DarklordKarn
North Eastern Swat Pandemic Legion
26
|
Posted - 2013.11.13 12:34:00 -
[27] - Quote
Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !!  |

Bubanni
ElitistOps Pandemic Legion
794
|
Posted - 2013.11.13 12:37:00 -
[28] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Sure I might have an idea or two...
Mobile jump bridge/stargate. This would be a temporary connection between two systems, unlike the normal jumpbridge or stargate, it would not be on the on the overview... You can scan it down, and place it without sov. The limitations could be range, limited time, price, and a limit on how many can use it at the same time.
It would be easy to destroy, not have reinforce timer and such Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1658
|
Posted - 2013.11.13 12:38:00 -
[29] - Quote
Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and used.
This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.
I don't want to be a part of FW.
I do however think we should have a way to **** with FW for the sake of ******* with them. BYDI recruitment closed-ish |

marVLs
506
|
Posted - 2013.11.13 12:39:00 -
[30] - Quote
Slo-Mo aka TiDi field (like in Unreal Tournament 3) would be cool but probably wont work well because of that grief with it :D
Smartbombing structure?
REPing, CAPing, NOSing, WEBing structures
Mobile turrets, missile launchers with new ship class with bonuses to them hmm cool |
|

Abdiel Kavash
Paladin Order Fidelas Constans
1675
|
Posted - 2013.11.13 12:39:00 -
[31] - Quote
Multi-colored deployable bubbles for spaceart. The technology exists already! |

Alphaomega21
Northstar Cabal Tactical Narcotics Team
0
|
Posted - 2013.11.13 12:40:00 -
[32] - Quote
When do I get my modular POS? Ideally I would like to see a modular structure I can put some silos, a reactor, labs and some build slots on for industry. Maybe if you are even feeling like going the extra mile some where I can park my giant phallus? |

Titus Balls
Stay Frosty.
47
|
Posted - 2013.11.13 12:42:00 -
[33] - Quote
Mobile warp gates
Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).
These areas could also be defended with deployable weapon platforms. |

Glasgow Dunlop
Gigaverse Strictly Unprofessional
92
|
Posted - 2013.11.13 12:42:00 -
[34] - Quote
What About Mobile Clone Vats for WH space use Only?
The only way to get the clone in would be to bring your own in and then jump out to wherever you have a spare clone saved ( I know this would need a change of clone jumping in Wormholes, but It would make the fights a lot more intresting if a podded guy/girl/bob can go back to the thick of the action within moments rather than hours)
Also Perhaps a limit on them as well, between 2 and 4 per unit, running off stront to keep the clones 'alive' and ready for use should the need be to use them.
twitter: @glasgowdunlop-á GLASGOW MEET No.4 DEC 28TH http://forums.eveonline.com/default.aspx?g=posts&t=229549&find=unread
|

Mashie Saldana
BFG Tech
785
|
Posted - 2013.11.13 12:44:00 -
[35] - Quote
Mobile Captains Quarter with a window please. Mashie Saldana Dominique Vasilkovsky
|

Quinn Oron
The Praxis Initiative Gentlemen's Agreement
1
|
Posted - 2013.11.13 12:45:00 -
[36] - Quote
Perhaps something to disrupt cloaking devices within a small radius (strictly an on-grid deployable).
A logistics tower that periodically provides additional shield/armour/cap bonuses/reps within a certain radius. Conversely, a module that drains cap (practically any offensive POS module could be utilized for these purposes).
A deployable that prolongs crimewatch/aggression timers or temporarily disables a star gate and/or jump bridge array on a POS. wouldn't that be more dickish than a siphon unit? |

AnUnskilled Pilot
State War Academy Caldari State
26
|
Posted - 2013.11.13 12:46:00 -
[37] - Quote
Factional warfare structures:
adding to factional warfare the ability of corps to create their own dead space plexes that anyone can attack. If held they generate LP on an hourly basis for the corp. Inside you would place fw missile/sentries ewar which are purchasable for lp points. the objective to destroy should reinforce for 10-15 minutes and take some time to kill so the corp has time to stage a defense. Different custom plexes would be available with accel gates limiting access.
factional warfare commanders/leaders. voted in bi weekly or monthly by a factionwide vote. "the commaning lord of the 24th imperial crusade" "the military minister of kamela" These positions get the ability to place mobile fw structures that assist in fw. Such as adding a light faction navy presence in system, or the the previously mentioned plexes.
unrelated mining idea. Mining depot: 200k ore hold, drop it in a belt and it slowly mines that belt. Attackable and lootable by all. This would not see any action in high sec as it wouold get ganked. But it could make mining in low sec actually on par with mining in highsec.
|

Omnathious Deninard
Novis Initiis
1807
|
Posted - 2013.11.13 12:49:00 -
[38] - Quote
Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Abdiel Kavash
Paladin Order Fidelas Constans
1676
|
Posted - 2013.11.13 12:49:00 -
[39] - Quote
A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
This would also allow the FC to prepare these in a system and have fleet members warp to them without the need for fleet warps or sharing bookmarks. This would be very useful for bomber fleets, for tacticals around gates, wormholes, or even marking scanned down sites for your alt to run. |

Glasgow Dunlop
Gigaverse Strictly Unprofessional
92
|
Posted - 2013.11.13 12:51:00 -
[40] - Quote
Abdiel Kavash wrote:A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
I thought that read bacon not beacon  twitter: @glasgowdunlop-á GLASGOW MEET No.4 DEC 28TH http://forums.eveonline.com/default.aspx?g=posts&t=229549&find=unread
|
|

Abdiel Kavash
Paladin Order Fidelas Constans
1676
|
Posted - 2013.11.13 12:52:00 -
[41] - Quote
Glasgow Dunlop wrote:Abdiel Kavash wrote:A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone. I thought that read bacon not beacon  +1 for deployable bacon. |

Titus Balls
Stay Frosty.
47
|
Posted - 2013.11.13 12:53:00 -
[42] - Quote
Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.
POSes will be dead within two expansions :D |

Powers Sa
721
|
Posted - 2013.11.13 12:55:00 -
[43] - Quote
mobile ice refinery. mobile research / factory depot. (sec limitations as to not make nullsec factories irrelevant) lol |

Elena Thiesant
Sun Micro Systems
695
|
Posted - 2013.11.13 12:56:00 -
[44] - Quote
Mobile ore refinery that doesn't have a stupidly low max yield (as the current POS refining array has). Maybe refines close to or slower than a hulk can mine, decent sized ore bay, good-sized mineral bay. Useless for miners who mine in a system with a station, but more useful for mining where there aren't convenient stations or stations have poor refineries. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
56
|
Posted - 2013.11.13 12:57:00 -
[45] - Quote
Deployable logistics (shield/armor/hull) structures Deployable repair facilities (that allow you to online, repair heat damage aswel as drone/ship, etc damage) "Temporary Adaptive Invulnerability Forcefield". Bubble that has a duration of 1 minute and acts like a forcefield Ofcourse the various offensive EWAR structures Deployable turrets/missile launchers (think pos, but only last lets say a minute or 10)
|

Michael Harari
Genos Occidere HYDRA RELOADED
890
|
Posted - 2013.11.13 13:01:00 -
[46] - Quote
CCP Fozzie wrote:Cassius Invictus wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it... They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats.
Please increase the "cant anchor within X of a stargate or station" to more like 1 AU.
Also I would like to see 1) A structure that steals a portion of all ratting bounties in the system, stores it inside until retrieved (either by the owner, or hacked by someone else) 2) Module repper - anchor, feed nanite, rep full burned out modules, drones, etc 3) NPC bait - deploy it and it takes highest priority npc aggro |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:03:00 -
[47] - Quote
Siege Gun. Deploy near POS, will start shooting at the POS with the DPS needed to put that POS into reinforced mode within 12 hours.
Not many HP (50 k).
Easily dispatchable if the tower owners hops in and use its guns to put it down. Diminishes the value of the anoying ECM only towers.
Make the work of grinding non protected towers less tedious. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Abdiel Kavash
Paladin Order Fidelas Constans
1676
|
Posted - 2013.11.13 13:03:00 -
[48] - Quote
To everyone who suggests deployable guns or logistics: imagine how stupidly overpowered these would be when used by huge fleets in sov warfare. Need to repair a POS? No need to risk carriers or logistics, just have each of your 200 combat ships drop one of these on the field and the POS will be fixed in minutes. Camping a gate? Just drop several deployable guns from each ship to get collective hundreds of guns instantly toasting anyone entering without you even having to be on grid. |

Titus Balls
Stay Frosty.
47
|
Posted - 2013.11.13 13:05:00 -
[49] - Quote
Abdiel Kavash wrote:To everyone who suggests deployable guns or logistics: imagine how stupidly overpowered these would be when used by huge fleets in sov warfare. Need to repair a POS? No need to risk carriers or logistics, just have each of your 200 combat ships drop one of these on the field and the POS will be fixed in minutes. Camping a gate? Just drop several deployable guns from each ship to get collective hundreds of guns instantly toasting anyone entering without you even having to be on grid.
Well obviously have an upper limit of how many can be on grid - also they should have stupidly low HP |

Psychoactive Stimulant
45
|
Posted - 2013.11.13 13:05:00 -
[50] - Quote
Mobile billboards. |
|

Dacada
Brutor Tribe Minmatar Republic
3
|
Posted - 2013.11.13 13:05:00 -
[51] - Quote
Most here talk about unit, but let me bring up an old idea with a new twist.
Deployable anchorable mines.
Now having seen(and heard) the squawking about what happened with mines in the early days, I understand these would have to be CAREFULLY studied(not able to deploy within x km of a structure, not able to be deployed in x distance from one another) but there are some real possibilities for gameplay, including mad ebil ways these could be used.
Also, opens up some specialization for detection and removal.
Just another form of griefing? Could add an interesting aspect to the game.
|

Quinn Oron
The Praxis Initiative Gentlemen's Agreement
2
|
Posted - 2013.11.13 13:06:00 -
[52] - Quote
Let us deploy a deployable that prevents other deployers from deploying deployables. |

Michael Harari
Genos Occidere HYDRA RELOADED
891
|
Posted - 2013.11.13 13:09:00 -
[53] - Quote
Another idea:
Fake ship that shows up on dscan/grid, when you lock it, it locks you back, when you scram it, it explodes, doing like 2-3k damage to everything around it (~the same as a smartbombing bs) |

Mashie Saldana
BFG Tech
786
|
Posted - 2013.11.13 13:10:00 -
[54] - Quote
Deployable mining rig, drop in belt, collect ore a few hours later. Mashie Saldana Dominique Vasilkovsky
|

Legion40k
ZOMBIEBEACHPARTYPATROL Li3 Federation
28
|
Posted - 2013.11.13 13:11:00 -
[55] - Quote
A deployable that hacks/unanchors Offlined POS towers. Takes a while. Maybe. |

Abdiel Kavash
Paladin Order Fidelas Constans
1677
|
Posted - 2013.11.13 13:12:00 -
[56] - Quote
Mashie Saldana wrote:Deployable mining rig, drop in belt, collect ore a few hours later. This is frankly how mining should have been designed from the start.  |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2001
|
Posted - 2013.11.13 13:18:00 -
[57] - Quote
Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.
Welcome to the replacement for POS. Current POS code is a nightmare of complexity. So replacement with new code in an incremental fashion is probably a lot easier. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Yazzinra
Scorpion Ventures Rim Worlds Protectorate
13
|
Posted - 2013.11.13 13:21:00 -
[58] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
this. so much this. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2001
|
Posted - 2013.11.13 13:21:00 -
[59] - Quote
Deployable hull repper.
Only usable when you have no combat timers.
Fuelled in some fashion. Trit and nanite paste? Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2001
|
Posted - 2013.11.13 13:24:00 -
[60] - Quote
Yazzinra wrote:Arthur Aihaken wrote:A communications structure that completely disables local while deployed. this. so much this.
Invert it. Take out local. (as an intelligence tool)
Add in a structure to anchor at gates to log people entering and add them to an intelligence readout.
Different qualities giving different results.
Add another structure for detecting entrances through wormholes.
Structure goes down, people don't get logged.
(Not entirely sure how you'd handle log offs and ons)
Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
|

AnUnskilled Pilot
State War Academy Caldari State
26
|
Posted - 2013.11.13 13:25:00 -
[61] - Quote
Mashie Saldana wrote:Deployable mining rig, drop in belt, collect ore a few hours later. I suggested this also. Since there is little difference in ore between high and low sec. Having these would give purpose to small corps who get a foothold in low sec. If they are lootable by all they will be rather useless in highsec |

Zimzat
The Bastards The Bastards.
5
|
Posted - 2013.11.13 13:25:00 -
[62] - Quote
Titus Balls wrote:Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced. POSes will be dead within two expansions :D
Hope not, We will always need POS, the form they come in will be the deciding factor.
Wormholes depend so much on POS.
But if you have a Deployable Jump Gate Unit, you could travel out of unknown space ? Or your own Deadspace/ Jove Space/ Polaris ? |

Sergio Pelegrino
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.13 13:25:00 -
[63] - Quote
"Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light. |

Bland Inquisitor
Vanishing Point. The Initiative.
12
|
Posted - 2013.11.13 13:26:00 -
[64] - Quote
a nuke that can be deployed and after a small timer detonates destroying every ship on grid. The mod would be hackable so if left unattended, could be stopped. It also would damage friendly ships too. |

Randy Wray
Euphoria Released Triumvirate.
109
|
Posted - 2013.11.13 13:29:00 -
[65] - Quote
Do not make any structures that make people be able to be more risk averse and immobile. I'm saying stuff like mobile webbing towers and deadspace pockets that you cant directly warp into, stuff like that will just promote boring gameplay like sitting on a gate with a blob or risk free pve.
A structure should always promote fun and interesting gameplay while bringing people together, which is why I kind of dislike the new siphon. The siphon should make fights happen, not just sit there and provide afk isk for the owner and then get popped instantly when noticed. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Tyrendian Biohazard
Terra Rosa Militia SpaceMonkey's Alliance
174
|
Posted - 2013.11.13 13:30:00 -
[66] - Quote
Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This
Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius My twitch stream to help new players: http://www.twitch.tv/biohazrd51
|

Rayzilla Zaraki
Tandokuno
179
|
Posted - 2013.11.13 13:31:00 -
[67] - Quote
Mobile ice/ore refineries. Mix that with the loot-sucker unit so that it tractors in all friendly cans automagically.
Player Owned Recreation Nodes, too. Gate campers are just Carebears with anger issues. |

Archare
Sleepless Escorts
101
|
Posted - 2013.11.13 13:31:00 -
[68] - Quote
Chitsa Jason wrote: Structure which makes new sites to not spawn in system unless destroyed.
C5/6 farming is safe enough as it is... do we really need to make it even safer? |
|

CCP Fozzie
C C P C C P Alliance
8260

|
Posted - 2013.11.13 13:35:00 -
[69] - Quote
Sergio Pelegrino wrote:"Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light.
I love the idea of this only showing the info for the system it is currently in.
So you jump into a system...
"Oh look, the sign says high chance of gateca........."
Boom Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Faltzs
Thundercats The Initiative.
4
|
Posted - 2013.11.13 13:36:00 -
[70] - Quote
Mobile weapons assimilation device
Design to mess with a weapons targeting identifcation computer and make it not shoot you or your fleet (for a short time).
1)Will take control of a single weapon/ew module on a pos or gate gun for 30mins. 2)Taking control gun/module that is firing give the owner a weapons aggression timer 3)The device will fire at random hostiles or aggressed enemy ,players can not control its fire. 4)Must be placed more than 15kms apart 5)Can not take control of sov related items such as cyno beacons/jammers or jump bridges
|
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:40:00 -
[71] - Quote
Abdiel Kavash wrote:To everyone who suggests deployable guns or logistics: imagine how stupidly overpowered these would be when used by huge fleets in sov warfare. Need to repair a POS? No need to risk carriers or logistics, just have each of your 200 combat ships drop one of these on the field and the POS will be fixed in minutes. Camping a gate? Just drop several deployable guns from each ship to get collective hundreds of guns instantly toasting anyone entering without you even having to be on grid.
Ever heard of the "limited to 1" concept? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lilliana Stelles
948
|
Posted - 2013.11.13 13:40:00 -
[72] - Quote
A slightly larger mobile depot, visually. Something that can really be considered a "base" that isn't quite yet a POS, perhaps with a small ship maintenance array on it.
Turrets/missile launchers/mobile webbers.
I always thought the idea of a mobile forcefield generator would be cool, but I'm not sure how balance-able it would be. It'd need to be fairly easy to destroy, and not big enough to contain a supercapital. Not a forum alt.-á |

Legion40k
ZOMBIEBEACHPARTYPATROL Li3 Federation
28
|
Posted - 2013.11.13 13:43:00 -
[73] - Quote
nasty structure that forces shutdown of a stargate but only on the anchored side |

Michael Harari
Genos Occidere HYDRA RELOADED
891
|
Posted - 2013.11.13 13:43:00 -
[74] - Quote
http://pbrd.co/HMxtcj
It appears CCP has ideas of their own as well
ss from test server |

Calorn Marthor
Standard Fuel Company
8
|
Posted - 2013.11.13 13:44:00 -
[75] - Quote
AskariRising wrote: A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km.
you can warp away from it, just not to anything around it.
THIS.
I want a deployable SAFESPOT (TM) acceleration gate that can be configured to allow certain ship types only and throws anyone activating it into a deadspace pocket. Perfect spot to relax, setup up a duel, whatever.
Oh, and gun batteries to deploy inside, next to your mobile depot and habitation module.
I mean, every crappy pirate NPC can do this... can't be that difficult. ;-) |

Jack bubu
GK inc. Pandemic Legion
484
|
Posted - 2013.11.13 13:44:00 -
[76] - Quote
- Localchat scrambling unit Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.
- Decloaking pulse generator Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.
- Scan signature Jammer Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.
- Wormhole effect inducer 1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.
- Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
|

Connall Tara
Conquering Darkness
108
|
Posted - 2013.11.13 13:47:00 -
[77] - Quote
a traffic station which, over a 24 hour period, records the names of pilots and what ships they had when pass through its anchored grid. it will produce "tracking data" sheets which can be opened and checked at a later date. obviously if people want to hide their movements these can be attacked and destroyed, providing a notification to the owner.
anchorable in low, null and wormhole space as shoving one of these up in highsec would be an exercise in "needle in a haystack" based futility.
perhaps more advanced versions can be programmed to act as perimeter beacons which will track the movements of X pilot or X corp/alliance specifically.
probably completely unneeded mind ;) Fly reckless cohost and all round bad pilot o7
Naomi Knight - "You must be CCP Rise alt , that would explain everything" |

Zerb Arus
WormSpaceWormS
35
|
Posted - 2013.11.13 13:47:00 -
[78] - Quote
CCP Fozzie wrote: A vending machine that allows you to sell mining laser crystals to random people in a belt?
... or other stuff to freighters stuck in a traffic jam. +1 for Shanty-Town around perimeter gate to jita. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:47:00 -
[79] - Quote
I want a huge arrow that points to whatever I wish most !!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Rixx Javix
Stay Frosty.
321
|
Posted - 2013.11.13 13:48:00 -
[80] - Quote
GÇó The Chameleon Module
Comes in four flavors, small, medium, large and T3. The Chameleon Module emits a signal that makes it show up on d-scan as a frig, cruiser/bc, BS or T3 Cruiser. Deployable anywhere in space, these modules are extremely low hp and are intended to distract or attract attention. Once deployed they are immobile.
GÇó Mobile Solar Collectors
Deployed around stars, within 150k, these mobile units pull carebeary stuff from the Star. People that care about such things could figure out a way to make this interesting.
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 AOE Bomb
Dangerous to enemies and friendlies alike the AOE Bomb is not deployable on gate or station grids, but essentially, once deployed explodes when any object approaches within a certain radius, say 10-15k or so? These come in flavors of damage and last in space for a specific period of time tbd. Not forever, but not super short either. Eve used to have mines y'know.
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. http://eveoganda.blogspot.com |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:49:00 -
[81] - Quote
Mobile black market unit. That you can put stuff there that can be picked by hoever pay theprice listed. good to sell drugs in high sec ;) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Swiftstrike1
Interfector INC. Fade 2 Black
313
|
Posted - 2013.11.13 13:52:00 -
[82] - Quote
Jump portal hijacker. Any ship that uses a jump bridge, titan bridge or cynosural field to jump into a system is re-directed to land on the jump portal hijacker instead. When online, a beacon appears in the OV just like a cyno. Has no effect on covert cynos. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
711
|
Posted - 2013.11.13 13:55:00 -
[83] - Quote
Mobile ship wash: You pay 15 isk and the ship is washed (the shader increase the specular factor by 5 fold during 1 full hour and adds 5% extra resistance against lasers). "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Ivana Twinkle
GoonWaffe Goonswarm Federation
422
|
Posted - 2013.11.13 13:59:00 -
[84] - Quote
Deployable bathroom with extra suction. |

Zishy
Northstar Cabal Tactical Narcotics Team
14
|
Posted - 2013.11.13 13:59:00 -
[85] - Quote
Mines |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
56
|
Posted - 2013.11.13 14:00:00 -
[86] - Quote
Kagura Nikon wrote:Mobile ship wash: You pay 15 isk and the ship is washed (the shader increase the specular factor by 5 fold during 1 full hour and adds 5% extra resistance against lasers). you mean reflect 5% of the damage back to the enemy shooting you |

Powers Sa
721
|
Posted - 2013.11.13 14:00:00 -
[87] - Quote
Jack bubu wrote:- Localchat scrambling unit Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.
- Decloaking pulse generator Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.
- Scan signature Jammer Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.
- Wormhole effect inducer 1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.
- Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
So we have something that directly fucks with stealth bombers. Dumb.
A way to safely hide a super fleet transit chain? dumb
The only thing I like on here is the mobile grid cleaner. lol |

Unforgiven Storm
Eternity INC. Goonswarm Federation
843
|
Posted - 2013.11.13 14:00:00 -
[88] - Quote
save the miners!
make one that mines Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-) |

Sven Viko VIkolander
Aliastra Gallente Federation
102
|
Posted - 2013.11.13 14:01:00 -
[89] - Quote
I am repeating some of the good idea I've heard :
1. A mobile captains quarters with a window (AND a room in the captains quarters where I keep my corpses and/or "livestock"?)
2. A smaller mobile depot that can either cloak or is invisible to d-scan
3. A Mobile drug production factory
4. A mobile local-chat scrambler
5. A mobile acceleration gate
6. A mobile "camera" / " intel" depot, which shows me local and/or d-scan in another system a certain amount of jumps away (I've always wanted something like a little spy drone I could fly into other systems but doesn't appear in local chat etc.)
Oh, and the ability to hack into the mobile depot, with limitations etc. |

Lord Valian
The Forgotten Navy Gentlemen's Agreement
48
|
Posted - 2013.11.13 14:02:00 -
[90] - Quote
Cloak Disruption Unit, a deployable that works systemwide, when deployed it will disrupt the cloak of all ships in the system for 1 hour and will then "burn itself out" (self destruct). |
|

Ralmar Kimnot
Okorer
39
|
Posted - 2013.11.13 14:02:00 -
[91] - Quote
DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
I web bubble variation on the warp bubble would be better than a structure. |

Abdiel Kavash
Paladin Order Fidelas Constans
1681
|
Posted - 2013.11.13 14:04:00 -
[92] - Quote
Hmm, here's an incredibly evil idea. I'm not sure how feasible it would be to implement though.
Call it a Cynosural Jump Disruptor. Deploy it anywhere within a system. The CJD projects a sphere of influence several LY in diameter around the system it's in. If any ship using a jump drive passes through this sphere (i.e. a straight line from the origin to the destination system intersects it), the jumping ship is ejected at a random point within the system with the CJD. The CJD has no effect on ships jumping directly to the system it's in though.
Limited to one per system. Visible on the overview from anywhere in the system. Has about battleship-level of EHP. No reinforcement timers. Not scoopable.
The CJD and its sphere of influence would be visible on the starmap with no delay, this way you can check for them before you jump. This would ideally come with a simple tool to plot lines on the map to see if you actually go through the CJD bubble or avoid it.
This would make it possible to cut off capital or titan bridge reinforcements from a system if you know where your enemy is staging. If you want to bring your caps to battle, you would need to either plot a course around the CJD, or send a skirmish fleet to destroy it. It would also make people more aware of the 3D nature of the EVE world, not just a set of systems connected by gates. |

Jack Haydn
Valar Morghulis. Goonswarm Federation
39
|
Posted - 2013.11.13 14:04:00 -
[93] - Quote
Use this to finally "fix" POS by replacing them with mobile structures. Introduce mobile stuff which resembles the things POS can currently do and once you cover all current POS features, you can just nuke the POS code (slight simplification in the statement here). |

Rayzilla Zaraki
Tandokuno
179
|
Posted - 2013.11.13 14:07:00 -
[94] - Quote
Lord Valian wrote:Cloak Disruption Unit, a deployable that works systemwide, when deployed it will disrupt the cloak of all ships in the system for 1 hour and will then "burn itself out" (self destruct).
Why not the whole constellation? Gate campers are just Carebears with anger issues. |

Smoking Blunts
ZC Industries Dark Stripes
672
|
Posted - 2013.11.13 14:07:00 -
[95] - Quote
A deployable bubble like structure that nullifies the interdiction nullifier effect. aka as an old school bubble pre t3/interceptor
OMG when can i get a pic here
|

Marc Callan
Interstellar Steel Templis Dragonaors
333
|
Posted - 2013.11.13 14:08:00 -
[96] - Quote
Jump Portal Tracker: will create bookmarks for the in-system location of any cynosural field deployed within its scan range (scan range can vary by meta type, with T1M0 default anywhere between 0.5 AU and 2 AU), and create bookmarks of any system (but not the location within that system) from which an incoming jump portal has been created, eg: where the capital, supercap, or jump freighter jumped from, or where the Titan opening the bridge was located.
Will not track covert cynos or portals. Battlecruiser-sized scan signature, frigate HP. "Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred..." - Niccolo Machiavelli-á |

Ivana Twinkle
GoonWaffe Goonswarm Federation
422
|
Posted - 2013.11.13 14:08:00 -
[97] - Quote
Lord Valian wrote:Cloak Disruption Unit, a deployable that works systemwide, when deployed it will disrupt the cloak of all ships in the system for 1 hour and will then "burn itself out" (self destruct).
No system wide crap. It should maximum be 100km |

Demonos Silentium
Nictus X Initiative Mercenaries
5
|
Posted - 2013.11.13 14:08:00 -
[98] - Quote
- Decloaking pulse generator
Sends out a decloaking pulse every 5 minutes that decloaks everything on grid. or perhaps shorter cycletime for shorter radius. like 2mins and 100km or so.
- Mining Protection Unit
Deployable mod that needs fuel (cap booster charges and/or an energy transfer feed perhaps) and acts as a defensive mod for mining fleet. DPS is based on the size of the cap booster charge, with navy 800s + energy transfer giving enough punch to kill the highest level nullsec spawn. Does not target players. Only tanks belt-sized spawns to prevent use in other sites and/or has a long onlining time suitable to the (usual) long on-grid times of miners.
- Bomb Defense Unit
Structure that gives specialist defense options against bombing runs. Uses the almost obsolete Defender missiles as ammo and autofires on bombs (not bombers). Optional: have it operated by a player, who has to initiate the module's defensive options when bombers uncloak for their run (similar to "turning the key" on a real life air defence destroyer to put it in full auto mode). Several of these are anchorable on a grid, with one of them able to kill about 1 squad of bombs. Significant reload cycle. |

Anderton Faln
GoonWaffe Goonswarm Federation
16
|
Posted - 2013.11.13 14:09:00 -
[99] - Quote
Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. |

Jacque Custeau
Knights of the Minmatar Republic
5
|
Posted - 2013.11.13 14:10:00 -
[100] - Quote
Mobile Sentry guns. You drop them in a belt and if an enemy or pirate appears, they shoot him. They should have a range equal to that of a siphon, and when attacked they go into reinforcement mode for 48 hours. |
|

Thomas Hurt
Scorpii Cartel
177
|
Posted - 2013.11.13 14:10:00 -
[101] - Quote
Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc.
How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have.  |

Juliette Asanari
Saeder-Krupp Trading Division
33
|
Posted - 2013.11.13 14:12:00 -
[102] - Quote
Deployable Shield-generator
One time use (like the cynojammer), limited time - upon deployment generates a 10km-ish shield bubble with similar effects as a POS-Shield: Nothing inside can target/damage anything outside and vice versa, only the owning pilot can leave or enter at will. Shield can be attacked (will flag the attacker suspect) and destroyed (no reinforcement) HP of a Battleship.
I leave the tactical implications to everyones imagination :) |

Rayzilla Zaraki
Tandokuno
179
|
Posted - 2013.11.13 14:13:00 -
[103] - Quote
A unit that cloaks and also inserts a falsified player into local chat to make the scarebears knees go all wobbly.
Call it the Cloaky Camper Post.
Added fun, allow anything up to a cruiser to dock in it and be protected under it's cloak.
Alternately, a player docked in this unit would be hidden from local while still being able to monitor it. Great observation post for gathering intel prior to fleet attacks. Gate campers are just Carebears with anger issues. |

Abdiel Kavash
Paladin Order Fidelas Constans
1682
|
Posted - 2013.11.13 14:16:00 -
[104] - Quote
Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. I've been thinking about something similar actually. However if it's too cheap, it would obsolete actual cyno modules on ships. If it's too expensive, it would be easier to just selfdestruct a noobship with a cyno on it.
Moreover, it would also allow ratters or small gangs to cyno in reinforcements without having to sacrifice a high slot and significant fitting. (In big fleet this is not so much of an issue as it's easy to sacrifice a gun on a couple of ships for a cyno.) |

Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 14:16:00 -
[105] - Quote
mobile cloak detector / prohibitor / disabler working within very small radius (40 km?)
mobile logistic station (outside of combat only - not working when timers are up) - recharges shield / armor / structure / capacitor
mobile cloning vat for wormholes
mobile syphon for other types of goods from poses manufacturing AND POCOs
mobile warp interception unit - working similar to warp bubble, but instead of using this on grid, You use it off-grid between gates / poses / stations / etc to intercept ships warping trough it
mobile cyno / covert cyno
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

xttz
GoonWaffe Goonswarm Federation
288
|
Posted - 2013.11.13 14:17:00 -
[106] - Quote
An Infinite Improbability Generator.
When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias. |

Robert J Niewiadomski
NULLIMPEX INC
8
|
Posted - 2013.11.13 14:18:00 -
[107] - Quote
1) Micro trade hub with storage area. Small provision goes to the owner of the place. Limited parking space. Sentry guns. Needs some permits fees in hi (low?) space to operate.
2) Food outlet selling food and drinks. Items "consumed" there temporarily boost customers' attributes and thus boosts training sans implants. Needs PI stuff (like livestock, proteins, microorganism, biomass etc) to prepare meals and drinks. Limited parking space. Can be burned to the ground. WIS, table chat and brawls enabled  Needs some permits fees in hi (low?) space to operate. F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear |

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
143
|
Posted - 2013.11.13 14:19:00 -
[108] - Quote
Mobile decloaking structure - prevents cloaks from activating and shuts down any active cloaks within it's radius. 20-30km should do it. Don't Panic.
|

Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 14:19:00 -
[109] - Quote
Thomas Hurt wrote:Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have. 
You sir just won The Internet :) +1 Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Mashie Saldana
BFG Tech
788
|
Posted - 2013.11.13 14:20:00 -
[110] - Quote
Unstable wormhole generator, anything on grid when the device goes active will get teleported to a random system in EVE.  Mashie Saldana Dominique Vasilkovsky
|
|

Vesan Terakol
Sad Face Enterprises
20
|
Posted - 2013.11.13 14:21:00 -
[111] - Quote
I would like to further iterate on the aforementioned module, that would provide intel on system entry in place of local.
Make it so such a module needs to "lock" its target in order to provide detailed intel. E.G:
1 - A cruiser jumps in and aligns away - the structure "locks" the cruiser and genrates a mesage: "X has entered the system XM-PL1 at hh:mm." There is also a link, that contains all the scanned ships in a window, similar than those, generate by survey scanner - ship class, ship name.
2 - X jumps again in the sysem, but has 6 buddies with him - Y, Z, J,H,K. The basic scanner you've placed has a maximum of 5 locked targets at once, so it will generate the message: "X,Y,Z,J,H and one more have entered the system XM-PL1" If K sticks around the gate for a given period (lets say 15 secs), the module will initiate a new scan and add K to the list"
3 - 2 minutes before X, the scout A and scout in training B have passed through the same gate, both in covops ships. A is quick on the cloak and engages it before the structure manages to pick him up. B gets distracted, so the scanner detects his presence, but doesn't manage to get a lock. The message reads "1 unknown ship has entered the system XM-PL1"
Now, those examples cover a few more advanced concepts - basic detection, rescan timers and intel update and covops ship grace period before scanning.
Basic detection occurs when the station initiates a lock attempt on the target. If the lock fails, the ship will be listed as unknown. Rescan and update will trigger at a set amount of time (lets use 15 secs as example). Instead of classical lock system, where a new target can be locked as soon as one dissapears, the target logic allocates a a set amount of time (15 secs) to each locked target. The "slot" remains closed for 15 secs, regardless of whether lock is maintained or not. If a new ship gets locked within a minute of the generated report, it will be added to the already existing list, keeping the generated intel less messy.
Covops ships, being sneaky, get a limited grace period, allowing for the swap between gate cloak and their own cloak, during which a lock attempt will not commence. its worth noticing, that a lock attempt can commence while a target is untargetable - jumping away - and it will generate an "unknown" entry.
Now, after all this message stuff, you would wonder, where all that data will be dumped - when the structure is activated, the owner is prompted to input a chat name - the structure would dump all intel generated in the chat, to which it is attached. |

Jack Ringo
Native Freshfood Minmatar Republic
0
|
Posted - 2013.11.13 14:24:00 -
[112] - Quote
Mobile Security/Intel Structure.
This structure reports intel of uncloaked ships that enter its field of range. Name, Corp, Alliance, Shiptype of neutral or bad standing pilots which can be reported to a specific chat channel set by the owner.
These structures can be covert/not covert and can be either fueled/charged (using Cap charges as batteriesfor example) or limited by time.
These structures could be set near pos's to help pos owners to detect ships that might be deploying siphoning, etc.
They could be set at gates to help secure systems. I could see mining systems having the structures deploy on neighboring system gates as security devices to provide their miners advanced warning from incoming ships.
|

D S K
Never Ignorant Gettin' Goals Accomplished
0
|
Posted - 2013.11.13 14:27:00 -
[113] - Quote
* - Anchorable pulsing decloaker
* - Anchorable gate locker
* - Anchorable local chat cloaker
* - Anchorable ccp_fozzie hologram |

Mercer Nen
School of Applied Knowledge Caldari State
0
|
Posted - 2013.11.13 14:29:00 -
[114] - Quote
Deployable Slaver Pens. Turns tourists and janitors into slaves.
and conversely Slave Re-education Centres. Free the slaves!
Also,
Black market trading centre. Mini-markets immune from taxes. If captured/destroyed everything on the market drops. Surely there must be a way to do something like this?
Pointless ideas, but possibly fun nonetheless. |

Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 14:33:00 -
[115] - Quote
Mobile CORPORATE/FLEET tracking unit / syphone / depot / etc...
CORPORATE/FLEET - so anyone withing corp / fleet or whatever can use then
Mobile .... alliance bookmarks.. :P Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Kismeteer
GoonWaffe Goonswarm Federation
533
|
Posted - 2013.11.13 14:34:00 -
[116] - Quote
A capital Mobile Warp Disruption bubble, that can stand up to super firepower. |

Powers Sa
721
|
Posted - 2013.11.13 14:37:00 -
[117] - Quote
Kismeteer wrote:A capital Mobile Warp Disruption bubble, that can stand up to super firepower. anchorable mobile neut batteries. lol |

Weaselior
GoonWaffe Goonswarm Federation
5472
|
Posted - 2013.11.13 14:38:00 -
[118] - Quote
A wormhole stabilizer. "I can hire one-half of the working class to kill the other half." |

marVLs
507
|
Posted - 2013.11.13 14:39:00 -
[119] - Quote
Mobile CCP Guard, when deployed it fly away in space with his fading scream like on Odyssey video |

Galmas
United System's Commonwealth
117
|
Posted - 2013.11.13 14:40:00 -
[120] - Quote
none.
when will we finally see something happen to POS?
edit: i just did 32 jumps in a freighter, dont think i am anywhere close to being positive about Rubicon... |
|

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 14:40:00 -
[121] - Quote
I fear too many here have been posting on the 'bad ideas' thread too long and still believe they're there.
Edit: Also ninja'd the top of page 7, my favourite number! |

Grarr Dexx
Snuff Box
292
|
Posted - 2013.11.13 14:41:00 -
[122] - Quote
all these mobile decloaking unit suggestions, ******* hilarious
(not going to happen) |

xttz
GoonWaffe Goonswarm Federation
290
|
Posted - 2013.11.13 14:41:00 -
[123] - Quote
Honestly, the best ideas in this thread are:
1) Point-defense structure I'm picturing the Raven's point-defense gadget from Starcraft 2, this would be a nice buff to using Maruaders (and battleships in general) for pvp.
2) Anchorable cynogen We have the jammer structure, so why not a generator? Works for all alliance members, but can't be online for more than an hour at a time.
3) Fleet Command structures A nice approach to bringing in on-grid bonuses... have a structure to do it. Linking it to command ships could be a challenge, however.
4) Deadspace generator A nice counter to the new warp speed buffs, if it can be balanced right
5) Mobile disco ball 'nuff said |

Vincent Athena
V.I.C.E.
2258
|
Posted - 2013.11.13 14:41:00 -
[124] - Quote
First, a bigger mobile depot. It should be accessible beyond one person, with settings to allow, fleet, corp, alliance, and access by standings.
A structure to store ships. Also if a ship storage structure is launched near a depot, the two should plug together. The beginning of a modular space station. This should be true for all the new structures.
Construction facilities, Reactors and Labs. As these would plug into the depot and ship storage structure they would draw materials and deliver products to them. Eventually replace all POS functionality with new structures.
A place where I can dock my ship. Not store it, but dock, like at a station. With quarters.
Weapons and other defensive stuff.
As few limits as possible on how many of these things could be plugged into each other. http://vincentoneve.wordpress.com/ |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
716
|
Posted - 2013.11.13 14:41:00 -
[125] - Quote
Galmas wrote:none.
when will we finally see something happen to POS?
edit: i just did 32 jumps in a freighter, dont think i am anywhere close to being positive about Rubicon...
The idea is that these will REPLACE POS with time "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Rainbovv Dash
State Protectorate Caldari State
3
|
Posted - 2013.11.13 14:42:00 -
[126] - Quote
Mobile Stasis Field, Stasis Field Generator or Stasis Probe ) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
716
|
Posted - 2013.11.13 14:45:00 -
[127] - Quote
Personal Mobile gank link bonus. Deploy them, and you get a certain ganglink bonus while on the same grid as the module. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Thomas Hurt
Scorpii Cartel
178
|
Posted - 2013.11.13 14:47:00 -
[128] - Quote
Weaselior wrote:A wormhole stabilizer.
+1 for this. Preferably it would expand the wormhole enough to allow Supercaps in; Wormhole PvP really needs a shake-up that only nullsec alliances are capable of giving it. |

Warde Guildencrantz
TunDraGon
937
|
Posted - 2013.11.13 14:48:00 -
[129] - Quote
Quote: A decoy structure that imitates a specific ship on probe and d-scan?
no. thats punishing players for looking for PVP. Why would that ever be a good idea? |

Carolus Lovita
State Protectorate Caldari State
0
|
Posted - 2013.11.13 14:49:00 -
[130] - Quote
Mobile Directional Chicken
When deployed periodically clicks d-scan every second, as long as there is some space-grain on it. |
|

Jaz Antollare
Deadly Loneliness
36
|
Posted - 2013.11.13 14:50:00 -
[131] - Quote
Mobile structure that hides ships on grid from D-Scan 
May be not grid, may be a smaller radius. |

Randy Wray
Euphoria Released Triumvirate.
109
|
Posted - 2013.11.13 14:51:00 -
[132] - Quote
Wormhole stabilizer
A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through, makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.
Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
34
|
Posted - 2013.11.13 14:52:00 -
[133] - Quote
Juliette Asanari wrote:Deployable Shield-generator
One time use (like the cynojammer), limited time - upon deployment generates a 10km-ish shield bubble with similar effects as a POS-Shield: Nothing inside can target/damage anything outside and vice versa, only the owning pilot can leave or enter at will. Shield can be attacked (will flag the attacker suspect) and destroyed (no reinforcement) HP of a Battleship.
I leave the tactical implications to everyones imagination :)
I had a similar idea though I would make it usable by anyone in the alliance or fleet of the player deploying it and only deployable in low sec and null sec. It would also need hit points close to that of a capital ship (1-2 million hit points) rather than a battleship to really be worth using (ie requiring a small gang to take it down in a reasonable amount of time rather than a single cruiser).
Mobile Shield Emitter would be a good name for it. |

Shaun Hansen
Corporation Danmark Tactical Narcotics Team
3
|
Posted - 2013.11.13 14:52:00 -
[134] - Quote
Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
Excactly, Kador. Just what we need to finish off those offlined-towers spamming all moons in highsec. If people don't maintain their ****, they shouldn't have it. Perhaps it should be limited to offline towers alone. Capture the tower and you capture the whole POS with modules, gunes and everything. |

Moonaura
The Dead Rabbit Society
337
|
Posted - 2013.11.13 14:54:00 -
[135] - Quote
A mobile brothel that for the right amount of ISK dispenses relevant merchandise for people to put in their cargo holds. Pimp my kill mail CCP. Think GTA... but in space. Boldly going forward, still can't find reverse - name that tune kids! |

Powers Sa
721
|
Posted - 2013.11.13 14:54:00 -
[136] - Quote
A mobile thing that lets you put supercarriers and titans in a wormhole.
Just let it happen. lol |

Jaz Antollare
Deadly Loneliness
36
|
Posted - 2013.11.13 14:55:00 -
[137] - Quote
Thomas Hurt wrote:Weaselior wrote:A wormhole stabilizer. +1 for this. Preferably it would expand the wormhole enough to allow Supercaps in; Wormhole PvP really needs a shake-up that only nullsec alliances are capable of giving it.
Hell NO, you have your null-sec, go play there! |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
34
|
Posted - 2013.11.13 14:57:00 -
[138] - Quote
Shaun Hansen wrote:Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... Excactly, Khador. Just what we need to finish off those offlined-towers spamming all moons in highsec. If people don't maintain their ****, they shouldn't have it. Perhaps it should be limited to offline towers alone. Capture the tower and you capture the whole POS with modules, gunes and everything.
I really like this idea. There are soooooo many dead sticks in w-space that need to be salvaged. I can practically taste the iskies. =P |

IrJosy
Club 1621 Goonswarm Federation
83
|
Posted - 2013.11.13 14:57:00 -
[139] - Quote
Two things:
1. Deployable "stealth" unit. - Hides ships from D-scan ,but not combat probes or overview. Can be used in deep null or wh to stage an offensive, or hide a defensive force.
2. Mining colony - Deployable structure that mines ice, gas, or asteroids and deposits the contents into a mobile Depot. Mobile Siphon units may be attached and divert resources from the deployable's output. They run until the belt is cleared or their depot is full. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
34
|
Posted - 2013.11.13 14:59:00 -
[140] - Quote
Randy Wray wrote:Wormhole stabilizer
A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through(instead it has a set maximum mass of ships that are allowed to jump like acceleration gates), makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.
Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.
EDIT: Oh, someone already suggested it, well this is how I think it should work
This isn't the bad idea thread... |
|

Beaver Retriever
Science and Trade Institute Caldari State
149
|
Posted - 2013.11.13 15:00:00 -
[141] - Quote
Powers Sa wrote:A mobile thing that lets you put supercarriers and titans in a wormhole.
Just let it happen. Make it a one-way street.
Supercapital retirement home. Wheelchairs 4 all supers. |

Abdiel Kavash
Paladin Order Fidelas Constans
1683
|
Posted - 2013.11.13 15:00:00 -
[142] - Quote
Moonaura wrote:A mobile brothel that for the right amount of ISK dispenses relevant merchandise for people to put in their cargo holds. Pimp my kill mail CCP. Think GTA... but in space.
Edit. Naturally the mobile brothel would be an equal opportunities employer. Hell I might finally make some ISK if I can sell my clones... Expanding on this idea:
A deployable Pleasure Hub. It has a hangar that only accepts Slaves. 24 hours after you put Slaves in, the hub will start producing Exotic Dancers. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1140
|
Posted - 2013.11.13 15:01:00 -
[143] - Quote
please avoid any kind of smallscale-structuregrinding
also: something that works against afk-cloakies. something that is a danger to an actually afk-cloaker, but not a danger to an "active" cloakie We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 15:03:00 -
[144] - Quote
1) Remove local intel (keep constelation delayed channel)
2) Add ihub upgrade(s) - TFS Service I/II/III (Traffic Monotoring Systems Service))
I - ability to log uncloaked ships character in grid vicinity of sovereign system holders stations / ihubs II - ability to log uncloaked ships character in grid vicinity of sovereign system holders POS's / POCO's III - ability to log uncloaked ships character in grid vicinity of deployed mobile IFF unit (Interplanetary Friend or Foe)
3) log Friend or Foe identity in new channel much like local is now. Characters active log is removed if character is logged jumping out (via gate or via jump drive / bridge or titan / blops bridge or after (x) minutes - whichever is sooner)
Its like local but not as accurate / complete, requires resources and specific implementation decisions. Gate IFF logging requires the deployable meaning it can be destroyed / griefed. |

TAckermassacker
New Republic Gentlemen's Agreement
30
|
Posted - 2013.11.13 15:04:00 -
[145] - Quote
the 2 best ideas so far in my oppinion are:
the mobile bomb defensive unit, however you design it
and the clone vat bay, but i would prefer this unit to be implemented into the current or new pos system (maybe together with the captains quarter with the 1 window ;) )
I can only add the Idea of: The Mobile Smacktalk unit: Like texts in anomalies and missions/plexes this unit sends a message in green or blue color to every player withing a given radius with a predefined message, only deployable in lowsec and nullsec easy to destroy but helpfull to smack large playergroups with less effort. Also a mode to tell multiple random jokes and/or contract scams. the faction variation perma send isk-double textes and sends the money to the owner |

Shaun Hansen
Corporation Danmark Tactical Narcotics Team
4
|
Posted - 2013.11.13 15:04:00 -
[146] - Quote
Dacada wrote:Most here talk about unit, but let me bring up an old idea with a new twist. Deployable anchorable mines. Now having seen(and heard) the squawking about what happened with mines in the early days,  I understand these would have to be CAREFULLY studied(not able to deploy within x km of a structure, not able to be deployed in x distance from one another) but there are some real possibilities for gameplay, including mad ebil ways these could be used. Also, opens up some specialization for detection and removal. Just another form of griefing? Could add an interesting aspect to the game.
Good idea. Definately worth considering. |

Powers Sa
724
|
Posted - 2013.11.13 15:04:00 -
[147] - Quote
Zvaarian the Red wrote:Randy Wray wrote:Wormhole stabilizer
A mobile structure anchored on a wormhole that forces it to stay open for a set time regardless of mass jumped through(instead it has a set maximum mass of ships that are allowed to jump like acceleration gates), makes fighting around wormholes easier and one side can't just close the hole and trap the other. Would make wormhole pvp more common and increases the ability to be agressive in w-space.
Once anchored and online it's invulnerable and both itself and the wormhole is destroyed/collapsed once the set time ends.
EDIT: Oh, someone already suggested it, well this is how I think it should work This isn't the bad idea thread... It is one of the better ideas in this thread. lol |

Randy Wray
Euphoria Released Triumvirate.
110
|
Posted - 2013.11.13 15:06:00 -
[148] - Quote
Beaver Retriever wrote: Make it a one-way street.
Supercapital retirement home. Wheelchairs 4 all supers.
Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should be the kinda place it is today forever. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 15:11:00 -
[149] - Quote
Randy Wray wrote:Beaver Retriever wrote: Make it a one-way street.
Supercapital retirement home. Wheelchairs 4 all supers.
Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.
maybe make it so the total cumulative mass remains unaffected but the limit to jumpable mass still remains. so you cannot jump supers etc into it but regular capitals can jump without it affecting the wormholes stability until the mobile unit has expired. |

Lucia Denniard
Love Squad Black Legion.
22
|
Posted - 2013.11.13 15:12:00 -
[150] - Quote
Mobile Gate Hacking Unit, Requires Hacking IV or V, Low EHP
Must be deployed within 10km of a stargate, scrambles the link between two stargates for 2 minutes, acting much like when Jita is full. The gate is then "reinforced" for 58 minutes to prevent one being used again. Shows up as a celestial when active. |
|

GallowsCalibrator
GoonWaffe Goonswarm Federation
409
|
Posted - 2013.11.13 15:13:00 -
[151] - Quote
Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. |

Randy Wray
Euphoria Released Triumvirate.
110
|
Posted - 2013.11.13 15:13:00 -
[152] - Quote
GeeShizzle MacCloud wrote:Randy Wray wrote:Beaver Retriever wrote: Make it a one-way street.
Supercapital retirement home. Wheelchairs 4 all supers.
Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever. maybe make it so the total cumulative mass remains unaffected but the limit to jumpable mass still remains. so you cannot jump supers etc into it but regular capitals can jump without it affecting the wormholes stability until the mobile unit has expired. Yeah I edited a limit like that into my original post. The maximum size limits depending on wormhole class should still exist aswell, it's just the limit on number of ships that is removed. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

IrJosy
Club 1621 Goonswarm Federation
83
|
Posted - 2013.11.13 15:13:00 -
[153] - Quote
IrJosy wrote:Two things:
1. Deployable "stealth" unit. - Hides ships from D-scan ,but not combat probes or overview. Can be used in deep null or wh to stage an offensive, or hide a defensive force.
2. Mining colony - Deployable structure that mines ice, gas, or asteroids and deposits the contents into a mobile Depot. Mobile Siphon units may be attached and divert resources from the deployable's output. They run until the belt is cleared or their depot is full.
Good Idea! |

TAckermassacker
New Republic Gentlemen's Agreement
30
|
Posted - 2013.11.13 15:13:00 -
[154] - Quote
Wormhole stabilisation Array: regenerates x mass per hour of a nearby wormhole. Slows down the time collapsing. Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days. Does not increase maximum mass for a single ship. |

Shaun Hansen
Corporation Danmark Tactical Narcotics Team
4
|
Posted - 2013.11.13 15:14:00 -
[155] - Quote
Ralmar Kimnot wrote:DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting... I web bubble variation on the warp bubble would be better than a structure.
I totally agree with Ral on this one. Been thinking of a webbification bubble. |

Randy Wray
Euphoria Released Triumvirate.
110
|
Posted - 2013.11.13 15:15:00 -
[156] - Quote
GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. +1 cause hilarious Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Bardos Skylifter
Capital Industries Research And Development Fidelas Constans
4
|
Posted - 2013.11.13 15:16:00 -
[157] - Quote
Need a COMMUNICATION JAMMING ARRAY that, while active, causes local to function similarly to WH space |

Randy Wray
Euphoria Released Triumvirate.
110
|
Posted - 2013.11.13 15:17:00 -
[158] - Quote
TAckermassacker wrote:Wormhole stabilisation Array: regenerates x mass per hour of a nearby wormhole. Slows down the time collapsing. Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days. Does not increase maximum mass for a single ship. Would be good for a more long term version. My idea was more short term, stabilize the wh for an hour or so. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Dunk Dinkle
Brave Newbies Inc. Brave Collective
9
|
Posted - 2013.11.13 15:17:00 -
[159] - Quote
Mobile Fleet Depot
- Allows use by all fleet members for fitting service & hangar space
- Larger m3 requirement
- Higher Anchoring requirement
- Higher ISK cost
- Perhaps it is damaged over time with use, like a laser crystal
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Powers Sa
724
|
Posted - 2013.11.13 15:17:00 -
[160] - Quote
TAckermassacker wrote:Wormhole stabilisation Array: regenerates x mass per hour of a nearby wormhole. Slows down the time collapsing. Up to 3 units can be deployed next to a wormhole to keep it up for up to 7 days. Does not increase maximum mass for a single ship. Lovin' it. lol |
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Shaun Hansen
Corporation Danmark Tactical Narcotics Team
5
|
Posted - 2013.11.13 15:18:00 -
[161] - Quote
xttz wrote:An Infinite Improbability Generator.
When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias.
Then I'll frakkin go Dust514'ing to enjoy the view :D |

GallowsCalibrator
GoonWaffe Goonswarm Federation
409
|
Posted - 2013.11.13 15:20:00 -
[162] - Quote
Slightly-more-likely-to-happen-post:
Mobile Mining Platform. Has a couple of regular mining lasers, an average cargo (say 1000-3000m3), and slightly reduced mining-range. Sucks roids based purely on shortest distance to the unit. Stops functioning/at reduced rate while location has hostile NPCs. Inventory is free-for-all.
(Local Disruption Unit should still be a thing) |

Casey AtThe Bat
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.11.13 15:22:00 -
[163] - Quote
Mobile Cloak Disruptor:
Operates in a similar radius to the Cyno Jammer. Cycles every 10 seconds, - RP stuff - "Emits a pulse of energy which charges the shields of nearby ships with a negative charge. This static charge can be identified by ship-based targetting sensors, regardless of cloaking devices. Prevents the use of a cloak for 10 seconds." The Cloak Disruptor requires 30 seconds to anchor, 1 minute to unanchor and should probably be small enough that most ships can comfortably carry one. The MCD can operate for 1 hour before exhausting its energy stores.
Also, a POS mod equivalent which can operate indefinitely.
key notes - Since the MCD operates on a 10 second cycle, a covert cloaked ship coming out of warp at a target may remain cloaked until the next cycle hits. So, with the new warp mechanics, you essentially have a 90% chance to land on your target while still cloaked and engage on your terms. Also, for stealth bombers targetting large fleets, this will change very little, provided the squad of bombers are excellent. If the SBs are bad, they'll be decloaked and easily dispatched.
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TAckermassacker
New Republic Gentlemen's Agreement
32
|
Posted - 2013.11.13 15:23:00 -
[164] - Quote
Mobile detector array. sends a notification to the owner when a ship enters the grid: includes shiptype and playername and current solar system+ owner defined name of the unit) (maybe max distance to owner (12 LY) cooldown (only 1 notification per 20 min) Special ability: Last Words: send ingame linked killmail of it self if it gets destroyed. 20k-40k ehp to avoid kill through ceptors not cheap 150km detector range at least 20km distance to the next detector array |

Rexxorr
Zero Corp Tax2
53
|
Posted - 2013.11.13 15:24:00 -
[165] - Quote
CCP Fozzie wrote:
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Decoy plz :-) |
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CCP Fozzie
C C P C C P Alliance
8264

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Posted - 2013.11.13 15:26:00 -
[166] - Quote
Thomas Hurt wrote:How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have. 
We're already working on designs for this. True story. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Simc0m
Dreddit Test Alliance Please Ignore
73
|
Posted - 2013.11.13 15:27:00 -
[167] - Quote
Titus Balls wrote:Mobile warp gates
Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).
These areas could also be defended with deployable weapon platforms.
This is the best idea in the thread so far. Player owned deadspace complexes that can be defended by deployable structures.
Love it.
+1 |

Powers Sa
724
|
Posted - 2013.11.13 15:28:00 -
[168] - Quote
Michael Harari wrote:CCP Fozzie wrote:Cassius Invictus wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Forgive me CCP Fozzie for maybe being blind but up to date I have not seen stats for the new structures. I you would publish them that would give us boudries to make new proposals. Again sorry if they float around somewhere and I've missed it... They are all up and seeded on Sisi right now, and there's quite a bit of discussion of their stats in the Test Server forums. There's also a dev blog coming very soon that discusses some of the stats. Please increase the "cant anchor within X of a stargate or station" to more like 1 AU. Also I would like to see 1) A structure that steals a portion of all ratting bounties in the system, stores it inside until retrieved (either by the owner, or hacked by someone else) 2) Module repper - anchor, feed nanite, rep full burned out modules, drones, etc 3) NPC bait - deploy it and it takes highest priority npc aggro But i want to anchor jammers on station grid. lol |

Powers Sa
724
|
Posted - 2013.11.13 15:31:00 -
[169] - Quote
CCP Fozzie wrote:Thomas Hurt wrote:How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have.  We're already working on designs for this. True story. Can you please address all of these stupid mobile decloakers in the OP post so people stop flooding the thread with this idiocy. lol |

Pirmasis Sparagas
Bullet Cluster Legacy Rising
30
|
Posted - 2013.11.13 15:31:00 -
[170] - Quote
Two words: Casino house |
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GallowsCalibrator
GoonWaffe Goonswarm Federation
410
|
Posted - 2013.11.13 15:31:00 -
[171] - Quote
Powers Sa wrote: But i want to anchor jammers on station grid.
Preferably straight in front of the undock.
In the shape of a giant dong. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
34
|
Posted - 2013.11.13 15:31:00 -
[172] - Quote
Randy Wray wrote:Beaver Retriever wrote: Make it a one-way street.
Supercapital retirement home. Wheelchairs 4 all supers.
Made me laugh alot. With the wormhole stabilizing Idea I dont think supers should be allowed to enter wormholes. There have been alot of complaints in the past about wh space not having any conflict drivers and how being aggressive in wh space is too hard, I don't think wh space should stay like it is today forever.
Wormholes need more content and more valuable resources (ice and minable moons for instance). That would drive conflict without turning wormholes into just more null, which is what you seem to want. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
716
|
Posted - 2013.11.13 15:31:00 -
[173] - Quote
Wabbajack
Unit with random effect. Can spawn an officer spawn, can destroy your ship, can call concord in enfuriated with you, can drop a random loot, can open a wormhole to random location, can cloak your ship for 30 minutes. Can jam your ship for 30 minutes, can revert the strings of everythign in the overview for 1 hours.. etc... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Jenn aSide
STK Scientific Initiative Mercenaries
3314
|
Posted - 2013.11.13 15:34:00 -
[174] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
hmm, Anchorable pedo-van shaped structure that plays the ice cream truck song and lures new players to dock with it so they can be.....thoroughly indoctrinated on the ways of EVE line?
Yes please.
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CCP Fozzie
C C P C C P Alliance
8265

|
Posted - 2013.11.13 15:34:00 -
[175] - Quote
Powers Sa wrote:CCP Fozzie wrote:Thomas Hurt wrote:How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have.  We're already working on designs for this. True story. Can you please address all of these stupid mobile decloakers in the OP post so people stop flooding the thread with this idiocy.
There are no bad ideas in brainstorming. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
35
|
Posted - 2013.11.13 15:35:00 -
[176] - Quote
AskariRising wrote:A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km.
you can warp away from it, just not to anything around it.
This + acceleration gates. Make so you can lock the gates based on standings or unless the users has something in their cargos old - like a janitor.
Make it so that another player can scan down the dead space pocket and launch is own acceleration gate to enter.
Obviously you'll need to ensure links fail to work - or, even better, only effect those within the confines of the dead space. |

Sven Viko VIkolander
Aliastra Gallente Federation
102
|
Posted - 2013.11.13 15:36:00 -
[177] - Quote
Pirmasis Sparagas wrote:Two words: Casino house
+1 for customizable casino / gambling mobile structures, aka pleasure hubs |

Powers Sa
724
|
Posted - 2013.11.13 15:37:00 -
[178] - Quote
GallowsCalibrator wrote:Powers Sa wrote: But i want to anchor jammers on station grid.
Preferably straight in front of the undock. In the shape of a giant dong. I'm going to put one of these bitches on the JU undock and VFK beacon, just to troll the s*** out of lazy guys.
CCP Fozzie wrote:
There are no bad ideas in brainstorming.
Yes there are. lol |

Abdiel Kavash
Paladin Order Fidelas Constans
1696
|
Posted - 2013.11.13 15:38:00 -
[179] - Quote
(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels. |

Milton Middleson
Rifterlings Point Blank Alliance
383
|
Posted - 2013.11.13 15:40:00 -
[180] - Quote
Mobile Signature Decoy: imitates a randomly selected deadspace signature appropriate to the region. Functions as a trap for explorers. Decays rapidly.
Mobile Field Base: Like the mobile depot, but allows storage of some ships. Could be split into small/medium/large that dictates amount of storage space. -T2 variant that cannot be scanned down directly.
Mobile [Industrial Facility]: labs, ice/ore refineries, factories, on-site mineral compressors etc...
Automated Mining Platform: slowly auto-harvests minerals or ice.
Mobile Deadspace Generator: generates a small, warpable deadspace pocket. You can't warp around inside, but anyone can warp to the beacon.
Mobile Kiosk: Allows you to sell stuff directly to other players in space. -T2 Highsec version comes with automated local spammer to help you sell your wares.  |
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Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
61
|
Posted - 2013.11.13 15:40:00 -
[181] - Quote
Jacque Custeau wrote:Mobile Sentry guns. You drop them in a belt and if an enemy or pirate appears, they shoot him. They should have a range equal to that of a siphon, and when attacked they go into reinforcement mode for 48 hours.
These guns should protect the asteroids they're defending from those who seek to harm them: the miners.
They should therefor only attack mining barges, exhumers and anything with mining lasers fitted. I completely agree! |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
61
|
Posted - 2013.11.13 15:41:00 -
[182] - Quote
Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels.
This is actually pretty cool +1 |

Kenneth Skybound
Brave Newbies Inc. Brave Collective
66
|
Posted - 2013.11.13 15:41:00 -
[183] - Quote
Yes please on the vending machine! Being able to pop items in, list a price and let people buy - would be great for areas without stations or for a middle of nowhere shop. 48 hour reinforce.
Additional modules:
Automated Repair Outpost - ships "dock" (attach) at the unit to receive repairs. Cannot dock while locked or have any timers. Small unit repairs at speed of 1 medium shield, 1 medium armor and 1 medium hull repair. Medium unit repairs at 3x this rate. Large unit repairs at 3x large version of the repairs. T2 module would emulate T2 remote reps rather than T1 and would repair damaged modules at same rate as no skills nanite paste. Max 4 ships connected at a time. Ship must be piloted to be connected. Optional broadcast on overview. Optional charge based on standings.
Enhanced Warp Tunnel Activator - requires two units to be deployed and online in system to work. Connect two units (limited to corporation to make connecting lists less of a hassle) to create a two way acceleration gate of sorts. Ships have to align along it as usual to enter warp, but warp speed is a set speed for all ships. Ships taking warp use no cap and the unit ignores anchored and dictor bubbles. Will not ignore hictor bubbles.
- Small: All frigates and destroyers and Tech 2/3 cruisers and tech 2 industrials only. 6 AU/s speed. Max mass 50'000'000 kg/hour.
- Medium: All frigates, destroyers, cruisers, industrial ships, mining barges and command ships. 4 AU/s speed. Max mass 250'000'000 kg/hour.
- Large: All ships capable of using jump gates. 2 AU/s speed. Max mass 3'000'000'000 kg/hour. 2.5 AU/s warp speed.
Structure Siege System - Capable of dealing omni damage to structures only. Cannot be placed within 5km of another siege system. Small (250m^3) deals 800-1k dps at 20km, increased by skills. Medium (600m^3) deals 2500-3k dps at 30km. Large (2000m^3) deals 4000-5000 dps at 45km. All units have low hp (frigate, destroyer, cruiser ehp), must be commanded by a pilot within 2km. Cannot be controlled by ships with a cloak fit. One commandable per person at a time. (This is only if structure bashing continues to be a thing)
Personal Beacon - Very small, short time, creates a warpable celestial similar to a cyno. Self destructs after 30 minutes or after x number of warp drives have locked onto it (3-15 depending on skills). Possibly a fleet and siege sized variant for 10-50 and 25-125 warp drive lock ons. Practically non existent ehp, no deploy time.
System Bounty Advertisement - Allows for the offering of bounties on ships killed within the system or within a set range (5-250km). Optional broadcast as celestial. Optional public or private payout. Optional all targets or set entities and/or set ships. Moderate to high hp, 24 hour reinforce. ISK placed in bounty can be retrieved if not already paid out. Upon destruction, fleet that destroyed it is paid 25% of stored bounty. Rest is lost.
I'm not entirely sold on deployable mining structures, not sure about combat structures. |

TAckermassacker
New Republic Gentlemen's Agreement
33
|
Posted - 2013.11.13 15:41:00 -
[184] - Quote
Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels.
Yes, everyone would place it in the belts and would scream "FREE CANDY IN TOP BELT" |

GallowsCalibrator
GoonWaffe Goonswarm Federation
411
|
Posted - 2013.11.13 15:43:00 -
[185] - Quote
Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels.
There'd probably be some massive whining if it just stopped CONCORD flat-out, but I think adding a big delay (30s or so warp-in time, 10 seconds extra delay before Concord lock and fire, enough time to help murder pretty much most things) to Concord response to anyone performing a criminal act on grid would be plenty. And then it can get anchored on station/gates. |

Lorac Gemini
The Order of Forever
1
|
Posted - 2013.11.13 15:48:00 -
[186] - Quote
Mobile Scan Disruptor:
Make it harder for you to be scanned down. Basically forces a hard requirement for Cov Ops type ships with Scan bonuses to scan you. [Edit:] Alternatively, there could be more more Deviation in scans and more "Fake" signatures show up when pinpointing.
Mobile Logistics:
Anchorable AI Driven Logistics to repair Armor, Shields or Hull. Should not replace Logi ships, but should be useable in small gang / Solo play to give an edge. |

Victor Dathar
GoonWaffe Goonswarm Federation
135
|
Posted - 2013.11.13 15:49:00 -
[187] - Quote
Has anyone suggested numerous ways to stop people from afk cloaking in their ratting systems yet? Are they all equally silly? ^^^ lol that post is so bad you should get back 2 GBS m8 o7 |

Valterra Craven
131
|
Posted - 2013.11.13 15:49:00 -
[188] - Quote
GallowsCalibrator wrote:Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels. There'd probably be some massive whining if it just stopped CONCORD flat-out, but I think adding a big delay (30s or so warp-in time, 10 seconds extra delay before Concord lock and fire, enough time to help murder pretty much most things) to Concord response to anyone performing a criminal act on grid would be plenty. And then it can get anchored on station/gates.
Yeah because high sec ganking isn't enough of a problem already. I'm half surprised there hasn't been a "gun-control" regulation call for high sec given the number of murders and massacres happening all over the place. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
413
|
Posted - 2013.11.13 15:51:00 -
[189] - Quote
As an aside, I think a general rule-of-thumb would be that anything that involves direct combat should probably be a Bad Thing (TM), so no portable sentry guns or logistics. Because I can guaran-damn-tee you that otherwise someone's going to stuff 200 carriers with the things, drop them all, and form an unkillable death-sphere around every station and point of interest in the game.
(Hint: It'll be us) |

Syrias Bizniz
Segmentum Solar Nulli Secunda
233
|
Posted - 2013.11.13 15:51:00 -
[190] - Quote
Mobile Scanning Unit - Can be deployed into any system. Will scan for Cosmic Signatures once online, by accessing you get a list of all Results in system. Comes in different Metalevels, so you need the 'good one' to get the hard signatures scanned down for you.
Mobile Drug Laboratory - Self Explanatory.
Mobile Gas Harvesting Unit - Well, you put it into a Gascloud, and then it harvests Gas.
Mobile Logistic Sentry - Once deployed will remote repair the guy who deployed it. Limites Range (30km?), limited logi-love. So no, you won't be able to drop all your tank and solo some Forsaken Hubs or so. Will suffice for *some* L4s though.
Mobile Command Unit - Gives Boosts to the fleet - here's the tweak: It uses drugs and grants drug effects and sideeffects. Probably way to OP, but once links are forced onto grid, this might be cool stuff. Also: Only works if the people providing boosts deploy it. And are eligible for providing boosts.
Mobile Cynosural Unit - Creates a Cyno. Everyone can jump to it.
Mobile Smartbomb unit - Needs to be loaded with Bombs. Will emit a Bomb-blast, enhanced in range, every 60 seconds - or maybe remote controlled? [Add faction flavors, like, Syndicate have cloaked ones!]
Mobile Camera Unit - Will open a window in which you have vision on the Camera Unit. Comes tied to a skill which will allow you to get signal from 1(2,4,8,region) range. |
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Darling Hassasin
Imperial Academy Amarr Empire
29
|
Posted - 2013.11.13 15:52:00 -
[191] - Quote
I have not read every single post in the last 9 pages.
Mobile Recharge Stations,
- providing the equivalent of say two large cap transfers. - not more than one per ship - can apply on any ship that is succeptible to neuts (including triage, sieged, supercaps, Marauders in whatitsname mode) - slowly depletes cap charges.
Local Market Inteface
- anyone can anchor - anyone can use - allows user to buy and sell to stations in system from within 2500 m of the interface - person who has anchored can tax it (example 10% per transaction) - vessels bought appear inside the interface accesible only to the buyer and can be taken or launched in space - you can fit on the interface - made of pure win! Imagine two chaps red to each othe rtrying to buy and fit to pew pew each other!!!! EPIC
Warp Core Destabilizer
- anchorable within x distance of any (low sec) gate - causes a distortion in the warp field of any vessel warping to the gate - affected vessels will land 5 - 15 kms from the gate - random direction - VERY low hps - does it affect T3s with invulnimod? does it affect interceptors? hmmmmmmm
Do eeeet!     |

GallowsCalibrator
GoonWaffe Goonswarm Federation
413
|
Posted - 2013.11.13 15:53:00 -
[192] - Quote
Valterra Craven wrote:GallowsCalibrator wrote:Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels. There'd probably be some massive whining if it just stopped CONCORD flat-out, but I think adding a big delay (30s or so warp-in time, 10 seconds extra delay before Concord lock and fire, enough time to help murder pretty much most things) to Concord response to anyone performing a criminal act on grid would be plenty. And then it can get anchored on station/gates. Yeah because high sec ganking isn't enough of a problem already. I'm half surprised there hasn't been a "gun-control" regulation call for high sec given the number of murders and massacres happening all over the place.
If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)
Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes. |

Altaen
Calamitous-Intent Feign Disorder
83
|
Posted - 2013.11.13 15:53:00 -
[193] - Quote
Player Owned Trade Outpost:
Would have normal moon POS shield, stront and RF mechanics, but would tie in to the open market. Any players with access to the POTO shields could list sell and buy orders from this structure, and set the shield permissions based on standings. By default it would have basic fitting services and a limited hangar.
A corporation could create a fully public POTO, and players inside it's shields would be able to conduct business in relative safety, with the obvious low/null/wh risk of getting bumped out of the shields by other "customers" or being watched as you leave. Most likely, though, I'd imagine they'd be used to create small corp/alliance/coalition-only markets outside of sov null.
Major Risk/Conflict Driver: A well-stocked POTO would make a damned fine target, so you'd need to balance your ability to evac everything with your desire to list all of the things.
Once in reinforced mode, even a public POTO would/could be easily restricted to corp/alliance access to allow JFs/Rorquals a chance to evac. In null/wpace there would obviously be the option to wrap them in bubbles for, ahem, safe shipping... |

Barry Kring
Brutor Tribe Minmatar Republic
5
|
Posted - 2013.11.13 15:53:00 -
[194] - Quote
We already have a tractor beam structure. Now we need one that kills the rats.
|

Black Canary Jnr
Kongsberg Vaapenfabrikk Amarr branch. Sev3rance
41
|
Posted - 2013.11.13 15:54:00 -
[195] - Quote
CCP Fozzie wrote: Would you like to see a mobile drug lab with a meta version called the 'Winnebago'?t
Yes please. Have always wanted to get into drug manufacturing but there is such a high ceiling in setting it up compared to every other type of industry. Let us brew up some moonshine boosters :P
Lots of sweet ideas posted in this thread too, i like the idea of a logistics module that gives out shield/ cap/ armor to anyone in it's radius, obviously this would need to be limited and balanced because it's just so prone to abuse.
DED Space gates - I kind of like the idea of acceleration gates but then i think 'what is the point'.
System wide broadcaster - you must make this :D
- Mining deployable - This can only end in tears for who-ever anchors it, except for those deep null renter bears (Down with this sort of thing!). I like it as long as it needs a fair amount of fuel and isn't stupid good.
Wormhole stabiliser - I like the idea of this, should be heavily relient on fuel and once the fuel goes/ or it is destroyed, it collapses. It should slowly regen the mass of a WH so you can't just jump entire BS fleets in or whatever. You can still collapse the WH via jumping ships in and out too. I see this as being very good for small gang pvp.
Also 10 mil isk that someone says an anti-cloaking deployable. You all owe me isk. |

Harry Stampernox
24th Imperial Crusade Amarr Empire
1
|
Posted - 2013.11.13 15:55:00 -
[196] - Quote
Anti-cloaking field generator: Just like a mobile cyno jammer. Decloaks anything within 100km. This would have a two fold purpose right off the bat. It counters cloakys trying to get through nullsec camps. It also makes it harder for bombers to bomb since they will decloak as soon as they are on grid with the anti cloak generator. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
414
|
Posted - 2013.11.13 15:56:00 -
[197] - Quote
Syrias Bizniz wrote: Mobile Cynosural Unit - Creates a Cyno. Everyone can jump to it.
I support this only and only if the meta variant of it is called 'Thunderdome' and also acts as a bubble.
Edit: And overrides any other cynos in the system. |
|

CCP Fozzie
C C P C C P Alliance
8270

|
Posted - 2013.11.13 15:57:00 -
[198] - Quote
Jack bubu wrote: - Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor.
Hmmmm...... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Winters Chill
Kyash Corporation
121
|
Posted - 2013.11.13 15:58:00 -
[199] - Quote
Another Serious Idea(s)
1) A deployable mining structure that anchors in belts.
- It generates passive income by mining nearby asteroids. Slowly (time scale in days). - It consumes the "passenger" item subgroup (slaves etc) and oxygen to represent the workforce. - It can be hacked and the material from it stolen. (Players can set a response to a security breach. Nothing or Self Destruction) - It can be attacked, attacker gains a suspect flag. Or nothing if at war. - Is stealthy and doesn't show up on direction scans. You have to look for them.
2) A mobile refinery (a true mobile refinery)
- Is fed ore. - Minerals are refined but its slightly worst than the worst station. - Player can set it to be used by anyone, for a small fee. - However it is easily destroyed. - Start of independent high sec industry away from reliance of NPCs (also a cool war target).
3) Solar/ Planetary/ Astrogeological Observatory.
- Is fed passenger subgroup (scientists) and planetary ejaculate. - Can only be anchored in low, null and wormhole space. - Must be anchored near the object it was intended to observe. Planetary Observatory has to be anchored at a planet. - Everyday it generates reports depending on the space its in. There is a small chance it will generate a data core and a very very small chance it will generate a random 1 run BPC of a tech 1 item. - Risk verse reward paradigm. Null has a better chance of generating an BPC than low sec. And you have to physically go get the item (camp that ****). - doesn't show up on d-scan. - Could feed into Dust or PI with a secondary function.
4) Other Syphon Units.
- same as the moon goo syphons but they steal other stuff. - Some steal research (Coughing out BPCs) - Other could reduce the PG or CPU of a tower, forcing people to come "fix it"
5) Booby Trap Cans
- Would need normal cans to be hackable. - Booby trap can looks like a secure container, except when you hack it, it explodes. - No way to tell the difference between the two.
6) Stealth generator.
- NOT A CLOAKING FIELD. - Anyone in radius is removed from local chat and D-scan. - Can still be probed out. (infact its so easy to probe you can do it with core probes).
There you go. Brainstorming. Ideas but not always great. |

Abdiel Kavash
Paladin Order Fidelas Constans
1700
|
Posted - 2013.11.13 15:59:00 -
[200] - Quote
GallowsCalibrator wrote:If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)
Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes. My original idea changes the consequences from being beaten to a pulp by an invincible NPC entity to being shot at by other people. I specifically said "CONCORD won't react to criminal timers", not "people won't get criminal timers". So if you go GCC near one of these things, you have to sit it out for 15 minutes. If you warp out, you still get CONCORDOKKEN on landing. But 15 minutes is plenty for your victim to reship into a combat ship and take revenge on your now vulnerable ship tethered to the module. |
|

Winters Chill
Kyash Corporation
121
|
Posted - 2013.11.13 16:00:00 -
[201] - Quote
Syrias Bizniz wrote:
Mobile Cynosural Unit - Creates a Cyno. Everyone can jump to it.
.
I think certain low sec and pirates stations should do this already. For a fee.
Caps are too reliant on alts atm which seems like a cynical ploy from CCP.
If this was allowed more caps would die. Its thier inability to move about solo that actually keep more from dying.
|

Syrias Bizniz
Segmentum Solar Nulli Secunda
234
|
Posted - 2013.11.13 16:00:00 -
[202] - Quote
Mobile Agent Interface - Purchaseable from LP-Store. Tied to the faction which sells it to you. Gives you access to an Agent from the 'main corp' of that faction. Meta 1 Level 1, Meta 2 Level 2 and so on. Combat orientated corps sell you a Security Interface, Mining Corps a Mining Interface and so on. Provides Bonus LP if used out of Highsec (25% for Lowsec, 50% for Nullsec). Pirate Factions sell them too - Meta 1 deployable in Highsec, Meta 2 and 3 and 4 in Lowsec. LP-Penalties if used in High/Low (-50%/-25%).
|

GallowsCalibrator
GoonWaffe Goonswarm Federation
414
|
Posted - 2013.11.13 16:01:00 -
[203] - Quote
Abdiel Kavash wrote:GallowsCalibrator wrote:If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)
Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes. My original idea changes the consequences from being beaten to a pulp by an invincible NPC entity to being shot at by other people. I specifically said "CONCORD won't react to criminal timers", not "people won't get criminal timers". So if you go GCC near one of these things, you have to sit it out for 15 minutes. If you warp out, you still get CONCORDOKKEN on landing. But 15 minutes is plenty for your victim to reship into a combat ship and take revenge.
Ah, this I like. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2003
|
Posted - 2013.11.13 16:01:00 -
[204] - Quote
Asteroid Scanning Array:
Spawns a better quality asteroid field/ice belt (small one)/gas cloud. Bookmark dropped in the array's cargo.
Skill limited for how many you can anchor globally.
Cool down after scan.
Once warped to, the signature can be scanned down by anyone. Must be mined out before the array resets.
Possibly add, in empire space, some kind of claim system for these. So the discoverer can stake their claim. Anyone that mines from it after that goes suspect. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Aliventi
Stimulus Rote Kapelle
539
|
Posted - 2013.11.13 16:01:00 -
[205] - Quote
Mobile Depot had a ton of small gang groups super excited to use them to deploy behind enemy lines as we could have a base we could all use without anchoring a POS that would notify the SOV holders we were there. That excitement was lost when the "Only the person who deploys it can use it" rule was made public. So I want a Mobile Depot that is password protected so small elite groups can have a base of operation when we deploy behind enemy lines. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Jaz Antollare
Deadly Loneliness
37
|
Posted - 2013.11.13 16:03:00 -
[206] - Quote
Checkpoints for races, and may be some other things! A little structure that can show what person on what ship has flown by it. A log shows fly by speed and time. One single person could make a chain of those checkpoints to make a race track. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
414
|
Posted - 2013.11.13 16:03:00 -
[207] - Quote
Aliventi wrote:Mobile Depot had a ton of small gang groups super excited to use them to deploy behind enemy lines as we could have a base we could all use without anchoring a POS that would notify the SOV holders we were there. That excitement was lost when the "Only the person who deploys it can use it" rule was made public. So I want a Mobile Depot that is password protected so small elite groups can have a base of operation when we deploy behind enemy lines.
Eh, wouldn't some kind of general public-use mobile depot as a T2 variant be better? (I really like the idea of all of these anchorables being subverted, if you hadn't have guessed.) |

Syrias Bizniz
Segmentum Solar Nulli Secunda
234
|
Posted - 2013.11.13 16:03:00 -
[208] - Quote
Mobile Wormhole Generator.
Needs to be fueled with some Isotopes or so. Upon activation, puts the user into a random wormhole. No real wormhole connection is established (No K-162). The Generator gets destroyed in the process. |

Marc McIntyre Crendraven
The Knights of Retribution
23
|
Posted - 2013.11.13 16:05:00 -
[209] - Quote
How about some point defense turrets? a small one to deal with close range frigates maybe (wouldn't be as effective as drones of course), and a medium one to deal with close range cruisers. A large one would probably be power creep but i think it would be a cool idea in general. Eat Lead!!! Err....Antimatter...whatever! |

Syrias Bizniz
Segmentum Solar Nulli Secunda
235
|
Posted - 2013.11.13 16:08:00 -
[210] - Quote
Mobile Forcefield - Basically like a POS. But you can't anchor stuff to it, it's radius is very small, and it has no Reinforce. Also, very very low HP (like, 500k or so). |
|

Azami Nevinyrall
Red Federation RvB - RED Federation
1350
|
Posted - 2013.11.13 16:08:00 -
[211] - Quote
CCP Fozzie wrote:Jack bubu wrote: - Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor. Hmmmm...... Just make gate guns do it...
X minutes after ship pops the gate guns pop the wrecks... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |

Fawn Tailor
Northstar Cabal Tactical Narcotics Team
46
|
Posted - 2013.11.13 16:09:00 -
[212] - Quote
Deployable player owned billboards for corporate advertising, alliance propaganda and community service announcements near gates and stations. Highsec Mining Permits - Ask me How! Salvaging Permits also available! www.minerbumping.com |

Edward Olmops
Sirius Fleet
107
|
Posted - 2013.11.13 16:09:00 -
[213] - Quote
How about a decoy that makes you appear in Local even if you have left the system a long time ago? *eg* MAYBE this thing could be found on D-Scan, so someone in the system might be able to tell that you COULD not be present... but then again: if you actually WERE in the system, he could not tell. |

Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 16:09:00 -
[214] - Quote
merket module i can attach to the depot. It can list a few contracts with sell/buy orders. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Winters Chill
Kyash Corporation
122
|
Posted - 2013.11.13 16:10:00 -
[215] - Quote
Steve Ronuken wrote:Asteroid Scanning Array:
Spawns a better quality asteroid field/ice belt (small one)/gas cloud. Bookmark dropped in the array's cargo.
Skill limited for how many you can anchor globally.
Cool down after scan.
Once warped to, the signature can be scanned down by anyone. Must be mined out before the array resets.
Possibly add, in empire space, some kind of claim system for these. So the discoverer can stake their claim. Anyone that mines from it after that goes suspect.
I like it.
The claim system sort of discourages "content creation", read: player conflict.
Id rather have it the opposite way, or no suspect flag, and if someone else finds it they can steal the bookmark. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2005
|
Posted - 2013.11.13 16:11:00 -
[216] - Quote
The problem with these is TTP Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2005
|
Posted - 2013.11.13 16:13:00 -
[217] - Quote
Winters Chill wrote:Steve Ronuken wrote:Asteroid Scanning Array:
Spawns a better quality asteroid field/ice belt (small one)/gas cloud. Bookmark dropped in the array's cargo.
Skill limited for how many you can anchor globally.
Cool down after scan.
Once warped to, the signature can be scanned down by anyone. Must be mined out before the array resets.
Possibly add, in empire space, some kind of claim system for these. So the discoverer can stake their claim. Anyone that mines from it after that goes suspect. I like it. The claim system sort of discourages "content creation", read: player conflict. Id rather have it the opposite way, or no suspect flag, and if someone else finds it they can steal the bookmark.
I was thinking the suspect flag would encourage conflict. To allow people to shoot each other over claim jumping?
Though I guess that requires people to shoot first. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 16:14:00 -
[218] - Quote
sonar - like radar which emitts an impulse every 20s and shows you the location of every cloaked ship in the vicinity (50k or so). The location of the ship is only shown to the owner of the mod. (e.g ships appear decloaked for a few s) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Effing Odd
Black Fox Marauders
0
|
Posted - 2013.11.13 16:14:00 -
[219] - Quote
A lot of stupidly overpowered stuff in here.
One thing I would recommend is a mobile boost jammer - While deployed in a system, it would nullify all off grid boosting. This would have to be in system for 24 hrs before it took effect, and would have to be gone for 24 hours before the effects went away. I'm looking at this as a lowsec boost.
A lot of wormhole effects could be mimicked this way too. At most it's a way to even a battlefield, not give one side a surprise advantage. |

Abdiel Kavash
Paladin Order Fidelas Constans
1700
|
Posted - 2013.11.13 16:14:00 -
[220] - Quote
Steve Ronuken wrote:The problem with these is TTP I'm not so sure. We have station names visible to all of EVE already. I guess that people that we let touch sov buttons are more than 12 years old. |
|

MissBolyai
Sniggerdly Pandemic Legion
56
|
Posted - 2013.11.13 16:18:00 -
[221] - Quote
CCP Fozzie wrote:Jack bubu wrote: - Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor. Hmmmm...... Hey Fozziebro, I tweeted you a pastebin a few weeks ago from when you guys brought the dev-fleet to amamake. Not sure if you saw it, but here it is again: http://pastebin.com/pLaruV21
Please let me know if you need any feedback on shooting wrecks. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
415
|
Posted - 2013.11.13 16:19:00 -
[222] - Quote
This thread is going pretty quick so I'm just gonna put this up here again for anyone suggesting guns or direct combat structures:
GallowsCalibrator wrote:As an aside, I think a general rule-of-thumb would be that anything that involves direct combat should probably be a Bad Thing (TM), so no portable sentry guns or logistics. Because I can guaran-damn-tee you that otherwise someone's going to stuff 200 carriers with the things, drop them all, and form an unkillable death-sphere around every station and point of interest in the game.
(Hint: It'll be us)
|

Kismeteer
GoonWaffe Goonswarm Federation
534
|
Posted - 2013.11.13 16:20:00 -
[223] - Quote
Buildable gates.
Forget Jump bridges, let me change the face of eve, rerouting my territory as I see fit.
Doubles in cost for every gate in system beyond the first two.
Countering that, Destructible gates. |

Sara Rae
NED-Clan Goonswarm Federation
5
|
Posted - 2013.11.13 16:22:00 -
[224] - Quote
Mobile drone assist disruptor |

Quish McQuiddy
Pator Tech School Minmatar Republic
12
|
Posted - 2013.11.13 16:22:00 -
[225] - Quote
Deplyable 'De Anchor' Large 10k m3 deployed within 10k of abandoned POS takes 14 hours to remove POS. Mails POS owners corp every hour it is in operation - deactivated by them putting bubble up. It will then unanchor and be theirs to take.
Means we can clear up all the crap in WHs and hisec left by people who stopped caring about it. |

Sven Viko VIkolander
Aliastra Gallente Federation
103
|
Posted - 2013.11.13 16:22:00 -
[226] - Quote
CCP Fozzie wrote:Jack bubu wrote: - Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor. Hmmmm......
This would be awesome, not the least because it would reduce lag in big fights |

horrorgun
Dreddit Test Alliance Please Ignore
12
|
Posted - 2013.11.13 16:24:00 -
[227] - Quote
Mobile billboards for low and null sec. It would be awesome to have something that can advertise on the behalf of your alliance, or to post propaganda and welcome signs in a system. I can only see this working, and only want to see this working, if the images that get submitted to display on the billboard get the approval from ccp so we don't start seeing a bunch of penises in Null sec.
But imagine it though, you and your fleet jumps the border from fountain into Delve and you see a sign at the gate with the photo of a destroyed capital fleet, there's text over it that reads "Welcome to Delve! Enjoy your stay."
I can also see it working outside Null stations, perhaps for advertising corps or just general silliness. |

Pike Chargrim
Good Fights
0
|
Posted - 2013.11.13 16:27:00 -
[228] - Quote
I do not think that adding anything that either positively or negatively affects a ships capabilities (eg EWAR buffs/debuffs) or deals/repairs damage. That will end up being abused in large fleet situations and be impossible to balance. Instead, they should be used to address the quality-of-life issues that players face, rather than for combat advantage.
Quick list of ideas (I haven't read the rest of the thread, #nohate): 1. Mobile jump-tunnel -- improve logistics for non-titan/non-sov groups Unlike the current jump-bridge mechanic (uni-directional movement, titan/blops -> cyno), the jump-tunnel will allow bi-directional movement between two anchorable structures. The way this would work is that you would anchor one end-point in your staging system, then another in your target system. Once the structure onlines, it will allow ships to move back-and-forth between the two systems. The online timer is there to allow this to be used strategically, rather than for hot drops. Need to bring reinforcements to a fight? Drop one of these, protect it for 60s, then your reinforcements can come in. To keep this balanced, I would recommend putting a mass/volume limit (similar to a WH) to prevent force projection creep. Something that would allow you to move 10-20 cruisers to a fight and back, but prevent you from moving a 250 man BS fleet.
2. Mobile camera Anchor/online it and point it at something. Creates a public twitch.tv stream that allows anyone to watch it. Does not show local and is visible on d-scan and overviews. Expires after XXX time.
3. Mobile cyno-beacon Fairly straight-forward, behaves like a regular ship with a cyno. Allows anyone in the owner's fleet to jump to the beacon. Requires LO to function.
4. Mobile beacons Behaves like a regular celestial beacon. Allows anyone to warp to it at the usual ranges.
5. Mobile ore/PI/ammo/loot/etc storage containers Self-explainatory. Imagine anchorable versions of the new iteron line.
6. Wormhole stabilizer JUST KIDDING
|

Aliventi
Stimulus Rote Kapelle
539
|
Posted - 2013.11.13 16:28:00 -
[229] - Quote
GallowsCalibrator wrote:Aliventi wrote:Mobile Depot had a ton of small gang groups super excited to use them to deploy behind enemy lines as we could have a base we could all use without anchoring a POS that would notify the SOV holders we were there. That excitement was lost when the "Only the person who deploys it can use it" rule was made public. So I want a Mobile Depot that is password protected so small elite groups can have a base of operation when we deploy behind enemy lines. Eh, wouldn't some kind of general public-use mobile depot as a T2 variant be better? (I really like the idea of all of these anchorables being subverted, if you hadn't have guessed.) No one wants public use depots. No one will use public use depots because they can't keep anything safe. That is why password protected is there. If your spy gets the password all your stuff ends up stolen. If you can keep the password a secret they can still shoot it. However, I would be down for a T2 variant that doesn't show up on D-Scan but can still be probed down. Preferably not super easily but still probable.
Also, I would love a structure that essentially cloaks everything inside a 15km radius from D-scan, probes, and visually. If you are on grid, but outside the 15km boundary, you can't see or D-scan in. If you are inside the 15km boundary you can't see out, but D-scan still works only at max D-scan range.The structure can still be probed and appears on D-scan (again, perhaps a T2 variant that doesn't appear on D-scan), but you won't know what you will find when you cross that 15km boundary. You could find just a structure or you could find a fleet. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Hatsumi Kobayashi
Origin. Black Legion.
309
|
Posted - 2013.11.13 16:29:00 -
[230] - Quote
Mobile CCP Dev Unit
Deploys itself out of nowhere without your consent and starts dispensing bad ideas to anyone willing (or unwilling). No sig. |
|

BrandKuiken
Ouroboros Consortium
7
|
Posted - 2013.11.13 16:33:00 -
[231] - Quote
After thinking about a deployable jump bridge, it dawned on me how nice that would be in high sec. Have the ability to deploy based on corp standings with the sov owning faction (similar to POS in high sec)
This would make getting around to your corp mates much easier along with having trading much more convenient.
Having the structure based on faction standings from corp average would allow it to mostly help corps dedicated to certain areas of space fly together.
Perhaps limit the structure to only allow members from the owning corp to pass through, to prevent abuse from alts. |

Albert Spear
meadhan oidhche cinneach RECURSIVE ASCENSION
28
|
Posted - 2013.11.13 16:34:00 -
[232] - Quote
If I had to dream...here are my dreams
1) Gunnery Platform - it has a static location and programming. Rules similar to the battery rules on a POS. Requires cap boosters for lasers, ammo for any guns, limited number of shots. Skills do not apply to the platform, can not be directed by a player. Modules that violate CONCORD would be destroyed by CONCORD in systems that have CONCORD. Owner would become a criminal in HighSec the next time they are in HighSec for setting up a platform to violate CONCORD.
2) Gate Watcher - a platform that can track and record traffic thru a gate - time, ship, toon, etc. The data needs to be downloaded locally every 4-48 hours. platform has a limited recording capability. Has the ability to take a cloak, but needs to have cap boosters/batteries recharged when data is downloaded if cloaked. The closer to the gate it is deployed the more detailed the data (e.g. at 1KM you get the fit of the ship).
3) Docking Station - a cloaked module that allows a player to dock and hide a ship, so that they can move from 1 ship to another with a single toon, without leaving a ship floating in space. Would be limited to BC and down in size. Designed to allow solo toons to operate in places they normally could not. Only cloaked when the docked ship is not manned. This provides a poor man's POS without the forcefield or the ability to deploy other modules
4) Gate Probe - a platform that has a limited number of probes that cycle thru a gate and record what is on the other side. The probes are subject to bubbles, being shot up, and other means of destruction. The number of probes is limited. The probes cycle on a program and can not be changed (e.g. 5 minutes, 10 minutes, random, etc.) without servicing the module. The module would provide information to people with the right status to the owner on the state of the other side of the gate within a specific range.
5) Beacon - a platform that shows up in Local and can be warped to like any belt of other item in the system. The beacon would be of limited duration and could be set to alliance, corporate or public. The beacon could be deployed at the opening to a wormhole, a signature, or the graveyard for a battle. Beacons would have to be recharged at least weekly to continue to operating.
6) Repair Platform - a platform that would be able to house and use light repair drones. The user would warp to the platform and would then get repair based on status with the platform and how it is set. User could decide which drones are in the platform. Drones would operate at base levels, owner's skills would not apply. Platform could deploy at most 5 drones at one time.
These are just crazy brainstorms...take with a 1 cubic kilometer grain of salt. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2831
|
Posted - 2013.11.13 16:36:00 -
[233] - Quote
Idea 1: This is the Decoy Ship Idea I'd like to see implemented: A Decoy Ship
Idea 2: Player Created Incursion Device -- Something that you anchor then online in a quickish time frame (15-20 minutes). Have the device create a cyno-like beacon for all in system to notice and warp to if they like. It should also be a low EHP device (~50k EHP or less).
-- Once onlined, it creates incursion like penalties in System (Reduced ship damage, Reduced ship resistances, Reduced bounties, etc). These penalties last for several hours, and offlining or detonating the incursion-device will not cease the system penalties. [don't inhibit cyno's though, as that makes this too potent]
Why? It's a device to encourage the locals to come out and fight, and if they don't, they have real consequences. Currently, there is very little reason for a group to actively defend their space beyond sov / tower attacks, as it is generally more prudent to stay safe until an enemy leaves system and then commence normal activity.
|

GallowsCalibrator
GoonWaffe Goonswarm Federation
415
|
Posted - 2013.11.13 16:36:00 -
[234] - Quote
Aliventi wrote: *snip* No one will use public use depots because they can't keep anything safe.
That's the POINT. If you want the convenience of a one-stop deployment, then you should have to potentially suffer consequences if someone decides to bring a probe launcher and drop on top of your portable base of operations if it's left undefended. Otherwise, I guess everyone gets to bring their own little tent!
Again, I like the idea of all of these portables being essentially public - this being the price of their utility.
Aliventi wrote:Also, I would love a structure that essentially cloaks everything inside a 15km radius from D-scan, probes, and visually. If you are on grid, but outside the 15km boundary, you can't see or D-scan in. If you are inside the 15km boundary you can't see out, but D-scan still works only at max D-scan range.The structure can still be probed and appears on D-scan (again, perhaps a T2 variant that doesn't appear on D-scan), but you won't know what you will find when you cross that 15km boundary. You could find just a structure or you could find a fleet.
This idea is terrible. It's going to be even more terrible when you realise that, for instance, you could put one of these inside a large T2 bubble and on a gate.
I get the feeling you mostly want to be able to run Ultimate Gatecamps with these. |

Raketefrau
Di-Tron Heavy Industries Insidious Empire
31
|
Posted - 2013.11.13 16:39:00 -
[235] - Quote
How about a mobile structure that de-cloaks anything on-grid? |

1Robert McNamara1
The Graduates RAZOR Alliance
33
|
Posted - 2013.11.13 16:39:00 -
[236] - Quote
2 things
Space Jammer. When active on grid it disables drone assist for everyone as the targeting ship no longer can communicate with someone else's drones.
Battle Standard. When active on grid all fleet mates enjoy 1% ROF bonus, but more importantly it displays a kill count while deployed. The battle standard becomes more elaborate as kills mount up. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:40:00 -
[237] - Quote
Wormhole Integrity Disruptor
Deployed within 10 km of a wormhole. Reduces the total mass of said wormhole by 10 Gg per minute and prevents any mass regeneration. Unit is destroyed by gravimetric feedback if wormhole collapses. Otherwise it may be retrieved at any time. Target price of 10 million isk. |

Syrias Bizniz
Segmentum Solar Nulli Secunda
235
|
Posted - 2013.11.13 16:42:00 -
[238] - Quote
Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.
Fancy-Shmancy-Unit - Creates stuff. Like, non-mineable asteroids. Stuff to make space pretty, you know. So you can put your other Units and Deployables there. So it looks like one of those Pirate-Hubs.
Deflector Unit - Hides itself and all other Deployables in it's vicinity from D-Scan. So you can hide your base from D-Scan, but people with Probes (Combat?) will still be able to scan you down - and then wreak havoc.
Pleasure Hub - You can dock your Non-Capital Ship(s) here. Has a Bay, so only a limited number of ships can be docked. You can set access by granting access to certain players, to your corp, to alliance, to Standings, or none at all. Has a Captain's Quarter with a Window, and will start shrieking with sirens and flashy red light (you know, flashy red, because the Pleasure Hub already has Red Light in it by default) if people who are not on the allowed list land on grid. Has a amount of slots for:
Mobile Protective Sentry - Can only be deployed to a Pleasure Hub. Will start shooting people who land on grid of the Pleasure Hub without being on the allowed list. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
415
|
Posted - 2013.11.13 16:43:00 -
[239] - Quote
Edit: Quote is not edit. |

Abdiel Kavash
Paladin Order Fidelas Constans
1705
|
Posted - 2013.11.13 16:43:00 -
[240] - Quote
Deployable Memorials.
Flavor/RP structures you can deploy in your sov space. There should be different models of memorials (at the very least four racial variants, maybe small/medium/large?) When deploying, you pick the name (that will appear on overview) and a longer description (that will appear in the showinfo). Requires sov roles to deploy. Max one per system. Visible on overview from anywhere in system. They should be relatively cheap as they have no in-game effect (or maybe have them give a tiny "morale boost" for allied ships on grid?)
Alliances could use these to celebrate major victories, or to remember their famous leaders, FCs or members.
Here's the twist: the monuments are attackable, but not destructible (compare: station services). They should have big HP pools, so it takes a long time to incapacitate one. But as the HP drops to 75%, 50%, and 25%, the model should change to a more and more damaged version.
You could therefore try to **** off other alliances by shooting their memorials. Defacing say, the Vile Rat memorial in VFK would certainly incur the wrath of the goons upon you and could serve as a conflict driver. Wars are not always fought over material things, sometimes the cultural memory and moral victories are just as important.
When another alliance takes over sovereignty, they also take control of the memorial and can choose to take it down. |
|

Rena Senn
Resurrection Ventures Un.Bound
82
|
Posted - 2013.11.13 16:45:00 -
[241] - Quote
A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.
Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:49:00 -
[242] - Quote
Syrias Bizniz wrote:Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.
My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it. |

BugraT WarheaD
67
|
Posted - 2013.11.13 16:50:00 -
[243] - Quote
What about orbital structures to prevent Dust Mercenary invasion in CP and in FW, like meta-blasters that destroy MCC before they can enter the orbit of their designated planet. ? |

Syrias Bizniz
Segmentum Solar Nulli Secunda
235
|
Posted - 2013.11.13 16:51:00 -
[244] - Quote
Zvaarian the Red wrote:Syrias Bizniz wrote:Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active. My gut reaction to this is that it would need to require sovereignty and absolutely should have no reinforce timer. If you want to blockade a stargate you better be there to actively defend the tool allowing you to do it.
Maybe deploying it in your own held space would allow you to access the fuel bay for setting a reinforcement timer. As i said, a maximum of 1h or so sounds... good. You can react to defend it, but it has to happen fast. The opposing force has an Hour to do other stuff, like shooting down other deployables, until the Gate is passable again. |

Crasniya
Strange Energy Gentlemen's Agreement
331
|
Posted - 2013.11.13 16:51:00 -
[245] - Quote
- Gate guns Similar to how the empires protect their space, null sec territory should be capable of erecting similar defenses.
- Billboards Let us post notices and territorial markers in a manner more appropriate than dropping empty cans. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
415
|
Posted - 2013.11.13 16:52:00 -
[246] - Quote
GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more.
Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure.
This includes access-limited channels and private chat.
This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much. |

Smug face Makbema
Hedion University Amarr Empire
1
|
Posted - 2013.11.13 16:52:00 -
[247] - Quote
*Automated logistics unit when two of these units are deployed in the same system and by the same owner they link together with a Jump drive cargo shuttle mowing chosen cargo between them to the chosen unit.
*Ship launcher unit Launches docked ship to a targeted ships last known position in system.
*Password protected jump gates. in system use.
|

BugraT WarheaD
67
|
Posted - 2013.11.13 16:52:00 -
[248] - Quote
Nah ... Everything that keep Nullsec safier that Highsec is a bad idea ! |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
35
|
Posted - 2013.11.13 16:54:00 -
[249] - Quote
Rena Senn wrote:A portable wormhole tunneler that establishes a temporary and random k-space to k-space connection. Only one anchorable per system if server load is an issue. The hole goes EOL and collapses a short while later if the anchored structure is destroyed.
Why should Sansha have all the fun with their incursions? It's time capsuleers get in on the act too.
I like this one. |

Elfi Wolfe
University of Caille Gallente Federation
25
|
Posted - 2013.11.13 16:56:00 -
[250] - Quote
People always rage on cloaked ships and want a instant find.
But what about a cloaked detector that flashes brightly if there is a cloaked ship within 100 or 250 km, But does not reveal the cloaked ship. Also the "cloak sensor" cannot overlap with another "cloak sensor" or a bubble or cyno jammer.
Ie purpose is to alert there is a cloaked ship local but gives no other info or help.
I am a hi-sec inhabitant so this does not affect me. "Please point to the place on the doll where the carebear touched you." |
|

Stitcher
Re-Awakened Technologies Inc The 11th Hour Alliance
2389
|
Posted - 2013.11.13 16:57:00 -
[251] - Quote
Automated weapons platforms. little more than a highslot or two which you can fill with the weapons of your choice, slaved to your ship's targetting systems. Can only shoot what you shoot. Perfect for boosting your DPS a little bit at a secured location, useless when on the offensive. fragile.
Quantum Distortion Amplifier. Deploy it, and it slowly builds up to full strength. Moderately increases the odds of a wormhole spawning in the current system, and makes it more likely to connect to a higher-category system.
Emergency Medical Facility - a clone bay in space. So long as it's active, you spawn there instead. can be loaded with a single small ship (destroyer or frigate). If it gets popped in your absence, it counts as losing your current clone so you'll need to buy your appropriate grade again, so you run the risk of losing SP if you use it carelessly.
Listening Post - alerts the deploying player and their corp/alliance/fleet (depending on settings) to the existence, number and type of any cloaked ship on the same grid as the Listening Post, but does not give away the cloaked ship's actual location. So, you know if you've got half a dozen bombers lining up on you. One use only, limited duration.
Astrometric Observatory - Increases the scan strength of the deploying pilot's probes for the purposes of finding anomalies only. One use only, limited duration.
Brute-force Decryption Array - increases the deploying pilot's virus strength. One use only, limited duration.
Fire Support Relay - deployed above planetary districts, reduces the number of war points that DUST players fighting for the deploying pilot's side must earn in order to call in an orbital bombardment.
Disruption Pulse Generator - On deployment, begins a countdown. At the end of the countdown, fires a volume-of-effect pulse covering, say, a 50Km radius. Siege, Triage and Bastion modules aboard all ships within that radius immediately shut down if they were active. No such module may be activated by ships caught in the pulse for 5 minutes. can be scooped before it fires, but is destroyed if it does fire.
Slingshot Array - assists all ships in the area that meet criteria set by the deploying pilot by increasing their agility slightly, and increasing their rate of acceleration to warp. Has no effect on warp cruise speed or deceleration. (maybe the deploying pilot could even add a small nominal activation fee?) An in-character blog and a video: http://verinsjournal.blogspot.com http://www.youtube.com/watch?v=tu1mbsgo738
|

Hatsumi Kobayashi
Origin. Black Legion.
311
|
Posted - 2013.11.13 16:59:00 -
[252] - Quote
GallowsCalibrator wrote:GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure. This includes access-limited channels and private chat. This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much.
Mobile Automated Z0R Unit II No sig. |

Abdiel Kavash
Paladin Order Fidelas Constans
1715
|
Posted - 2013.11.13 17:02:00 -
[253] - Quote
Hatsumi Kobayashi wrote:GallowsCalibrator wrote:GallowsCalibrator wrote:Local Disruption Unit.
Doesn't hide who's in local, or anything like that, this has a far more vicious effect: It spams the local channel with unceasing terrible chat. Configurable, too - choose from such options as 'Jita Local Spam', 'General Discussion forum highlights', 'fofofo forever', 'Burkey saga', 'Rapid Missile Launcher Rage', and much more. Just had a thought for a T2 advanced version of this. The T2 version doesn't just spam local, but spams all channels open of all people in the range of effect of the structure. This includes access-limited channels and private chat. This module should cost in the billions of isk (probably supercarrier cost). It will still get used. So much. Mobile Automated Z0R Unit II Meta variants for "fofofofofo", "o7 m8" and "mine mine mine". |

Bagehi
Sniggerdly Pandemic Legion
222
|
Posted - 2013.11.13 17:02:00 -
[254] - Quote
A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics. |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
|
Posted - 2013.11.13 17:08:00 -
[255] - Quote
Power Generator (generates Power from Fuel Blocks) Shield Generator Generates a shield around the Complex aka Force Field (if shield drops to 5 % reinforced mode) shield needs power from the Power Generator is activatet needs strontium)
A Storage Module that links with the depot around 250.000m3 can link more than one also links with other storage modules
Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules Making it possible to make a inspace refining Complex (Mining Base) needs Power
Solar power plant very little power generation but cheap for litte Bases without huge power need |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2006
|
Posted - 2013.11.13 17:08:00 -
[256] - Quote
Bagehi wrote:A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics.
You see cynos because they're in your fleet, right?
How would you see this? All people in the alliance see it as an option? Constantly running, or needing triggered?
Because constantly running massively enhances power projection. No need to get a cyno chain in place, as it's already there.
Interesting idea though Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Rees Noturana
Red Rock Mining Company
261
|
Posted - 2013.11.13 17:12:00 -
[257] - Quote
I like the ideas people have had for providing services. Selling mining crystals in the belts or ammo in systems that don't have stations for the high-sec crowd. Maybe they'll get enough use. People are fairly creative with this stuff. Providing repair services in high-sec mission hubs that don't have stations could be lucrative as well. They'll just be quickly destroyed in low sec but might work in null. These can evolve into mobile villages. They all need to be more durable than the current depot.
I'm sure this is part of your plan but going to modular deployments and you have starbase 2.0. Make the big brother to the mobile depot and you have the replacement for the tower. Allow modules to be attached and it'll grow into a full starbase. It'll need to be as durable as a POS though and have the same CONCORD rules in high sec. But, this has been talked to death in the starbase 2.0 monster thread.
Create a new method of docking where the ship is visibly attached and takes up a docking slot and then activate an Incarna shared space. Oh, wait, that's dead. -á |

Deornoth Drake
Black Hole Squadron
40
|
Posted - 2013.11.13 17:12:00 -
[258] - Quote
* Provide access rights for fleet and corp for Mobile Depot and its variants
* Mobile Slot Plattform ... able to mount a hi-slot module ... controlled like gate guns (various sub-types possible, to house the different weapon system, repair modules, ECM modules and so on) ...
* Ability to "anchor" ships like Orca, Rorqual, Carriers with access to all the hangar according to the access rights. This would be a mobile home. Variation: Ability to anchor a ship to a Mobile Depot ... only one ship per Depot provides access to it's hangars and slots similar to gate guns (see above)
* Mobile Probe Disruption ... generate a field that makes it more difficult for the probes to locate the objects
check out How to improve a nomadic lifestyle |

Rekkr Nordgard
The Ardency of Faith Filthy Bastards
155
|
Posted - 2013.11.13 17:13:00 -
[259] - Quote
SOV mechanics rework, modular POSes, and ring mining first, then we can talk about deployables. |

Orosono
SOLUS EVOLUTION CORP From Ashes.
4
|
Posted - 2013.11.13 17:13:00 -
[260] - Quote
Mobile Jump Portal Generators. |
|

Marsan
Caldari Provisions
131
|
Posted - 2013.11.13 17:13:00 -
[261] - Quote
1) Mobile repair base. Able to repair structure, hull, shields, and damaged modules. If attacked it goes into reinforcement mode and does not rep anything. Can't repair supers, or pos.
2) Dead space gate. Creates or finds a dead space area when anchored. Gate can be anchored for self, corp, and alliance. Possible password. Can be hacked or destroyed (POCO like timer)
3) Stargate When 2 are anchored in different systems
4) Portable shield generator. Creates a POS like shield
5) Portable Cloak. Creates a cloaked area 20-30 km needs fuel
6) System scanner. Scans a system for cloaked objects. Reports back with "book marks" every 24 hours. - Yes this is 95% useless against afk cloakers as intended.
7) Clone bank - Allows you to swap clones - Allows you revive there if you die in system - Must be stocked with clones
8) Mineral refinery, and compression - Be at least as good as a POS - Maybe 2 different things
9) Mega miner - Targets nearby minable objects rocks, ice, and the like - Reduces targets to jet cans ownd by the corp, fleet or person anchoring the miner - Less yield than if you mined them with standard mining ships.
10) Hacking device - Allows you to hack secure containers, unpowered poses, a number of mobile objects - When hack is complete the hacked structure is unanchored
PS- Please please let us anchor 1, 7, and the Mobile Depots in a POS. Living in a POS sucks so much right now, and you clearly are intending these to replace POSes. Former forum cheerleader CCP, now just a hopeful small portion of the community. |

Alberik
Eusebius Corporation
29
|
Posted - 2013.11.13 17:15:00 -
[262] - Quote
Mobile Hull/Armor/Shield Repairer
Repairs slow but steady, will target a random target, even enemies. put some at a friendly pos in hisec and never again grind-repair your structures without cap support |

Elfi Wolfe
University of Caille Gallente Federation
25
|
Posted - 2013.11.13 17:18:00 -
[263] - Quote
A gate/wm probe. Deploy, activate, it moves to stargate/wm at 100 m/s jumps through. Then it turns around and moves back to gate/am after taking a picture of overview. Since it only moves at 100 m/s be easy for a gate camp to kill. With speed at 100 it should take two minutes to get back to system. Unit has to be access to get a data log with the info. Gate camp could jump through right after the gate probe jump to try and catch the ship on the other side recovering the unit.
Goal: to make static gate camps less dangerous, to make dynamic gate camps more interesting.
"Please point to the place on the doll where the carebear touched you." |

Kismeteer
GoonWaffe Goonswarm Federation
535
|
Posted - 2013.11.13 17:19:00 -
[264] - Quote
Deployable repair base
- Repairs shield/armor/hull AND modules on a 5-10 minute cycle, where your is immobile and exposed, must be outside pos shields. Warpable as it shows up in space on overview.
Mobile Cloning Bay
- Functions as a full cloning bay, ala Rorqual/Titans, but also allows for people to set their clone to it, and kill their clone to it. Allows for instant remote deployment for a corporation. People fail back to their corporation hub if it's set there and disappears.
Mobile JetCan Miner
- Collects FULL CANS only using capital tractor beams, used for massive jetcan mining jobs. This allows for a simple miner to come scoop without tractoring themselves.
Mobile Gate Rerouter
- Reroutes a gate for a limited time/limited number of ships to send them to a nearby system/same system. Has to be deployed on the side of the gate that it is rerouting, not the far side, so it's destructible.
Mobile PI siphon
- Allows a player to suck PI items from planet warehouses, anyone can scoop out, must be deployed next to the Planetary object. Works in high sec, but pulls suspect tag as soon as you scoop out of, even if you deployed it.
Mobile Screen Reinforcer
- Boosts all shield and/or armor hardening in a certain radius, and affects ALL ships on grid. Give your group an advantage if you're using shields, or maybe just your mining party. Usable in PVE or PVP.
Mobile Cyno Baby (based off Crybaby from Firefly)
- Opens up a 'Cyno' that is not actually a cyno, but appears as one on the overview. Works on a 1 minute cycle, so you deploy for launch and it comes 'online' in 1 minute, giving your actual cyno time to redeploy. Perfect for traps, drawing off hostiles.
Need more radical ideas rather than 'everything you can do in a pos, but in general space.' (Death to POS) |

Kismeteer
GoonWaffe Goonswarm Federation
535
|
Posted - 2013.11.13 17:22:00 -
[265] - Quote
Oh yeah, and Beacon.
Deployable Beacon
Gives a warp in to everyone in system. POS you're shooting, major fleet fight, a deadspace gate, an escalation, a worm hole. Appears on everyone's overview, lasts for an hour, super easy and cheap to deploy. Encourage fights, not encourage AFK play. |

MinutemanKirk
Quantum Cats Syndicate Samurai Pizza Cats
26
|
Posted - 2013.11.13 17:23:00 -
[266] - Quote
A tech 2 version of the current mobile cyno jammer that would make it's effects system wide. |

Berluth Luthian
Meltdown.
125
|
Posted - 2013.11.13 17:23:00 -
[267] - Quote
Guerilla Warfare 2.0: Tunnels, Trenches, and Traps
Sort of along the 'guerilla theme', the kind of modules that could disrupt the normal terrain of combat throughout a system would be pretty game-changing. You would be able to tailor the geography of your system to your favor.
Mobile Cloaking Unit (visible)-
When owner is nearby, it cloaks any nearby (25 km radius) fleeted ship hull that is stationary and has no modules activated. Hulls can be within 5 km and still cloaked. Use this to hide your fleet. But it can be scanned down and easily destroyed. Have dozens in a system and you can use them very tactfully.
Mobile Warp Tunnels and Warp Anchors-
Create your own deadspace (Acceleration Gates). These would be the equivalent of 'tunnels'. Drop an anchor that becomes the target for the 'tunnel' to land at. The anchors can't be scanned and warped to, but can only be entered through the acceleration gate or through destroying the anchor or acceleration gate. Tunnels can be nested, but if their parent's links are destroyed they are then reachable from regular links.
Mobile Stasis Fields-
Webifier fields that slow all ships within it's radius by a factor determined by their meta. |

Erica Sukarala
Rokh You like a Hurricane The Explicit Alliance
7
|
Posted - 2013.11.13 17:25:00 -
[268] - Quote
Mobile scanning array - Automatically probes down anomalies up to a certain difficulty. Results are only available after several hours. Array must be reactivated after each scan. Nomnomnom |

Typo Interobang
Dirt 'n' Glitter I Whip My Slaves Back and Forth
17
|
Posted - 2013.11.13 17:26:00 -
[269] - Quote
Garviel Tarrant wrote:Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and destroyed.
This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.
I don't want to be a part of FW.
I do however think we should have a way to **** with FW for the sake of ******* with them.
I like this idea. The three sided brawls that this could generate would be a lot of fun. |

Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 17:28:00 -
[270] - Quote
deployable beacon. So you don't forget where you place all the siphon units! eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
|

Draciste
Everyone vs Everything
17
|
Posted - 2013.11.13 17:30:00 -
[271] - Quote
mobile cynojammer without selfdestruct timer... and T2 version with covops cynojamm... Everyone vs Everything [qEvEp] - http://qevep.eve-kill.net/
https://twitter.com/Draciste |

Pic'n dor
Epsilon Lyr Nulli Secunda
16
|
Posted - 2013.11.13 17:34:00 -
[272] - Quote
POS refining array that can actually being used (and in more security space)
Deployable smartbombs
Deployable disrupt gate system : IT'S A TRAP ( self destruct with large explosion after 20min timer ?) |

Phoenix Jones
Shockwave Innovations Surely You're Joking
252
|
Posted - 2013.11.13 17:34:00 -
[273] - Quote
The following would be interesting.
1) Mobile Intelligence Jamming Module.
This mobile module must be launched at a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). (Functions exactly like the mobile siphon unit). This module will not be automatically targetted by guns (but can be shot at just like the mobile siphon). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, creating the option for people to snipe them. In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at, but is much readily available to be shot at by the average person. If there are no pos's in system (rarity but it does happen), this module can't be anchored. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.
This mobile deployable does six things. a) Removes Local Chat b) Removes statistics of people jumping into the system via stargates from the starmaps statistics c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos). d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up). e) Removes pods destroyed from statistics (same as above). f) Removes NPC killed statistics (same as above).
This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).
It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.
Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue.
Note: People still show up if they are docked in a station (they show up in the guest tab). Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Cylin Rath
4
|
Posted - 2013.11.13 17:41:00 -
[274] - Quote
Mobile Sensor Amplifier - Boosts the sensor strength of ships ~75% within a set distance say 10k. These would require a one of 5 scripts (Grav, Ladar, Mag, Multi, Radar). The multi-spectrum script would only give ~45% boost. Small version would have around cruiser EHPs.
Mobile Capacitor Transfer Unit - Mobile unit that comes in 3 sizes (small, medium, large) and gives the sub capital ships within 5k more cap. The units must be fueled with cap boosters of the appropriate size. The amount of cap per second would be equivalent to a 75% of what a cap booster module would give.
Mobile Targeting Amplifier - Boost the targeting range of ships within 5k by 20%. |

Delhaven
Arkhon Industries Solarmark Coalition
22
|
Posted - 2013.11.13 17:44:00 -
[275] - Quote
A unit to get people out of mining ships and into combat ships, while also making mining more interactive and interesting.
For example:
A unit that would potentially mine at a rate above a maxed Hulk, which can also be affected by fleet bonuses (including those from an Orca).
BUT, it requires constant attention to keep it working at high efficiency (this would be ripe for a minigame like hacking), and can either be easily destroyed, or can have the contents stolen, or some other measure to make it prudent for the "miner" to fly a combat ship with the potential to need to defend the structure. |

Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 17:44:00 -
[276] - Quote
CCP Fozzie wrote:Jack bubu wrote: - Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
I just checked with CCP Masterplan and it turns out this would be a fairly simple modification to the auto-tractor. Hmmmm......
should be called maga maid. just saying eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 17:47:00 -
[277] - Quote
Abdiel Kavash wrote:GallowsCalibrator wrote:If you don't notice someone setting up a 10-minute anchor of a fragile Concord Disruptor and not warp out, well, not sure what to say really. (PS: The whole point of this thing as I'm thinking is that the consequences are still inevitable, but delayed.)
Hmmm, I suppose it SHOULD probably only have limited battery life too. Probably in the span of minutes. My original idea changes the consequences from being beaten to a pulp by an invincible NPC entity to being shot at by other people. I specifically said "CONCORD won't react to criminal timers", not "people won't get criminal timers". So if you go GCC near one of these things, you have to sit it out for 15 minutes. If you warp out, you still get CONCORDOKKEN on landing. But 15 minutes is plenty for your victim to reship into a combat ship and take revenge on your now vulnerable ship tethered to the module.
1 minut weapon timer is gone, dock in Orca, warp out in egg. No concordokken for egg. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Bienator II
madmen of the skies
2172
|
Posted - 2013.11.13 17:48:00 -
[278] - Quote
mobile drone hive. Connects to all disconnected drones on field and pulls them into the cargo hold. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 17:48:00 -
[279] - Quote
Phoenix Jones wrote:The following would be interesting.
1) Mobile Intelligence Jamming Module.
This mobile module must be deployed on a POS (active or inactive, but there must be a POS present at the moon), but must be outside of the shields (cannot be anchored inside of a POS). The deploying function operates exactly like the mobile siphon unit (this is not a new POS module).
This mobile deployable does six things. a) Removes Local Chat b) Removes statistics of people jumping into the system via stargates from the starmaps statistics c) Removes cyno's information from the starmaps statistics. (Note: cynos still show up on overview when in system, this does not prevent cynos). d) Removes ships destroyed in ingame statistics map (aka no giant orange circles show up). e) Removes pods destroyed from statistics (same as above). f) Removes NPC killed statistics (same as above).
This module essentially blacks out a system from immediate outside intelligence. This can be used for both defensive positions (stopping people from scouting via local, removes immediate non-outside intel of ship movements, etc, hiding your fleet numbers), or it can be used offensively (can now hide fleet numbers in system vs hiding them outside of it, removing local chat for the locals of the system from using it as a intelligence system), etc. It would turn a system into some similarities on how wormhole space work, but it is controllable by the players in the system (aka, they can deploy the device, they can destroy the device).
It'd be interesting for a group to blow up all the devices in a system, just to discover there's is an armada nearby. It'd also be interesting whether people would commit to using these devices in there own system (aka, cloak there system and possibly the surrounding systems also). Would people go as far as putting these throughout multiple system pipelines to hide ship movements/conceal deployments and battles.
Statistics on hit points, amount of modules that can be on a pos, as well as locations to be deployed (alternatives to pos's, such as planets or gates) would need to be determined. Module can be deployed in lowsec and nullsec. It is debatable whether this should be deployable in NPC low/and null, but I don't see an immediate issue. This module will not be automatically targeted by pos guns (but can be shot at just like the mobile siphon by a pos gunner). Meaning you can anchor this on a pos, but it can be blown up by people without having to blow up the pos first, and can be blown up by the pos owner using the pos guns themselves.
In addition, since this can be anchored at a offline pos, gives the option for people to anchor them at a pos where it won't get shot at by a pos gunner, or generally checked daily, but is much readily available to be shot at by the average person (no shield or online guns to worry about. If there are no pos's in system (rarity but it does happen), this module cannot be dropped. So systems with no pos's can't be intelligence jammed. This causes people to either setup pos's, clean up dead sticks, possibly offensively anchor pos's to deploy the unit, etc. This provides a variety of options to people who want to use this module, and for people who want to get rid of this module. In addition, this provides a location of combat.
Note: People still show up if they are docked in a station (they show up in the guest tab).
Surely You're Joking... Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Xirzeg
Native Freshfood Minmatar Republic
1
|
Posted - 2013.11.13 17:52:00 -
[280] - Quote
Cloak jammer
Can be anchored on gates, is chance based depending on ships sensor strenght. Can delay ships cloaking for 1-2 seconds
|
|

flakeys
Antwerpse Kerels Fidelas Constans
1613
|
Posted - 2013.11.13 17:56:00 -
[281] - Quote
Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?
But as said that's probably just my odd way of working in reall life ...
We are all born ignorant, but one must work hard to remain stupid.
|

Deaperblue
Kernel of War Goonswarm Federation
3
|
Posted - 2013.11.13 17:57:00 -
[282] - Quote
Local chat jammer  |

Vyger
S0utherN Comfort Against ALL Authorities
9
|
Posted - 2013.11.13 17:58:00 -
[283] - Quote
I'd really like to see a mobile research lab so I can do my damned ME research.
Or better yet just fix the PoS mobile lab mechanics so you can finally set them to publicly available and actually allow someone outside of your alliance to use them.
|

Two step
Aperture Harmonics No Holes Barred
4269
|
Posted - 2013.11.13 18:00:00 -
[284] - Quote
How about deployable ship storage. Bonus points if I can give it a list of people allowed to take from it CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

GreenSeed
729
|
Posted - 2013.11.13 18:03:00 -
[285] - Quote
a "ship dispenser" type of structure would be nice, it will need to anchor like a POS module, on a POS, and it would make alliance level fleet set up really easy.
the indy corp sets it up, stocks it with modules and ships, then the FC shows up selects a a couple of premade fits, for example one full T2, other Meta for the low sp people, and then the fleet picks up the ships.
everything with its corresponding log entry ofc, to keep track of who took what.
and while you are at it, can we please get Corp/Alliance ownerships of assets?
that would make logistics SO much easier... |

Azami Nevinyrall
Red Federation RvB - RED Federation
1350
|
Posted - 2013.11.13 18:04:00 -
[286] - Quote
flakeys wrote:Look it might be me , but uhm ... people have been asking for a pos revamp for 6 years or so.Instead of ''trying to come up with ideas what structures to add for ***** and giggles how about giving that one a whirl ?
But as said that's probably just my odd way of working in reall life ... Since POSs are heavily coded with....most of EVE and it's legacy code...it's too hard to fix.
This is the easy way around it... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |

Drahomi'r Bozi'dar
0ne Percent.
2
|
Posted - 2013.11.13 18:04:00 -
[287] - Quote
Decoy Unit: when onlined it appears as a certain ship-type (either configureable or different version of the module?) on d-scan and to combat probes. On grid it looks like a ship until it is locked, then it is revealed as the decoy unit.
+1 to the Repair Facility option: should be able to repair heat damage and burnt out mods. Should be able to rep armor/hull. Could run on nanite paste or cap charges or something. Should be balanced to be a non-combat module, and rather a place where you go between fights to fix stuff
|

Cypherdog
Pator Tech School Minmatar Republic
26
|
Posted - 2013.11.13 18:04:00 -
[288] - Quote
I want my own Private decadent entertainment club. Where I can dispense exotic dancers, drugs and contraband to all my guests. And I want to personalize it's textures. |

Dhuras
The Classy Gentlemans Corporation Moist.
83
|
Posted - 2013.11.13 18:05:00 -
[289] - Quote
Abdiel Kavash wrote:A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
This would also allow the FC to prepare these in a system and have fleet members warp to them without the need for fleet warps or sharing bookmarks. This would be very useful for bomber fleets, for tacticals around gates, wormholes, or even marking scanned down sites for your alt to run.
I'll take warping to a fleet member for 100 Alex. |

Silvonus
Future Corps Sleeper Social Club
57
|
Posted - 2013.11.13 18:09:00 -
[290] - Quote
A Mobile Moon Scanner. An anchorable structure that provides full scan results for all moons in a given system (after a certain amount of time). |
|

Daedalus II
The Oasis Group TOG - The Older Gamers Alliance
181
|
Posted - 2013.11.13 18:09:00 -
[291] - Quote
Covert Mobile Depot: Uses stront (or something like that) to keep a cloak running. Will decloak if anything gets close (like normal cloaking behavior), so it will decloak when you close in on it (just make sure you remember where you put it!). Will automatically try to re-cloak every minute if decloaked. If fully fueled lasts perhaps 3-5 days without intervention. When it runs out of fuel it can't maintain cloak.
Stationary weapons platform: A rather heavily armed automatic weapons platform, on par with or even better than a deathstar POS. Steep fuel requirements, expensive and has no jamming or webbing. Gun's can't be manually controlled. Too slow to catch people at a gate for example, but good for protecting a specific area against larger ships. Can take a good amount of damage and is immune to EWAR, but in the end its inability to move makes it vulnerable. |

Laetitia Nzero
Southern Cross Empire Flying Dangerous
29
|
Posted - 2013.11.13 18:10:00 -
[292] - Quote
Deployable Bombs, not like the mines from ages ago, one you anchor in space and set a custom timer so they require some skill to operate, timing of fleet and good intel to use effectively.
These could have varying sizes' say for the small, which I'm thinking would go something like this:
Small Deployable Electron Bomb 6 second anchor timer Player sets timer duration, max 30 seconds then they explode regardless Area of effect 20km 7000 EM Moderate hit points so they are potentially destroyable but upon destruction do 4000 EM damage over 4km Deploying causes no aggression timer (potential for scout to place and do a jump back forcing enemy to jump as well)
Bomb timer only seen by bomb operator
My 2cents |

Phoenix Jones
Shockwave Innovations Surely You're Joking
252
|
Posted - 2013.11.13 18:11:00 -
[293] - Quote
Deaperblue wrote:Local chat jammer 
see my post the previous page. Mobile Intelligence Jamming Module.
2) Deployable Sensory Sweep Array.
This mobile module can be launched at any gates in the system. This mobile deployable module deploys an energy EMP overload pulse throughout the system every hour. The energy pulse disables any active cloaking device on ships (this does not remove your gate cloak when you jump into a system). If the ship is currently cloak when hit with the pulse, the device is disabled, offlined, and the ship looses half its capacitor (as the pulse overloads the cloak, it robs the ship of capacitor to reonline it). In addition, the capacitor overload causes the ship to show up on system scan (essentially the capacitor discharge causes the ship to show up as if it just lit a cyno). This pinpoint (the discharge from the capacitor of the ship) lasts 2 minutes in overview/space.
notes: the ship can warp as normal, as the pulse only overloads the cloak, disabling it, and does not disable the ship. The warp in point does not follow the ship if it immediately warps off, it is just the residue from the capacitor discharge, which is localized at the location where the cloaking device was deactivated (aka, if you are paying attention, you can still run with little to no issue, less a interceptor manages to capture you).
To clarify how this works:
1) You have a cloaking device equipped, you are not cloaked, you are hit by the pulse, nothing happens, your cloaking device does not disable, you do not lose any capacitor.
2) You have a cloaking device equpped, it is running and you are cloaked and you are hit by the pulse. Your cloaking device deactivates, and disables itself, you lose half your capacitor as the energy surge discharges your cap into space, and a warp in shows up on overview. You can stay there and fight who comes, or warp away, your choice.
The reason for the warp in is simple. A ship at a deep safe hit with this module essentially is still safe, unless probed down immediately. This gives everybody a system a warp in for the decloaked vessel, and only effects people who don't move there cloak disabled ship away from that point (warp off). This isn't a afk decloak module, it is a decloak system module. The only person who knows the timing of the module would be the person who deployed it, in addition, this would potentially effect them too. The module does not discriminate. This would be a potential danger to people who use cloaky haulers, people in T3's who are jumping around the system, stealth bomber groups setting up a bomb run. They run the potential of getting hit by this module if they don't deal with it first, or blindly jump into systems that have such a module
This module has a hour long reset (can be less depending on balance of the unit) between sweep times (activates once an hour, varying between 15 seconds to 2 minutes of continuous activation). Activation amounts and stats are to be determined.
Notification of the pulse.
The pulse array has an audible sounds when it is about to activate (low, dull, not very noticible, 10 seconds before it goes off, and a 2nd sound when it goes off, that echoes out as it passes over the system.
Initial deployment only in Sovereign Territories (non npc owned systems), testing would need to be done on whether this can be deployed in NPC lowsec/nullsec, and whether it could be deployed at other locations except gates, and whether this is more of a sovereign unit or a deployable unit by anybody. These stats would be finalized upon review.
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Mocram
Inventores Lda.
5
|
Posted - 2013.11.13 18:12:00 -
[294] - Quote
Make mobile structures hackable. Raise the shield, armor and hull values, and give the failed hacker a big explotion in return.
Maybe create a way to raise the firewall and antiv+¡rus levels of the mobile structures.
This way, not only would be a more secure use of the Mobile structures, but also some more use of the new hacking capabilities in EVE.
The start of the hack would give the hacker a criminal flag for 15m. No CONCORD. |

Zimmy Zeta
Dreddit Test Alliance Please Ignore
36013
|
Posted - 2013.11.13 18:16:00 -
[295] - Quote
Decoy Stargates.
They do basically nothing but appear on the overview map as a stargate to a destination previously specified by the player who deployed them. These should confuse the living hell out of every fleet passing through the system, when suddenly there is not one, but 5 or 6 stargates to the destination specified by the FC- and only one of them is the real stargate. I'm just going to walk the Earth. You know, like Caine in Kung Fu: walk from place to place, meet people, get into adventures and die of autoerotic asphyxation in a sleazy Thai hotel room. |

Alpha Tenshi
Rekall Incorporated Sinewave Alliance
1
|
Posted - 2013.11.13 18:23:00 -
[296] - Quote
What I would love to have is a deployable remote repair module.
For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.
So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).
What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.
Just a thought ^_^
Alpha out o7 |

Narcotic Gryffin
Bombin Busch Wookies
13
|
Posted - 2013.11.13 18:24:00 -
[297] - Quote
Deloyable repair unit, no reinforcement mode 50k ehp at best otherwise op, that repairs as fast as logi ships and also works on structures, entirely vulnerable to attack but reps anything within a 2.5k range of its location. http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg |

Saede Riordan
Alexylva Paradox
5314
|
Posted - 2013.11.13 18:25:00 -
[298] - Quote
I'd like to have something akin to the old system scanning array POS module. You anchor it, it scans out everything in the system, and from the structure you can warp to anything it detects. Give it a fairly long anchoring time, like 5 minutes, and then make it take a certain amount of time to scan out everything. It wouldn't be faster then scan probing, but would give system owners a bit of an edge.
Some sort of anchorable 'nano-hive' that repaired any ships nearby would be nice.
I'd also like to see a 'gravition generator' structure of some sorts that could be anchored on a wormhole, which would slowly add mass to it until it collapsed.
Oh, and I'd really really like to see Skyhooks/space elevators, like we see in some of the trailers. And they had better be deployable within wormholes.
Other ideas: anchorable turrets, anchorable stasis towers, anchorable EW units, anchorable mining units.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Narcotic Gryffin
Bombin Busch Wookies
13
|
Posted - 2013.11.13 18:26:00 -
[299] - Quote
accidental dubble post please delete http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg |

Rache Sangfroid
Aliastra Gallente Federation
0
|
Posted - 2013.11.13 18:26:00 -
[300] - Quote
Mobile drone refitting bay
-deployable with no active timers -allows drones in cargo bay to be loaded into drone bay -can be fitted with reppers that repair all contained drones -limited to 5 drones not by volume -once deployed owner can lock another ship in 2.5km to let them use the structure, if dropped from a ship with a large enough cargo hold to resupply many ships
|
|

Drak d'Amral
Full Contact Blinky Red Brotherhood
5
|
Posted - 2013.11.13 18:28:00 -
[301] - Quote
mobile syphon unit t2 = > steals strontium and/or fuel form the tower :-P
edit: mobile thingy that allows you to manupulate the RF timer of things, maybe +/- 4 hours |

Gyroll
Sebiestor Tribe Minmatar Republic
1
|
Posted - 2013.11.13 18:31:00 -
[302] - Quote
My suggestion
-Mobile Jump Bridge Jammer. Makes it so that no1 can use the a JB to jump into the system, similar to when a system has an incursion.
-Mobile Covert Cyno Beacon -A Covert cyno where only covert ops ships can jump/bridge to
Note:
Please do not introduce mobile structures that promote camping them, fights would turn into "why wont you fight me outside of your mobile structure range".
I'm referring to structures like, mobile stasis web, mobile warp disruptor, etc.
|

Heinky
Viziam Amarr Empire
9
|
Posted - 2013.11.13 18:33:00 -
[303] - Quote
A webifier unit that webify all ships in a specific area, 5km -30%, with no stacking penalty A anti NPC unit that keeps those pesky npc's of the gate when you are camping in destroyer sized hulls A cyno bakon unit where you can jump trough... jumping blind is fun :p A target painer unit that increased sig of anyone that is close
Stuff like that maybe some more ewar ect |

Zand Vor
Imbrium Clan
2
|
Posted - 2013.11.13 18:33:00 -
[304] - Quote
A larger version of the new Mobile Refitting structure that allows anyone in your fleet to use it.
A personal medical/jump clone (Only you can establish and jump to a clone there).
A local-chat supression system. Disconnects everyone from local-chat in that system or area of effect.
|

The Sinister
Sebiestor Tribe Minmatar Republic
27
|
Posted - 2013.11.13 18:37:00 -
[305] - Quote
Mobile Probe Jammer!
Make safe spots really safe!
Deployed and active will make anything within that grid inmune to combat probes.
-OR-
Mobile Defensive Units!
Similar to POS sentry guns!
Will atack anithing thats not friendly to it or to its owner. witha wide variety of choises like Webbing, Scrambling, Neuting, and Guns.
If you are going to make a city in the middle of space u need defences!
Mobile Energy Pylon!
Will power up any other active mobile structures within its power radius! (take out the Energy Pylon and all defensive structures feeded by it will go inert)
|

Iudicium Vastus
Federal Navy Academy Gallente Federation
157
|
Posted - 2013.11.13 18:41:00 -
[306] - Quote
Something like the webbing tower you find in some missions would be pretty sweet. |

kano donn
Blueprint Haus Get Off My Lawn
7
|
Posted - 2013.11.13 18:43:00 -
[307] - Quote
Mobile Web bubbles. 10km range, 40% flat reduction in speed. OR, +1sec align time. (Numbers Adjustable)
|

Elfi Wolfe
University of Caille Gallente Federation
26
|
Posted - 2013.11.13 18:44:00 -
[308] - Quote
Alpha Tenshi wrote:What I would love to have is a deployable remote repair module.
For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.
So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).
What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.
Just a thought ^_^
Alpha out o7
You can replicate this with a depot and some modules. That is one of the things I am going to do with depots. "Please point to the place on the doll where the carebear touched you." |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 18:46:00 -
[309] - Quote
How about this:
Local Intel Mirage Generator - you can deploy it anywhere in a system, it communicates with the gates in the deployed system and starts randomly creating ghost local contacts in both the deployed-in system and the immediately surrounding systems, based on whos in the deployed and surrounding systems, spreading confusion amongst anyone trying to track or use local as 100% accurate and instant intel tool.
Placing 2 of these within 2 systems of each other has the ability to spread local contacts between each other over a 5 system area.
Takes 1 minute to deploy, requires activation to start effect. Lasts 15 minutes until it expires Can be probed down by a ship with bonuses / bonusing modules Approximately 500m3 so it cannot be spammed by small ships Limited to 3 deployed per Character. Around 100,000 ehp
|

George Boyter
Viziam Amarr Empire
0
|
Posted - 2013.11.13 18:47:00 -
[310] - Quote
Here is my wishlist :-)
Mining laser enhancer to make mining lasers more efficient (think command module but anchor-able and with limited range say only on grid) A better version of a sentry drone that actually works for ships not dedicated to drones (read a mining ship) A ore compressor, make it so the highsec kids can get in on that compressed ore action
A wormehole anchor, making a wormehole stay open as long as it is fed enough fuel (can only be anchored in w-space) that should make for interesting debates in the w-space community
Of course a local cloaking unit allowing you and possibly others within range to hide your presence from scanners (but keeps you visible for those in range)
|
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1058
|
Posted - 2013.11.13 18:47:00 -
[311] - Quote
An evolution of the mobile depot of some kind with an assembly line and a refinery.
ONE assembly line. Not two, not five, ONE assembly line. So that you can stay in hostile space without having to worry about where your ammunition / cap charges / drones will be coming from as long as you have the minerals to keep making them.
The refinery is obviously to let you grind up rocks and scrapmetal into the minerals for construction.
Make it corp/fleet accessible via user-selection like the Orca's bays are. |

Kw1jybo
Infinite Point Nulli Secunda
5
|
Posted - 2013.11.13 18:47:00 -
[312] - Quote
- Mobile decloak field, 100km, last say 20 minutes. Decloaks all that enters.
- Stasis webber.
- Corpse gatherer.
- Wormhole generator. This would draw things into it, making them disappear. Great for denying wrecks to your enemy.
|

Matthew Dust
NECROM0NGERS
6
|
Posted - 2013.11.13 18:50:00 -
[313] - Quote
The mobile structure I would like to see the most? Satellites, satellites that display a real time map of what is going on the district my DUST MERCS are fighting on so I can provide real time intel to them. +10 if I can deploy them and simply chill in station and watch it in my captains quarters on the screen like in the trailer, http://www.youtube.com/watch?v=gRyXDlZKwgA |

Hibernator X
Bene Gesserit ChapterHouse Sanctuary Pact
6
|
Posted - 2013.11.13 18:50:00 -
[314] - Quote
Giving a nod to RP and player created content:
The Player Owned Mobile Billboard Projector.
Instead of using named cans this item will allow players to create a short blurb or advertisement , possibly with the ability to select images such as corp or alliance logo, possibly player portraits, the applications are endless really. |

John Holt
Apollo Technologies Inc
15
|
Posted - 2013.11.13 18:53:00 -
[315] - Quote
Mobile repair station for wormhole space especially. Pirates are scum, Null sec is full of blobs and unnecesary violence, so I'm just a Privateer wandering around High and Low Sec.
|

Dredkeeper
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.11.13 18:53:00 -
[316] - Quote
Mobile weapons platform configurable like a T3(but on a much smaller scale) High and medium slots only, using actual modules from the market. using the fitting much like ships and dusties with a limited amount of CPU/PG
with a limit to how many can be active with 50km of its anchor point(including other structures like a POS or bubble)
Weapons - Drone, Guns, Missiles or Electronic warfare Flight of 5 or 10 (Lights only) 1 Large gun/missile, 2 mediums and 3 or small Ewar would replace defense slots and be able to fit all modules accept short point
Defense - Cloak or shield Cloak so no one sees it before attempting a attack Shield defense so it could take some damage before being disabled
Mobility - Fixed or Moving Fixed would receive a increase in damage, range and tracking speed, but would be easier to kill Mobile would have a small signature radius
so why would we choose a mobile version? Mobile version could have an option to deploy mines or charges that could drain cap(De-cloaker \o/)
Materials would be a Mix of Salvage and PI with a small amount of trit |

McDodah
Five-0 Northern Associates.
5
|
Posted - 2013.11.13 18:54:00 -
[317] - Quote
Abdiel Kavash wrote:[quote=Glasgow Dunlop][quote=Abdiel Kavash]A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
Join my corp SPAM! Good idea... annoying in practice.
|

Aleksey Diaklov
Caldari Provisions Caldari State
1
|
Posted - 2013.11.13 18:56:00 -
[318] - Quote
With the continued theme of "Taking power from the empires" and "Scaled-down POS bits": Research Outpost Mobile Manufacturing Depot Basically like the POS equivalents of the Mobile Lab and Ammo/Component/Drone/Equipment Assembly Arrays but on the scale of the Mobile Depot, for use by single players. Cheaper for use by single players or small corporations to afford, but have only a couple of slots and slower than NPC stations. Of course, like the Mobile Depot, it could be attacked, reinforced, and then destroyed. Be careful with your BPs! If you scoop them up while in reinforcement, materials are lost for manufacturing and tons of time loss with the research lab.
Speaking of other structures to reinforce: Shield Emitter. Set it up around other structures, if they don't have reinforcement timers. The more structures it has to look over, it requires more fuel/hour to run.
In response to other ideas: D-scan jammer/D-scan decoy: These sound like fun. Drop a few decoys just to mess with people. Make d-scan jammers not show up on d-scan but they can be scanned down. Anyone that scans them down need to be cautious that anything being hidden from scan won't murder them into little pieces when they go to destroy the jammer.
Cloak disruptor: This would absolutely neuter cloaky ships. With a very small range, on the order of dictor bubbles, maybe. As for gate camps, the cloaky ships still have to warp and recloak while on the way away from a gate. |

Lifelongnoob
The Motley Crew Reborn End of Life
15
|
Posted - 2013.11.13 18:58:00 -
[319] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
i'd like to see mobile wormhole stabilzers. these are destroyable and require pos fuel cubes to run but double the lifetime but reduce the mass limit or increase the mass limit of a wormhole at the expense of halving the lifetime of the wormhole. |

Dasola
Rookie Empire Citizens Rookie Empire
215
|
Posted - 2013.11.13 18:59:00 -
[320] - Quote
So many good ideas people have... Take a hint CCP...
Heres what i would like.. Deplyable structures to:
- Single manufacturing line with ability to manufacture up to large pos towers in it... And anything smaller... Could be slow, have big signature so easy to scan down... Large tower packaged is 8000 m3 so it rules out BS/BC manufacturing..
- Mobile miner support structure: Ore storage, refine, compress. Again slow, large ore storage, easy to scan down... or fast with small batch sizes, runs automatic. Solar powered.
- Mobile repair station: Slow but repairs are free, might help a bit i those hard missions by helping you stay alive, short range
- Personal research lab: single line that can do either me/pe research, copy or invention. Might not have time bonuses, maybe slower then npc stations?
- Deadspace pocket stabilizer: deploy to stabilize that mission pocket to have your own little safe haven, uses fuel of course
- Shield generator, eats any pos fuel to generate small shield bubble like around pos. 1/4 of hit points of small tower, super easy to scan down due massive electronic signature. Weak but gives extra protection to you small home...
- Mobile ship hangar, no refit service. Regular one upto destroyers, faction ones: cruisers/bc/bs sizes... 1-3 ships. large thingy, easy to scan down even by one day old noob
- Personal Sling accelerator: Single use structure to allow you to warp anywhere inside system withing the System boundaries, Up, down, left, right. Withing bookmarking range of systems central star. BTW this is thing we cant currently do. Since straight up docent have anything to warp into This structure would use small amount of fuel and lets you pick any direction in 3D space and range as mentioned above. You land within +- 0.5 AU of destination.
And bossibilities are infinite.... expecially once we get the new pos system up... Could link some of these, so that group of players could come together and form temporary space colony by deploying individual structures and creating temporary links between structures... We are Minmatar, Our ship are made of scraps, but look what our scraps can do... |
|

Matthew Dust
NECROM0NGERS
6
|
Posted - 2013.11.13 19:00:00 -
[321] - Quote
[quote=Aleksey Diaklov] In response to other ideas: D-scan jammer/D-scan decoy: These sound like fun. Drop a few decoys just to mess with people. Make d-scan jammers not show up on d-scan but they can be scanned down. Anyone that scans them down need to be cautious that anything being hidden from scan won't murder them into little pieces when they go to destroy the jammer. [quote]
I like the idea of decoy, you set the mobile decoy to set up signals of certain ships, this way visual recon is better than D-Scan, this would be way more effective if local suddenly disappeared, but that will never happen. |

Guns'N'Ammo
The Dark Resistance
0
|
Posted - 2013.11.13 19:02:00 -
[322] - Quote
Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius
I've been toying with a similar idea for some time now but always wanted to see the anti-cloaking field come from a ship rather than a deployable object. Maybe something like a pos mod that does the same thing would be cool but i'd like to pitch a different idea for the anti cloaky issue that comes up so often.
Presenting the Cov-ops Battlecruiser.
These ships offer a new form of combat as well as a way to sniff out those pesky cloakers. they would have 2 major functions.
The 1st being a cloak disruptor that sends out a sonar like wave in a 100km radius that could either disrupt a cloak all together or just offer a ping with general direction as to a where a cloaked ship may be. (I'd prefer something that does not turn off a cloak unless it was setup where only being hit by this at a short range would kill the cloak, like 5km. Anything over 5km would just get the directional ping.) The biggest limitation would be that this canGÇÖt just be spammed on a gate much like the way smart bombs currently are limited. Cloaked ships should still have a change to jump systems and cloak up but being in a system with a cov-ops bc adds the risk that they could be caught.
The 2nd function of the cov-ops battlecruiser would be an area effect cloaking field. the cov-ops bc would be able to turn on a cloaking field that is able to cloak a group that is within the field. LetGÇÖs say the field would be a 5km radius around the cov-ops bc. The drawback to this would be that no ship is able to move or have any mods on otherwise it will disrupt the cloaking field. So if you have one guy turn on his damage control to get ready for a fight he would bring down the cloak prematurely and possibly screwing up an ambush. Anything that passes through the fields radius while it is in effect would also disrupt the cloaking field bringing it down.
The cov-ops battlecruiser is not able to warp while cloaked and like a black ops battleship does not use a covert ops cloak but can also fit a covert cyno like every other cov-ops ship. These would also not be used for high dps and might favor smaller guns to be effective against tackle and smaller ships.
Think of the new forms of guerrilla warfare and gameplay that could open up with the introduction of the cov-ops battlecruiser, and rather than a deployable object that does little to add content and would have many issues on where they are able to be placed. I believe there should be some option out there to track cloaking ships but a passive object doing the job for you doesnGÇÖt seem right. Risk that bc to ping those bombers on grid and send some frigs to try an decloak them.
|

Weaselior
GoonWaffe Goonswarm Federation
5478
|
Posted - 2013.11.13 19:03:00 -
[323] - Quote
I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit. "I can hire one-half of the working class to kill the other half." |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 19:06:00 -
[324] - Quote
Guns'N'Ammo wrote:Tyrendian Biohazard wrote:[quote=Azami Nevinyrall]Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
'whole load of stuff thats waaaaaay off topic!'
keep it to deployables m8. |

Ranger 1
Ranger Corp
4841
|
Posted - 2013.11.13 19:07:00 -
[325] - Quote
Obviously this mechanic should eventually replace POS's, allowing modular construction up to and including POS cities.
I also like the idea of a Distress Beacon that can be anchored in the same fashion. It should be clearly visible in space to anyone entering the system (after all, that is their function).
This beacon attracts NPC's (or better than normal NPC's) to it like a moth to a flame seeking helpless victims. Of course, since it is visible to everyone it will also attract players as well, for much the same reasons.
It should be deployable in all security levels of space, however if deployed and activated in high sec it will immediately draw a Concord response. They will destroy the source of the "false alarm" and then seek out and destroy the owner of the structure. This may actually be handy for delaying Concord response in high sec by a few seconds. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

xKOMODOx
12
|
Posted - 2013.11.13 19:09:00 -
[326] - Quote
"Komodo" Deployable Proximity Mine - ejected from the ship and fast deployment timer 2s using a High Slot Launcher... 4 variations that emits kin/therm/emp/exp (or even better a combination of different damage exp+emp) damage once a ship is in close proximity ~5k. |

Cap Render
Raven's Flight Nulli Secunda
0
|
Posted - 2013.11.13 19:09:00 -
[327] - Quote
How about a deployable wormhole entry point, either (1) for a solo/small group to exploit or (2) to drop in the middle of a fleet battle? |

Bagehi
Sniggerdly Pandemic Legion
223
|
Posted - 2013.11.13 19:11:00 -
[328] - Quote
Steve Ronuken wrote:Bagehi wrote:A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics. You see cynos because they're in your fleet, right? How would you see this? All people in the alliance see it as an option? Constantly running, or needing triggered? Because constantly running massively enhances power projection. No need to get a cyno chain in place, as it's already there. Interesting idea though
Like I said, needs fuel, so it can't run constantly. It would have to be continually refueled. It shouldn't have so many HP that it can't be taken out by a small gang of ships, but enough that those LR Nados that currently warp in on almost every cyno and insta-snipe them wouldn't be able to just warp in, pop it, then warp out seconds later. So, they would be clearable, but not clearable while a fleet is sitting on it. They would have to be flimsy enough that they wouldn't always be sitting around, so whether it was tied to a specific fleet (would make more sense) or across the alliance (could get messy, but I could see the benefits) doesn't really seem a big deal to me. I don't see it as enhancing power projection since there are piles of alliance cyno alts all over the game right now, with stockpiles of cynos, noobs ships, and LO accomplishing the same task. Since that isn't being policed as account sharing, I would assume CCP accepts the need for such a setup, so they should, in theory, be okay with an in-game-within-mechanics-solution to replace that. |

McDodah
Five-0 Northern Associates.
5
|
Posted - 2013.11.13 19:13:00 -
[329] - Quote
When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.
Anyways what I was HOPING it was, was a small personal station where an individual or small group could call home. So how about a similar depot skin X20 and putting a small shield around it with a small ship hanger (a few cruisers and down) With possibilities to anchor a few of these new deployables around it. IE small turrets, science lab, manufacturing, refining with no penalties (you could add specific skills so its not so easy to get around station refining penalties. Like modular personal depot refining!), Giant space advertisement board that I can plaster my lovely face to, etc...
Make it affordable to individual players with the option of expensive but useful deployables and internal moduals (with externally identifiable skins of course) to balance it out. So for instance the station is "cheap" but the turret expansion option would cost mucho ISK and SP!
Its all about the player wanting to feel like an individual and have their own "land" and a place to call home. As the current NPC stations offer little to no player interaction anyways. Hire me whenever you want to...
Fin |

Takari
Brave Newbies Inc. Brave Collective
312
|
Posted - 2013.11.13 19:14:00 -
[330] - Quote
Mobile Drone Command Center:
-Contains 5 Scout Drones, assigns them to owner. -Cannot be deployed within 250km of each other. -If pilot leaves control area, drones return to deployable and are inactive until pilot is back on grid. -Either 1 time use with timer, or easily hacked, stolen, etc.
T2 variant can have T2 drones. "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |
|

fudface
ACME-INC
2
|
Posted - 2013.11.13 19:18:00 -
[331] - Quote
mobile surgery unit to add and remove implants while out in space
|

Kogh Ayon
SUNDERING Goonswarm Federation
126
|
Posted - 2013.11.13 19:19:00 -
[332] - Quote
1, Mobile Industrial Module A small manufacturing module with 2 arrays that allow player to manufacture all T1 items up to frigate.
I don't see any needs for a mobile lab variant, since most of the PE/ME lines are empty in high-sec poses or null-sec stations.
2, Mobile Refine Module Before that please fix all the broken refine rate: the current 35%-70% maximum ore refine rate for pos is totally useless and plainly stupid. When people maintain a pos and paying fuel for it, they deserve to get at least 85% of the income.
Then we can have private refine module with a 80% maximum refine rate.
3, Mobile Ship Maintenance Array Stores one cruiser class or several frigate class ships. Good for solo pvpers to find their new home without constrained by stations
4, Mining rig Many people mentioned the auto miner, but it will change too many aspects of the game. Maybe we should replace all the equipment drop from NPC by something else before move on.
However, I totally agree with the idea that the current version of mining is not supposed to be in this game. Some people believe that making PVE boring will bring effective punishment to PVP loses, but in reality it just encourages people to write better bots.
Anyway "Effort consuming" does not equal to "Boring", or just tell me that developing EVE is boring or effort free :) |

Matthew Dust
NECROM0NGERS
6
|
Posted - 2013.11.13 19:19:00 -
[333] - Quote
You know what I can actually get on board with? Something for those hard working miners, a sort of deployable miner, so they can sit safely in the station not risk their mackinaw.
And when they go out to collect their hard earned ore, it's gone, because I will have either taken it or destroyed it, then I can deploy my mobile tear harvester :) |

ApolloF117 HUN
x-universum reunion
16
|
Posted - 2013.11.13 19:21:00 -
[334] - Quote
all i need is a cloaking struckture |

Solar Taranogas
Sky Fighters
1
|
Posted - 2013.11.13 19:22:00 -
[335] - Quote
Any chance of a Mobile Pleasure Hub? |

Lifelongnoob
The Motley Crew Reborn End of Life
15
|
Posted - 2013.11.13 19:23:00 -
[336] - Quote
super asteroids (in probe-able dead space sites in low /null/wormspace only) + mining outpost that attaches to the super asteroid
this puppy needs to be deployed by freighter, rorqual or jf. it attaches it self to a super asteroid and slowly mines it over a 30 day period.
it can be reused again but requires a rorqual, freighter or jf to scoop it
it also requires pos fuel cubes to run
it should be destroyable but has a reinforce timer to allow the owner defend it. |

fudface
ACME-INC
2
|
Posted - 2013.11.13 19:23:00 -
[337] - Quote
mobile gravity generators- tiny units that pull ships within 100k toward it , creating a gravity well that causes more kinetic damage the closer it gets. escape velocity required to get out of it related to the skill trained to use it. level 5 requires a warp drive to escape. |

Kogh Ayon
SUNDERING Goonswarm Federation
126
|
Posted - 2013.11.13 19:24:00 -
[338] - Quote
Matthew Dust wrote:You know what I can actually get on board with? Something for those hard working miners, a sort of deployable miner, so they can sit safely in the station not risk their mackinaw.
And when they go out to collect their hard earned ore, it's gone, because I will have either taken it or destroyed it, then I can deploy my mobile tear harvester :)
What if they are cheap and come with pretty good ehps? |

Chandaris
Immortalis Inc. Shadow Cartel
481
|
Posted - 2013.11.13 19:28:00 -
[339] - Quote
- system wide cyno jammer: same as current but jams either whole system, or perhaps a full grid. deployable, 1h to online, lasts a day
- detection array - allows for some complex/slow eventual detection of AFK cloakers who are not moving
- mobile repair facility - can be deployed and used to repair ships and thermal damage for people who live places without repair facilities (like Sechmaren - no repair facilities in lowsec for 6 jumps)
- wormhole stabilizer - nothing permanent, but perhaps something that can extend the shelf life or increase the mass limit of a wormhole temporarily
- jump inhibitor - system wide or grid level jump inhibitor that prevents things from jumping or bridging OUT, instead of in.
- sensor suppression array - makes a particular grid invisible to dscanner for a short period of time (could be used be miners/ratters in lowsec
- deep space sensor array - increases the range of d-scan of a near by or master ship from 15 au to 64
... Just a few possible ideas that kinda popped into my head when i read this.. |

JP Nakamura
Union of Intergalactic Miners and Nano Assemblers
17
|
Posted - 2013.11.13 19:28:00 -
[340] - Quote
In response to the vast number of "Anti-Cloak" suggestions, I offer up this:
- Mobile Telepresence Relay - Deployable in system. Creates cloaked chat relay to in space ship and target system's "local" (for user they have a chat window "local (System Name)", for people in system the toon shows up in chat). Has range of two systems. Self destructs if toon leaves range or leaves space (logs off, docks). Can not be scanned down, does not show up on D-Scan.
Please Read & Comment ( good / bad / or ugly ): [url]https://forums.eveonline.com/default.aspx?g=posts&m=2115191[/url] Suceeded in Rubicon (new Marauder specs).-áThanks CCP for listening! |
|

Cryten Jones
Chill Cabal Northern Associates.
103
|
Posted - 2013.11.13 19:28:00 -
[341] - Quote
1. Shield Generator - Creates a shield bubble of some size or another - Single Use
2. Point Defense Turrets - Tuned to be Dangerous to NPC and stupid players only
3. Trade Post - Would need to be used at a POS I guess or they would just be looted all the friken time. Stock stored on the inside of the POS.. Risk is that you are kind of showing if the POS is worth shooting or not for free.
4. Labs and Factories that don't need corp rights !
-CJ
|

Takari
Brave Newbies Inc. Brave Collective
312
|
Posted - 2013.11.13 19:29:00 -
[342] - Quote
Bug-Out Box (A.K.A. Mobile ECM Burst Module A.k.a. Mobile Rage Inducer)
200km NoDeploy range to keep the area someone clean. Deploys with 30 second spool up timer No shield or armor, not a lot of structure. Deploys with no owner.
At the end of 30 seconds: ECM burst on all frequencies to all targets within 100km equal to having a Griffin throw out one jam for each racial type to everyone in range. Goes into reinforcement mode for 5 minutes then self-destructs.
If structure reaches 0 before timer reaches 0, no ECM burst, 5 minute reinforcement, to keep from rapid-fire module dropping.
"Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |

Matthew Dust
NECROM0NGERS
6
|
Posted - 2013.11.13 19:29:00 -
[343] - Quote
Kogh Ayon wrote:Matthew Dust wrote:You know what I can actually get on board with? Something for those hard working miners, a sort of deployable miner, so they can sit safely in the station not risk their mackinaw.
And when they go out to collect their hard earned ore, it's gone, because I will have either taken it or destroyed it, then I can deploy my mobile tear harvester :) What if they are cheap and come with pretty good ehps?
Then CODE.
Will be busy, in either case, moar tears. Also I don't imagine the ship they bring to pick up the ore would be cheap,
Think of a mobile syphon unit, anyone can take from it :) |

Abulurd Boniface
The Scope Gallente Federation
56
|
Posted - 2013.11.13 19:32:00 -
[344] - Quote
CCP Fozzie wrote:A decoy structure that imitates a specific ship on probe and d-scan?
I asked you about that at fanfest. Mine would have been a module with a script that mimics a different ship than what you're flying, when being scanned [probe / d-scan]. I told 3 guys who live in wormholes and they were very receptive of that idea.
Here's another one: it's a -huge- capital class ship. It looks something akin to a shoebox, because it is a huge flying container, chock full of parts that enable people to dial fleet-doctrin fits for ships, and it has a means of allowing pilots to fit head metal.
You use this puppy as a mobile staging area for massive fleet fights. Obviously it's the biggest space pi+¦ata out there. It's a space craft, so it has warp and bridge capability, but it's a tad on the slow side.
This ship does not have weapons, it has a big tank, it cannot dispense fully assembled ships. It has massive amounts of missiles, lazors, ammunitions. It can dispense drones and fittings. All in massive quantities.
It's a great asset if you need to change the fit of [part of] a fleet.
The risk is losing lots of space gear if the wrong people decide to stop by.
Just a thought. |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 19:32:00 -
[345] - Quote
JP Nakamura wrote:In response to the vast number of "Anti-Cloak" suggestions, I offer up this:
- Mobile Telepresence Relay - Deployable in system. Creates cloaked chat relay to in space ship and target system's "local" (for user they have a chat window "local (System Name)", for people in system the toon shows up in chat). Has range of two systems. Self destructs if toon leaves range or leaves space (logs off, docks). Can not be scanned down, does not show up on D-Scan.
beat u to the idea buddy, also theres less metagaming / sandbox style usage of your version compared to mine, and the whole 'cannot be probed down / on dscan' thing is utterly terrible. |

Matthew Dust
NECROM0NGERS
6
|
Posted - 2013.11.13 19:32:00 -
[346] - Quote
Matthew Dust wrote:The mobile structure I would like to see the most? Satellites, satellites that display a real time map of what is going on the district my DUST MERCS are fighting on so I can provide real time intel to them. +10 if I can deploy them and simply chill in station and watch it in my captains quarters on the screen like in the trailer, http://www.youtube.com/watch?v=gRyXDlZKwgA
Oh wow, what a great idea, to bad nobody cares about DUST, to include the people who sold the idea one universe//one war.
-_- |

Arthur Aihaken
The.VOID
538
|
Posted - 2013.11.13 19:33:00 -
[347] - Quote
Mobile dampening structure. Prevents all target acquisition within a 25km radius. I am currently away, traveling through time and will be returning last week. |

Takari
Brave Newbies Inc. Brave Collective
312
|
Posted - 2013.11.13 19:33:00 -
[348] - Quote
Mobile Celebration Module (a.k.a. Fireworks Flotilla)
Has 5 celebration launchers. Spins slowly while launching various fireworks
"Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |

Striscio
School of Applied Knowledge Caldari State
11
|
Posted - 2013.11.13 19:35:00 -
[349] - Quote
Portable Monument, when you need some ego boost. (You can choose its name when anchored)
Also faction version, "CCP's Monument to Rage" that cause no flag when attacked and goes into 48h reinforcement, perfect for your last minute riot. |

Takari
Brave Newbies Inc. Brave Collective
312
|
Posted - 2013.11.13 19:42:00 -
[350] - Quote
The combined VO-LT-RO-N modules.
Deploying any 5 modules from this thread in proximity has a remote chance of having the modules combine to form a giant robot. Sadly no one has Giant Robot - V and it attacks everything in sight. "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |
|

Valarian Dumonte
black-body Abandon Ships
0
|
Posted - 2013.11.13 19:42:00 -
[351] - Quote
Mobile logistics depots. One for each health type, shield , armor, and hull. |

Valarian Dumonte
black-body Abandon Ships
0
|
Posted - 2013.11.13 19:43:00 -
[352] - Quote
How about Mobile Brothels! Exotic dancers for everyone! |

James Gibby
Mafia Redux Phobia.
0
|
Posted - 2013.11.13 19:43:00 -
[353] - Quote
Some sort of mobile device that destroys anchorable bubbles in an area. I get really sick of having to burn throw 160km of bubbles that some renter has anchored around his gate for eternity. Yes i could shoot them for a few hours and kill them, but i'd like to see warp disruptors bubbles used tactically rather than a permanent safety barrier that allows people to be semi-afk. Obviously having the module activate instantly would be rediculous, should maybe take about 3 minutes to anchor therefore making it costly for someone to anchor 60 bubbles on a gate day after day.
Thats really all i want, and any other interesting new things the team comes out with :).
Gibby |

Blaqsunshine
Senex Legio Gryphon League
1
|
Posted - 2013.11.13 19:45:00 -
[354] - Quote
Mobile PI Hacking Mod
Idea is that you can deploy around a planet.
Introduce a virus into the command center via mini hacking game.
Collect tears.
Mobile PI Bombardment Mod
Launch a orbital strike upon some poor souls PI Farm.
Collect more tears.
|

Roark BleedBlue
Minmatar Institute of Technology
9
|
Posted - 2013.11.13 19:46:00 -
[355] - Quote
A possibly terrible idea, but genius is usually borderline madness, or so I hear.
What about a transport, automated, supply train. Load it up with stuff, Send it to any system, it'll get there eventually. Make it slower than auto piloting it there yourself.
Hard to Gank, tons of tank...but, just give a suspect flag if it is attacked. Taking the suicide out of suicide gankers. -MAYBE some reinforcement type, with notification to whoever sent it out, giving them time to try to catch the train, and fend off the attackers (this might make it invincible for shorter trips though, which wouldn't be acceptable) -Make it unstoppable. It will keep moving through gates, no matter what, but slowly. If a fleet of train robbers wants to take it down, they need to follow it through multiple systems, grinding it down. Can't just gate camp it.
Don't use this if you want concord protection. Don't use this if you want it there any time soon. Don't use this if you can't let the cargo out of your sight.
Do use this if you need to move a bunch of stuff, and don't care how long it takes. Do use this if you want to avoid suicide ganking, maybe fly next to it as an escort, or hire a corp to escort the train.
-This would improve the ability of people to move stuff themselves, while not really moving it themselves (ie: I want to move base, but don't have the means to do it myself, or the trust/funds to get a courier contract to do so) -This would give people an option to be train-robbers, without giving into the seedy feeling of being a suicide ganker. -Wouldn't hurt couriers business, if they didn't let it. Advantages are still inherent in transporting in person. -Would increase demand of escorts. -Would give enough time for passers by of a train attack, to msg the sender of the train with "Hey, your stuff is getting attacked, I will fight off for a cut. Yes?"
Like I said, might be a terrible idea, but to me, seems like a balanced, additional way of moving things, that improves both solo gameplay, and group gameplay, doesn't cut anyone's career out of the picture, provides another possible career, and seems like a generally interesting concept. Also, it doesn't directly nerf suicide ganking at all, but some suicide gankers may prefer organized attacks that don't hurt their standings/auto-pop their ships, giving them flexibility in their profession. It also may soothe some anti-suicide gankers rage, since this gives you a trade off that protects you from the "well, I'm aggroed in high-sec...I've already lost" feeling.
Eve is basically already the wild west....lets put train heists in too. |

fudface
ACME-INC
2
|
Posted - 2013.11.13 19:48:00 -
[356] - Quote
mobile space fold generator-creates a single use pocket in subspace allowing one ship to hide in a system without showing up in local. time in sub space dependent on training , polarization of hull on exit renders the ship unable to enter subspace again for a mandatory 24 hours.
level 5 allows downtime to down time inside the pocket.
mobile cloak disrupter - huge module with massive sig and paper thin tank. fueled by morphite or little kittens.
training defines distance of effectiveness level 5 allows for 200k radius.
mobile warp enabler- effective distance defined my training. drop from cargo 4 seconds to activate any ship within the sphere of influence has the ability to warp-only exception is the infinite point script which is still un breakable.
mobile ecm/eccm platforms area effect
last one for my 2p worth
SPY module dropped in system adjacent to the one your in. opens comms with local giving you all the information in said system marked spy local. |

Evei Shard
Shard Industries
249
|
Posted - 2013.11.13 19:51:00 -
[357] - Quote
Going with the "personal use" theme...
Mobile Ship Storage unit. - 250,000m3 storage - drops loot when popped - no other function - 48hour reinforce - 60second deploy - 100m3 in cargo
Mobile Refinery - 25,000m3 ore hold - 10,000 mineral hold - 1000 cargo hold - 50% to 100% refine rate depending on level of a new skill called "Mobile Refinery Processing" - Base processing speed that isn't boring, but can also be improved by a new skill called "Mobile Refinery Efficiency" - 48hour reinforce - 120second deploy - 1000m3 in cargo
Mobile Shield unit (yes, I realize we have these with a POS) - 6000m3 fuel hold - burns fuel at a set rate every hour - 240second deploy - 100m3 in cargo - disadvantage: small POS sig radius The Mobile Shield would effectively be like a small POS shield, with a max of 48hours reinforcement. However, it constantly burns the fuel that it needs to run that reinforcement, thus an unattended shield would potentially only have enough fuel for 3 hours of reinforcement (or less if the owner is lazy). It's only purpose is to provide an extra layer of defense.
Mobile sig radius compensator - 2000m3 fuel hold - burns fuel at set rate per hour - 60second deploy - 100m3 size in cargo - reduces sig radius of items in range by substantial amount (whatever it would take to make them very difficult but not impossible to scan down). Used in conjunction with the mobile shield unit, it would make a small starbase very difficult to scan down. It would not reduce a mobile shield unit's sig radius by more than 50% though. Thus leaving the mobile shield unit with a disadvantage (if you want a mobile shield unit, you're going to have to deal with being easily found).
Mobile Micro Lab - 100m3 hold - 1 copy slot - 1 research slot - 1 invention slot - 48 hour reinforce - 60second deploy - 25m3 in cargo A micro lab. Copy/research/invention time modifiers would be up to the devs. It needs to be worth having for sure.
Offensive modules would be nice as well. Let the small base defend itself, just like a POS would. If I could, I'd certainly direct CCP to take the mobile/module thing to its ends and let players create their own little starbases with complete POS functions.
My primary goal with some of these ideas is to make the mobile structures more viable in low-sec. As it stands right now, the mobile depot is pretty much useless for deployment of more than an hour or so in low-sec. Campers and roamers who are bored will shoot anything, especially if it can easily be scanned down and provides a kill mail.
On a larger corporation scale, I like some of the other ideas in the thread. The mobile trade hub would be wonderful if implemented correctly. A corporation could set up their trade hub in a system with no stations and then make money by taxing transactions between players. They would need some guaranteed longevity though. The corp that runs it should be able to steal things, but not with ease. Profit favors the prepared |

The Sinister
Sebiestor Tribe Minmatar Republic
27
|
Posted - 2013.11.13 19:53:00 -
[358] - Quote
Mobile Capacitor Transfer Array
Tranfer capacitor to your ship to help with active tanking in missions and PVP.
Will help Solo a lvl 5 mission or Counter heavy Neuting PvP.
Deployed: Energy Transfer Amount: (1000/ 5 seconds) Energy Transfer Range: 15km
Structure Hitpoints: Shields: 500 Armor: 700 Hull: 1500
Its basically a Portable Generator! |

Karbonadas
Infinity Explorers Exhale.
17
|
Posted - 2013.11.13 19:59:00 -
[359] - Quote
CONCORD signal scrambler
If deployed only local police force will appear for one time only, after killing them scrambler stays online while there is fuel in it or it is destroyed. All pilots that want to enter system via gate or undock or they are after login will be warned about situation in system, that it was overtaken by brutal pirate force and concord will not help you only death.... 
And the best part is that warning message will appear at bounty office, a faction military has put bounty on destroying that concord signal scrambler and all pirates (capsuliers), also this will appear as message to scrambled faction militia as additional work to protect home land. So the idea is that this actions would appear as incursions for other pilots and they could arrange a fleet for liberating system from nasty pirates. This would be nice hi sec PvP activity. And more boring POS bashing.
Off course there should be some restrictions like abilities to deploy only in 0.8 systems or less so that Jita and other hubs would be safe from this activity.
p.s after deployment all local police should be destroyable and not re spawn, and gate turrets should be also destroyable, but should be fixed automatically time after time.
|

Trillian Stargazer
Origin. Black Legion.
3
|
Posted - 2013.11.13 19:59:00 -
[360] - Quote
I would like a module that fixes null sec and many of the other broken features that have been thrown together and not completed. |
|

xKOMODOx
12
|
Posted - 2013.11.13 20:01:00 -
[361] - Quote
McDodah wrote:When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.
Exactly my thoughts McDodah ... it just feels like deployable large can , at least they can add some little shield visual effect aka POS kinda like ... or something similar. |

Lance Stratos
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.11.13 20:04:00 -
[362] - Quote
A ship accelerator? A structure that when used (like an acceleration gate but slightly different) would greatly increase the agility of the ship when activating warp causing the ship to reach warp speed in a fraction of the time normal but maintaining the normal deceleration? requires some kind of fuel to use and anyone can fuel or use it. you can set a password to it as well?
Something to counter cloak and use stasis webification and other ewar? something to block covert cynos within 1/3 the range of a normal mobile cyno jammer. A mobile cyno beacon? mobile covert cyno beacon (scannable but not on overview). A module that cancels out interdiction nullification 5-10KM range, does not cause drag?
or that mooring post or something that make ships invulnerable and you can arm things around it?
You know, just thinkign about it. It seems like you are adding all new POS stuff with the intention of personal use and making it so its not like some sort of megazord. |

Katherine Raven
ALTA Industries Intergalactic Conservation Movement
29
|
Posted - 2013.11.13 20:05:00 -
[363] - Quote
I love the idea of a mobile repair unit (would be awesome for WH dwellers and far from home 0.0 teams)
I don't have any problem with deploy-able turrets as long as they have slow lock times, large volumes and low ehp. (prevent unmanned gate camp slaughters and keep them ineffective in large scale conflicts)
some form on intel gathering module would be interesting. Make it probable, but not obvious so you can anchor it and hope no one notices for a while.
The possibility of a module that acts as a decoy on directional, possibly even on probes would be interesting. It would certainly create some potential for PVP traps. |

Karbonadas
Infinity Explorers Exhale.
17
|
Posted - 2013.11.13 20:07:00 -
[364] - Quote
Trillian Stargazer wrote:I would like a module that fixes null sec and many of the other broken features that have been thrown together and not completed.
maybe a module that would fix you ?  |

SpaceSaft
Brave Newbies Inc. Brave Collective
10
|
Posted - 2013.11.13 20:08:00 -
[365] - Quote
Yeah this is really simple and was probably something you/they have come up with already:
Mobile Scanning Thingy
Automatically scans down possibly hostile capsuleer ships. If it's visible like a beacon or not and how fast and how accurate or within what range the scanning is, is up to balance. Could be an anomaly on the scanner.
Not sure about a
Local Strategic ???
I don't know how exaclty the SOV and FW mechanics work but there should be something to deploy to affect both. I know that at least FW works with sites so that would fit... If it's a system wide bonus like in WHs or a bonus to a counter somewhere is up to balance, taste and opinion. Or if you need X of Y under your control in a system to take ownership or something like that...
But I think that about covers it. There is not much else that could be done with deployable structures that doesn't affect other areas of gameplay (combat, mining or exploration) or is already covered by the POS (read will be replaced later anyway).
Also Hacking should open the container or have a reversed effect on the owner whatever the structure does. Besides that I also hold the oppinion that CCP should make a PC version for Dust 514. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2832
|
Posted - 2013.11.13 20:09:00 -
[366] - Quote
I've been thinking primarily of deployable modules for use in PvP.
I'm not a fan of deployable modules that make you more powerful in PvP, but modules that help initiate a PvP engagement.
One way I look for "where's the PvP at" is to use both ingame and out of game tools the watch:
Ships/PODs killed recently, NPC kills recently, Cyno's lit in system, Jumps per hour, Pilots in space the last 30 minutes.
It might be nice to have a deployable module that increases these stats artificially, with the goal of attracting people (like me) to said systems ideally with the goal of general pew pew. Ideally, some type of module that broadcasts to the EvE verse, look for a fight here!
Expanding on this idea:
A module that broadcasts all RF timers in a system to some designated bulletin board or calendar event group. A module that uploads all system kills to a designated killboard. A camera module that streams video to a twitch stream. |

Rache Sangfroid
Aliastra Gallente Federation
0
|
Posted - 2013.11.13 20:14:00 -
[367] - Quote
What about making the deployable structures like T3's?
Base module, then add subsystems, then modules to create specific purpose.
|

Aeril Malkyre
Knights of the Ouroboros
287
|
Posted - 2013.11.13 20:17:00 -
[368] - Quote
This will be reiteration to some degree, but I'd like to see these things happen very much :)
- Mobile Public Repair Facility: Deployable, 5-10 minute anchor, small/medium/large versions. Repair as Meta 1/Meta 3/ Meta 5 armor, shield, or hull reppers. Maybe you have to mount your own rep modules? I have no idea if that's possible, but it'd be cool. Regardless, I'd like to see this as a pop-up service garage. Drop it in a station-less system and it broadcasts as a celestial, with a limited character text field like 'Joe's Garage: 1K isk per cycle'. You can set access and costs based on standing or just a flat amount per rep cycle. Probably a bit stronger than the current Depot, with the 48 hr reinforce. It won't really be carrying anything worth looting (unless you're able to mount modules).
Maybe it has a small POS type shield you have to enter to even get the rep dialogue. You could charge for entering the shield, charge for the reps. Adds a bit of conflict depth, because anybody can see the garage, anybody can warp to it. So somebody may be hanging out looking for injured ships, but if you're willing to pay you can get safe inside the shield before they pop you. You can't shoot out, they can't shoot in. You can get repped up and head back out to fight. I'm mashing a lot of ideas together here, but that's the gist. Maybe you can't re-enter for a certain lengthy (hours?) timer, to keep people from just bouncing in and out.
- Mobile Covert Repair Facility: Same as above, but doesn't broadcast except to fleet/alliance/etc.
- Mobile Ammunition Factory: The biggest hindrance to going out into the wildlands with a ship that requires ammunition is... running out of ammunition. I'd like to see a unit that can take a single ammunition BPO, accept minerals, and pump out ammo into an internal cargo bay. Removing the BPO destroys the unit and jettisons the ammo/minerals. Destroying the unit has a chance to drop all the above. Not terribly strong. Manufactures at a lower rate than an NPC station. Cargo bay is public access, mineral bay and BPO slot are operator only.
This also possibly fills the 'ammo vending machine' role with a few more features.
- Deadspace Generator: Expensive. Gives you a 1 grid deadspace. Must be accessed by and linked to a separate acceleration gate, also expensive. Gate can be scanned down with combat probes. Warping to anything scanned within the deadspace causes you to reroute to the acceleration gate, same as a mission. You can anchor any of the mobile what's-its in the deadspace in half the time. I've been missioning for years, and the frelling rats get awesome space homes. I WANT AN AWESOME SPACE HOME. I have no idea how to balance it. But let's make it happen.
|

Shamus en Divalone
Dip Dip Potatoe Chip
8
|
Posted - 2013.11.13 20:17:00 -
[369] - Quote
Quinn Oron wrote:Let us deploy a deployable that prevents other deployers from deploying deployables.
That sir is awesome. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2833
|
Posted - 2013.11.13 20:18:00 -
[370] - Quote
This is kind of a silly idea:
A capture the flag module. When sitting in space, it creates a system-wide warpable beacon. When in your cargo hold, it gives your ship a unique "tag" in the tag column. Now you can play capture the flag, and identify who has the module in your cargo hold.
|
|

Alexander the Great
Imperial Academy Amarr Empire
149
|
Posted - 2013.11.13 20:18:00 -
[371] - Quote
Before introducing anything new please redo POSes or create a set of structures that will cover POS functionality when combined. |

Shamus en Divalone
Dip Dip Potatoe Chip
8
|
Posted - 2013.11.13 20:21:00 -
[372] - Quote
I think a mobile ore refinery is a good idea and also maybe an ice breaker to help managing those large blocks (breaks blocks to cubes)
I always thought a T2 Orca of such sorts would be good at this but mobile units do look promising. |

Shamus en Divalone
Dip Dip Potatoe Chip
8
|
Posted - 2013.11.13 20:22:00 -
[373] - Quote
Alexander the Great wrote:Before introducing anything new please redo POSes or create a set of structures that will cover POS functionality when combined.
I think were seeing the future development of POS's right now man. |

Levarr Burton
B0rthole
61
|
Posted - 2013.11.13 20:22:00 -
[374] - Quote
I don't like the idea of deployables which decrease the necessity of activity (like auto-miners). Nor do I like the isolationist ones (portable deadspace acceleration gates which restrict access to your own little pocket covered in web towers and deployable guns). Rather, I feel deployable structures should provide points of interest in systems where player interactions are encouraged. I humbly present the following:
'Caravan' Mobile Market module.
Provides 50 (maybe more, maybe less) market slots available to the deploying player (or their corp/alliance/public if they so choose), and a limited amount of POCO/PHA-style storage per player. The player may set the standings needed to place, view and interact with buy and sell orders, this may be in-corp only, alliance only, excellent standing, good standing, or any. Being able to buy from sell orders or sell to buy orders does not mean you have the standings to set buy and sell orders.
The deploying player may also set the broker's fee on the structure, and adjust the fee based on standings. Items purchased (or to be sold) are put in your personal storage. A transaction which would over-fill your personal storage will not be able to be completed, though the limitation on storage to put up sell orders means it would take at least 2 transactions to over-fill your personal storage.
Enters a 48 hour reinforce mode at 25% shield. Upon reinforcement, all orders are frozen, and cannot be bought or sold, but may be cancelled. Items from cancelled orders are moved into storage. Upon destruction, all items in storage are destroyed or dropped as loot (with a lower drop-rate than fitted modules or standard cargo). If unanchored, all items remaining inside on order or in storage are destroyed (like PHAs), and broker's fees for outstanding orders are refunded out of the owner's wallet.
If you have the standings necessary to view orders available in one of these structures, it will appear with your market settings set to "In This System" "Constellation" or "Region." If you are in the system that the item is available in, the location will read "Deep Space Facility" or something like that. Right clicking on the order will allow you to warp to the market module containing the order. If you do not have the standings required to see the order, you may not purchase it, but you are able to scan down the structure.
"Meta" versions of the structure may provide more market orders, reduced NPC tax, more storage and/or be harder to scan down.
Perhaps multiple market modules could be "linked" to provide access to more orders from one storage hanger (assuming one module has 50 order slots and 10k m3 of personal storage, 2 linked would provide 100 order slots and 20k m3 of personal storage, allowing larger complexes to also host larger items in larger quantities).
Multiple modules linked together could also reinforce each other's shield grids, though there would be diminishing returns limiting the net shield output to somewhere in the neighbourhood of a large POS, with many market modules linked together. Alternatively, a second deployable could be introduced which would link to a market module structure to increase its shield amount.
Obviously could use some tweaking, but that's the general idea. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2021
|
Posted - 2013.11.13 20:30:00 -
[375] - Quote
Rache Sangfroid wrote:What about making the deployable structures like T3's?
Base module, then add subsystems, then modules to create specific purpose.
You could do this just with high slot modules. basic framework, then blocks on top of it. Easier art assets. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

Chandaris
Immortalis Inc. Shadow Cartel
481
|
Posted - 2013.11.13 20:33:00 -
[376] - Quote
- Stargate interdiction unit - shut down a stargate for a period of time (would have to be priced high enough and destructible i imagine)
- vortex disruptor - collapse a wormhole.
- mobile cannon - a temporary weapon emplacement that will shoot things, similar to a sentry drone.-- could also do for ECM, webbing, warp disruption etc. somewhere between pod mods and ship mods in power. short lifespan.
- stealth field generator - cloaks any object within 5000m |

M1k3y Koontz
thorn project Surely You're Joking
405
|
Posted - 2013.11.13 20:34:00 -
[377] - Quote
Idea I heard that I like: structure that "hacks" and then allows for the unanchoring of dead POSs.
Chitsa Jason wrote: Structure which makes new sites to not spawn in system unless destroyed.
This sounds brilliant. Sounds like a great way to create medium scale PVP in nullsec.
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
While more reasonable than "REMOVE LOCAL!!!1!" it would be very easy to abuse unless its expensive... How much herp could a herp derp derp if a herp derp could herp derp. |

Maraner
The Executioners Capital Punishment.
285
|
Posted - 2013.11.13 20:37:00 -
[378] - Quote
Drug lab. - drugs ofc
implant factory - uses corpses to 'salvage' implants (perhaps the low % to what was already in the corpse) - only usable in low sec or 0.0.
Logistics module - reps ships on grid, can be taken control of as in the current pos gun mechanism by the anchoring player - gets added as a rep to their available weapons / modules. Shiled / armor variants.
these structure look like a fun new mechanic in eve (yay)
|

Anastasia Blake
Black Hawk Defense
0
|
Posted - 2013.11.13 20:46:00 -
[379] - Quote
+1 for mobile reserach & contruction unit To make it different to the POS version this Unit will only allow one project at once. Also you need to hire techs/mechs for each project (like GÇ£ammunitionGÇ¥)
Mobile maintenance unit As long as youGÇÖre near to the unit your ship & Drone attributes (shield, armor, structure) will be repaired/recharged automatically. The basic version allows to recharge/repair one attribute at a time. Upgrades would allow repairing multiple attributes at the same time.
Additional/Multifunctional Docking bay (Mobile Unit upgrade) Allows you to make this unit also available to other players, you decide which player is allowed to use this Mobile Unit^
Mineral Transport Unit Allows the player to designate a station, POS or Depot in the system and transfer minerals automatically to it. The player can put the ore by hand into the transfer bay or set the Unit to GÇ£automaticGÇ¥. The unit will then haul all containers and put the ore in the transfer bay. As soon as a specific limit is reached the Unit will sent a slow hauler towards the designated station/POS/Unit and unload the mineral there. The hauler can be attacked and will drop the ore.
Wormhole stabilizer Can only be deployed next to an instable wormhole. For X Fuel Blocks it allows the owner if he wants to stabilize the wormhole and with it extend its lifespan by one day or he can decide to reset the wormholes GÇ£pass-thruGÇ¥ capacity. If the wormhole collapses the stabilizer is lost.
Emergency Jump Station Can only be placed in W-Space. Allows the owner to jump out of the W-Space if the Wormhole collapsed. The playerGÇÖs ship will enter normal space in a system near to its original entry point with a similar security level.
|

Skinagi
Picon Prayers
2
|
Posted - 2013.11.13 20:51:00 -
[380] - Quote
A modulable POS with a dedicated fitting screen like the one for the ships, where you could plug sentry guns on the high slots, cargo extenders on the low and ore compression, labs, silos, ... on the mids
Or something like Lego POS, where you build bricks of POS and over time you build something really big ...
If CCP want's the player to take control ... it will be cool. |
|

hfo df
Ramm's RDI Tactical Narcotics Team
20
|
Posted - 2013.11.13 20:52:00 -
[381] - Quote
Few thoughts:
1st: A structure that serves no purpose other then to appear on the overview/grid. (Mean thought: make it appear like a cyno.) Perhaps limit the life time? Purpose:
- annoy people in local
- organize my own arena's (two warp in, one warps out)
- mark important fights going on (all fleets warp to beacon xyz)
- prepare (pre-/during) fight warp spots for the bombers (that are somewhat underpowered)
- perhaps appears only on the overview if anyone is on grid with it (good start for new inteltools, code already in the planetary beacon thingies).
These are oneliners:
2nd: A structure that complements the cyno jammer structure ... namely a 30min anchorable cyno. Its likely mentioned already. If not, covert cyno? (5min?)
3rd: The obvious: a gun platform (complements the stargate building idea, gates need protections). Great if you anchor 500 on a gate.
4rd: A mine, either explodes or a constant (slow cycle) smartbomb ... compliments the old mine blueprints. Great if you anchor 500 on a gate.
5th: A drone MBit jammer. Randomly picks up a drone on the grid and jams it's link to the originating ship. (Meaninghte pilot needs to reconnect his drone.) Cycle time increases if there are more drones on grid. Compliments the rough drones, the need to come from somewhere, right?
6th: dare to be bold: a collidable so -invisibly- big, people cannot cloak near it. great for gates.
7th: ratting blockade unit, add 10% dps to all rats in local, great for |

Siobhan MacLeary
BRG Corp Ocularis Inferno
144
|
Posted - 2013.11.13 20:57:00 -
[382] - Quote
How about larger mobile structures that can be used by fleet, alliance, and corp-mates; require fuel; protect ships within a certain range of them from damage; don't decay unless unfueled; and can visually link to other mobile structures.
Shall I come right out and say it, or are people intelligent enough to understand what I'm getting at? GÇ£Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.GÇ¥ - CCP Soundwave |

Schwein Hosen
DuckPus Fightclub
12
|
Posted - 2013.11.13 20:58:00 -
[383] - Quote
Currently there are a massive amount of leftover control towers on moons that have been abandoned offline but are still anchored. In most cases, the owners are inactive or unsubbed. Currently there is no way to get rid of these other than shooting them, but since (for whatever reason) they retain their full hitpoints (shield, armor, structure) and the shields still have passive recharge even when offline, removing them is no trivial matter.
I propose a mobile structure that functions similar to the way an sbu does for sovereignty, but for offline control towers. In other words, anchor the structure next to an offline POS, wait some period of time, and if no one blows the structure up, the tower/mods can be unanchored by you. (or maybe everyone?)
It is my original thought that these would only work for offline towers, but perhaps someone can think of a good way to modify the concept to be used for online ones too. Perhaps the same thing as the ciphon unit where guns don't automatically attack it, but can when told to. This would eliminate some of the terribleness of the POS Bash when defenders never show up. In the case that the owners do destroy the structure though, the current method of attacking a POS would still be required. If somebody sees problems with this though, just forget it. My real 'beef' is with offline POS mechanics.
|

Draconus Lofwyr
UK Corp RAZOR Alliance
76
|
Posted - 2013.11.13 20:59:00 -
[384] - Quote
personal mobile gravity well: deploy one of 2 types, repulsor or attractor
Repulsor will push all movable (even sieged capitals ) entities outside of 10 km from the unit away at an acceleration rate variable based on mass (the more massive, the faster the push) out to a maximum of 250km
Attractor will pull all movable entities towards the unit from out to a maximum of 250km into the unit at an acceleration rate variable based on mass.
these units will also affect movement through the grid based on the push or pull dynamic. slowing acceleration away from and speeding acceleration towards the unit. lateral movement across will cause a curved orbit of the unit.
these effects will also affect ships inside a pos shields so as do draw or push unanchored ships or structures out of the shields if not countered with an active effect. also cloaked entities on grid will also be affected.
both units have a 10k exclusion zone around the unit where the effect is not felt. |

Tsabrock
Circle of Friends
1
|
Posted - 2013.11.13 21:01:00 -
[385] - Quote
There's so many good ideas being posted here that I've given up trying to read them all and just posting my thoughts here. Some are ideas I've had (and posted) in the past, others are new ones I gained from reading other posts.
- Proximity Detection System (PDS) - A Structure that detects when a ship enters its scanning area. It doesn't determine range nor direction, but sends an immediate message to the SO (Structure Owner) of the detection. The operational range of the structure can be adjusted via installed and reusable scripts, and can range anywhere from a few dozen kilometers, to a few dozen AU's. The larger the area coverage is, the less detail is returned on the ship(s) detected. Cloaked ships will trigger the PDS, but will not be decloaked by it. This was an idea I had a long time ago to allow for basic monitoring of a system without having to hit the System Scanner every 5 seconds like a hyper 5-year-old.
- Mobile Wormhole Observatory (MWO) - A simple structure deployed within a few dozen KM of a Wormhole, it provides advanced monitoring of a Wormhole's statistics. It provides much more detail on a given Wormhole's Time, Decay Rate, Available Mass. It is only able to provide this data once per hour to the SO (the scans take a while to run) and although it may also be able to report the number of ships that have used it per scan cycle, the delay makes it unsuitable as a warning system (see the PDS above).
- Wormhole Stabilization System (WSS) - This structure ties into a wormhole to decrease its decay rate, allowing the Wormhole to remain open longer. It decreases the Decay over Time, and the decay caused by ships passing through. It does not permit bigger ships to use the Wormhole, however. It either requires fuel, or is a fairly-expensive, 1-use structure.
- Wormhole Destabilization System (WDS) - As the WSS, but this actively increases the decay rate of the Wormhole, forcing it closed faster. Note: The WSS and WDS could be combined into a single structure, with a script dictating its function.
- Advanced Hacking Array (AHA) - This structure enables nearby "locked" containers or structures (i.e. anchored but inactive Control Towers) to be hacked by a Hacking Module, acting as a medium between the object and a capsuleer's hacking modules. The amount of time required for the AHA to "attune" to the object in question varies on its complexity. Anchored Cargo Containers may take a few minutes to a few hours (depending on their size), whereas Control Towers may take a full day. After the AHA is attuned, the capsuleer may then attempt to actually hack the structure (via the minigame). Repeated attempts are possible after a certain amount of time. If the Hack is successful, the object becomes the property of the SO. The structure is reusable, but does have a fairly steep fuel requirement (Strontium maybe?) so a skilled Hacker that can hack the object quickly is very important.
|

Zifrian
Licentia Ex Vereor Black Core Alliance
1102
|
Posted - 2013.11.13 21:02:00 -
[386] - Quote
Like to see a self repair station...for your ship and drones only.
I really like the turn off local idea....that would really be fun, and I mainly bear it up!
Mining defense also a great idea. The ganking crap has gotten out of hand but this would be a good balance, cost depending of course.
Would really like a uncloaking structure but not sure how that would work with fleet warfare. Scouting would suck. Maybe only deploy with an industrial, expensive, one time use, ten minute only?
Production and research....better than a pos but vulnerable. Maximze your Industry Potential! - Get EVE Isk per Hour! |

Jaz Antollare
Deadly Loneliness
41
|
Posted - 2013.11.13 21:03:00 -
[387] - Quote
Bumping machine!
After dropping and a time delay, it makes an impact that bumps all ships away from it in a certain radius. Comes in various sizes, small, med, large, so the bump strength and radius are changing too.
1 use only, destroys after 1 bump activation. |

Centurax
Eve Engineering Authority Eve Engineering
8
|
Posted - 2013.11.13 21:04:00 -
[388] - Quote
 Smart Mine: Smart Bomb + Cloak = A fun automated defence. Area of effect and recharge time could be set so you can have one big hit or several small ones. Can be anchored near anything, but I guess not too near if you want to keep it .
Mobile Sensor Array: work like Sensor Probes, they are scannable and destructable.
Magnetic Anomaly Detector: this is an anti cloaked ship scanner, it gives an approximate area for a scanned ship that you can warp to.
Spy Satellite: park it next to a gate or Wormhole, POCO, Moon Depot etc.. and see who goes near it, then it is recorded and listed at the Mobile Command Center.
Mobile Command Center: this is where all sensor feeds are collected and can be managed, give access to the system data with a password. This structure could be hackable to make things interesting, have a look round erase your presence and cloak up somewhere.
Mobile Graviton Generator: This structure would be anchored next to a Wormhole press go and 15 minutes later it collapses the Wormhole or at least something like that. Because jumping large ships through Wormholes is just stupid, with all the potential technology we have in Eve .
Mobile Logistics Array: Repairs ships, maybe allow it to be anchored in a POS shield too, but have some limits to where it will work as well |

Sofia Wolf
Ubuntu Inc. The Fourth District
269
|
Posted - 2013.11.13 21:08:00 -
[389] - Quote
Auto repair structure Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Lolmer
Yahoo Inc Caffeine Nicotine and Hate
114
|
Posted - 2013.11.13 21:14:00 -
[390] - Quote
Archare wrote:Chitsa Jason wrote: Structure which makes new sites to not spawn in system unless destroyed.
C5/6 farming is safe enough as it is... do we really need to make it even safer?
I read that as sites, not signatures, so K162s (and your static and dynamic) wormholes would still spawn. |
|

Tau Cabalander
Retirement Retreat Working Stiffs
2239
|
Posted - 2013.11.13 21:17:00 -
[391] - Quote
Mobile Beacon : one-time use, persistent duration, creates a warp-able system-wide beacon that anyone can warp to.
Mobile Cloak Disruptor : one-time use, lasts one hour, prevents cloaking within 100 km. On second thought, no, would render Blockade Runners useless with no counter.
Mobile Graviton Generator : one-time use, lasts one hour, reduces the velocity of all ships by 60% within 100 km. |

Marsan
Caldari Provisions
132
|
Posted - 2013.11.13 21:24:00 -
[392] - Quote
Guns'N'Ammo wrote:Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius I've been toying with a similar idea for some time now but always wanted to see the anti-cloaking field come from a ship rather than a deployable object. Maybe something like a pos mod that does the same thing would be cool but i'd like to pitch a different idea for the anti cloaky issue that comes up so often. Presenting the Cov-ops Battlecruiser. These ships offer a new form of combat as well as a way to sniff out those pesky cloakers. they would have 2 major functions. The 1st being a cloak disruptor that sends out a sonar like wave in a 100km radius that could either disrupt a cloak all together or just offer a ping with general direction as to a where a cloaked ship may be. (I'd prefer something that does not turn off a cloak unless it was setup where only being hit by this at a short range would kill the cloak, like 5km. Anything over 5km would just get the directional ping.) The biggest limitation would be that this canGÇÖt just be spammed on a gate much like the way smart bombs currently are limited. Cloaked ships should still have a change to jump systems and cloak up but being in a system with a cov-ops bc adds the risk that they could be caught. The 2nd function of the cov-ops battlecruiser would be an area effect cloaking field. the cov-ops bc would be able to turn on a cloaking field that is able to cloak a group that is within the field. LetGÇÖs say the field would be a 5km radius around the cov-ops bc. The drawback to this would be that no ship is able to move or have any mods on otherwise it will disrupt the cloaking field. So if you have one guy turn on his damage control to get ready for a fight he would bring down the cloak prematurely and possibly screwing up an ambush. Anything that passes through the fields radius while it is in effect would also disrupt the cloaking field bringing it down. The cov-ops battlecruiser is not able to warp while cloaked and like a black ops battleship does not use a covert ops cloak but can also fit a covert cyno like every other cov-ops ship. These would also not be used for high dps and might favor smaller guns to be effective against tackle and smaller ships. Think of the new forms of guerrilla warfare and gameplay that could open up with the introduction of the cov-ops battlecruiser, and rather than a deployable object that does little to add content and would have many issues on where they are able to be placed. I believe there should be some option out there to track cloaking ships but a passive object doing the job for you doesnGÇÖt seem right. Risk that bc to ping those bombers on grid and send some frigs to try an decloak them.
I love this idea!!
Former forum cheerleader CCP, now just a hopeful small portion of the community. |

Abdiel Kavash
Paladin Order Fidelas Constans
1758
|
Posted - 2013.11.13 21:24:00 -
[393] - Quote
I want a structure that I can anchor in a thread, and it will automatically delete any duplicate suggestions.
Seriously, this thread has maybe 5 pages of unique content. |

Nero Pantera
Whale Girth Disavowed.
18
|
Posted - 2013.11.13 21:26:00 -
[394] - Quote
A structure for WH's let's call it Neutrino Echo device When deployed it tells you how many wormholes are in the system your in and what class of system each lead to. It also tells you how many wormholes are in each adjacent system but no details other than there are x amount of wh's in those. |

Gamer4liff
GoonWaffe Goonswarm Federation
62
|
Posted - 2013.11.13 21:31:00 -
[395] - Quote
At first I'd say new anchorable manufacturing and research modules, but really CCP should just focus on making the ones at POSes useable by the public. After all the trouble of setting up an empire pos on an alt to manufacture and research at faster rates, it would be a copout to introduce as-good replacement systems that were not as hard to get. That said, maybe have lesser anchorable modules be not as good as POS slots with less overall slots and slower manufacturing/research? I could see a two tier system with optimal and specialized public POS slots vs general public anchored slots working well.
Regardless, being able to sell slots from player installations in empire to the public would be pretty great.
Also please make the advanced ship manufacturing POS arrays not garbage. |

Liam Inkuras
Red Federation RvB - RED Federation
566
|
Posted - 2013.11.13 21:32:00 -
[396] - Quote
Mobile Gravity Well Unit. Pulls any ship within 35km towards it at an easily counterable rate, but still enough to screw up an orbit. I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |

The Grendalo
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.11.13 21:41:00 -
[397] - Quote
- A 3 second POS shield (varying sizes) consumed upon activation, effectively ejecting reds from the immediate field and launching them outward as when a POS shield is first activated.
- A deployable micro-wormhole vortex that sucks everyone in at varying strengths related to how close they are to the event horizon, depositing everyone consumed by the vortex at random locations within the same system.
- A pirate beacon that, depending on size/kind, calls various pirate NPCs to the location for a set duration or until the beacon is destroyed. The cost of the beacon would need to equal or outweigh the bounties on the rats so the beacon wouldn't be used simply for farming.
- A deployable that once activated will return all who activated it to it's location via "jump" after a set duration specified by the person deploying... maybe within system or even constellation range.
- Wormhole re-router deployable placed at the desired exit location in-system, causing a specific WH in system to no longer point to it's destination but to wherever the deployable is placed. (potentially turbulent balance issues, but fun idea) |

Liu Ellens
Blame The Bunny The Dark Nation
102
|
Posted - 2013.11.13 21:41:00 -
[398] - Quote
Addition/Augmented siphon unit that targets customs offices. Owner of CO should be informed about lost income.
Medical Clone Storage: Good for one use (pops you out in a starter frigate) -- good for WH life, no? eve-kino - create machinimas with EVE assets in the browser eve-upro - an online browser application to support navigation in New Eden and beyond. |

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
2
|
Posted - 2013.11.13 21:46:00 -
[399] - Quote
Emergency assembly line
A structure with five(or maybe just one) manufacturing lines that allows, for considerably increased cost (and potentially time, all subject to balance), to produce T1 modules and/or ammo without the need of a blueprint original. The idea can be further expanded to T2 modules, again without the need of T2 BPC, but with significantly higher material cost (and time). You load up minerals, preferably minerals only, select the output product, click 'yes' and wait.
Why this? To provide an access to modules you need while being cut-out from traditional trading hubs and sources (i.e. in a wormhole, deep in null, ect). The module should not be efficient nor it should serve to supply the module market. Think of it as a last resort when you are short on for example Heat sinks :). |

Gerrand Barrick
University of Caille Gallente Federation
0
|
Posted - 2013.11.13 21:51:00 -
[400] - Quote
How's about em smoke, mirror and daggers?
Have a deployable unit that, for a period of time, takes on the illusion of a player in a starship. This would entail 4 attributes: 1) Say 2 minute activation, lasts for two hour. 2) Is activated stealthed and it's life span decays at double rate while stealthed. 3) Can either by unstealthed normally or unstealthed with the illusion of warping (or captial jumping) to that location 4) Can be customised pre-activation to appear as an actual player. This includes showing up in general chat with a name, possibly letting people respond in general chat on behalf of this "floating structure" and appearing as an actual ship - possibly even appearing to be mining or shooting despite not actually being able to do so.
Obviously the amount of preprocessing required to set up this illusion structure could be immense (unless there be different blueprints for a holo-mining vessel, a holo-battleship and (dare I say it) a holo-capital.
And the point?
Revenge; Panic; and the wolf in sheep's clothing finding his fellow sheeps are not sheeps either...
Some examples of the use being to set a fake mining ship up in null space and sitting cloaked to wait for some foolish ganker to attack it. Appearing to be amassing a fleet in one system - when most of the ships are hoaxes. Appearing to suddenly have a large support fleet warp into the middle of a medium sized fleet battle.
And all of these tricks are pretty obvious. Aren't they? So simple to spot, to dismiss. Exept perhaps for where they aren't. Is that a fool mining in low sec, a trap or a decoy? Oh my, how the shadow of doubt descends.
And obviously, there are people by far more creative then me :)
|
|

Tau Cabalander
Retirement Retreat Working Stiffs
2239
|
Posted - 2013.11.13 21:56:00 -
[401] - Quote
Takari wrote:Bug-Out Box (A.K.A. Mobile ECM Burst Module A.k.a. Mobile Rage Inducer)
200km NoDeploy range to keep the area someone clean. Deploys with 30 second spool up timer No shield or armor, not a lot of structure. Deploys with no owner.
At the end of 30 seconds: ECM burst on all frequencies to all targets within 100km equal to having a Griffin throw out one jam for each racial type to everyone in range. Goes into reinforcement mode for 5 minutes then self-destructs.
If structure reaches 0 before timer reaches 0, no ECM burst, 5 minute reinforcement, to keep from rapid-fire module dropping.
Although I like the idea of a Mobile ECM Burst, it should have a relatively long cycle time, like once per minute, and a range of no more than 50 km. I'm thinking of a jam strength of like 30. One-time use, and duration of one hour. |

Torval Shank
Hidden Agenda Deep Space Engineering
0
|
Posted - 2013.11.13 21:59:00 -
[402] - Quote
I'm sure this has been brought up, but some sort of "scan shielding" object?
Something that blocks anything within it's area of effect from being seen on D-scan, or with probes. Or perhaps two different kinds, one that covers D-scan and one that covers probes.
They would have to have some downside, for balance purposes...no modules active while inside, or something like that. It'd be cool if you anchor the space yurts inside them, too.
Would be a bit overpowered in WH space, (with no Local,) although about the same as somebody sitting in a cloaky ship.
OR, maybe this is something that CAN be seen from D-scan, but is impossible to scan down with probes. So people will know you are there, and what you are flying, but will be unable to probe you out. That's not quite so unbalanced.
Thoughts? |

Michael Harari
Genos Occidere HYDRA RELOADED
908
|
Posted - 2013.11.13 22:01:00 -
[403] - Quote
Fake wormhole - anchor in space, and to probe/overview it looks like a wh. On activation by a ship, it sends its owner a message with the activating ship's type, corp, alliance and pilot.
Oh, and it then explodes. |

Joseph Cash
Stardust Drifters
0
|
Posted - 2013.11.13 22:02:00 -
[404] - Quote
How about a mobile scanner jammer which would hide you and maybe some corp/alliance/fleet members within a certain radius from d-scan and probes temporarily, and possibly make you disappear from local as well. You would still show up in overview, but if you get stuck in a system with a bunch of unfriendlies you could warp to a safe or a celestial body and hide out for a while. Or you could always use it to set up an ambush. |

Amarisen Gream
Triton Innovations
4
|
Posted - 2013.11.13 22:02:00 -
[405] - Quote
1: A mining unit- requires drones- cannot be moved once placed. usable by anyone who comes by.
2: A scanner relay unit- Allow say a max of 5 - it shows the active anomalies in a system (ore/ice/rats) as long as you are in a systes with a relay unit. i.e. U have a Unit in system A, B, D, E, F. So while u are in system A or B you could see system A and Bs active visible anomalies. while in System D, E or F, you could see those... So the scanner relays would have to be connected by jump gates.
3: Mobile shuttle unit - could tie this into the mining unit as well as the relay units. Provides a ore hauling service from mining units (ships gathered ore if not collected) to a selected station linked by scanner units. Player would have to supply an industrial to the unit, which would then fly during the DT timer (last hour of game time each day). Only player who set up the mining unit can have a mobile shuttle unit --Might seem overpowered, but as the mining units are open to anyone to harvest, they could come through and collect the ore before than. As well as the ship could be attacked (no concord) and the ore would be dropped.
So all together, it allows players a nice steady stream of mined ore > which can be shipped via a provided Mobile Shuttle Unit (one per system or taking by other players) > all while their Scanner relay system is working.
xoxo Amarisen Gream
|

Tora Hamaji
Republic University Minmatar Republic
10
|
Posted - 2013.11.13 22:06:00 -
[406] - Quote
smartbomb traps, in a non-lag causing method
- Those should have a large radius of say 30 km radius - prohibit deployment of other similar structures within 100km radius (to avoid people spam deploying them on the whole grid) - one time use - can be triggered multiple times like a smart bomb without the server creating additional objects (such as mines or missiles) - trigger once per ship (would be interesting when a big gang jumps through) - trigger only on and around the target ship - expensive, and have a short lifetime and large volume. deploying those should be a strategic choice not one by default when an ibis jumps through - it will give smaller gangs a better chance against bigger ones
|

Tara Tyrael
Big Game Ind.
110
|
Posted - 2013.11.13 22:06:00 -
[407] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Personal POS, personal labs?
Personal SMA that can be put inside shield of wormhole POS?
************************************************ |

Michael Harari
Genos Occidere HYDRA RELOADED
908
|
Posted - 2013.11.13 22:07:00 -
[408] - Quote
Player owned stargates to replace jumpbridges ofc. Deployable in sov null, usable by anyone. |

Tora Hamaji
Republic University Minmatar Republic
10
|
Posted - 2013.11.13 22:07:00 -
[409] - Quote
POS revmap to the new system, complete, and has all the currently functionality. the aim is that players now deploy the new POS system instead of the old one, and the old system slowly decays and dies on it's own. |

Haulmon
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.11.13 22:10:00 -
[410] - Quote
**Mobile Trap** Automatically targets a hostile ship and Traps it so it cannot move more then 40km from it. It has a reverse pos effect so if you hit the edge of the bubble, you bounce back IN. it can trap players within a 40km radius until the tether is destroyed.
Can have different variations that range how many ships it can tether and how many hp it has.
|
|

The Hamilton
Outer Ring Sleeper Collective Illusion of Solitude
54
|
Posted - 2013.11.13 22:15:00 -
[411] - Quote
Batman flood light signals. Great for batphoning! |

Tora Hamaji
Republic University Minmatar Republic
10
|
Posted - 2013.11.13 22:22:00 -
[412] - Quote
POS Fuel distribution station!
To lower the number of suicides among players in charge of pos logistics, this structure will be a common fuel storage for ALL the pos in that SYSTEM which belong to the same corp or alliance and are SET to be LINKED to that structure.
E.g
Alliance A has 5 POS in system ***
The setup - Fuel station is anchored in system and fuel is put in - pos 1-9 are set up and request link to the the fuel station - pos 10 is set to private and not linked - Fuel station is authorizes fuel distribution to pos 1-9
The Process - Fuel is put into the fuel distribution - it feeds every POS per hour - Pos 10 still has to be fueled manually - matter of DEBATE: once POS are linked to the station, a strontium bay is created for each POS, which can be fuelled from this station directly. then a manager can move the right quantity of strong to each bay as needed. -another matter of debate: POS input and output, reactions for example.
not exactly a mobile structure, but i had to throw this in here. |

Charlie Firpol
Noob Mercs Monkeys with Guns.
33
|
Posted - 2013.11.13 22:26:00 -
[413] - Quote
Billboards. I love them in empire space, they add a lot to the landscape. Let me anchor them at my POS |

PAGAN585
Wildly Inappropriate Goonswarm Federation
2
|
Posted - 2013.11.13 22:28:00 -
[414] - Quote
I would like security cameras that i can drop and leave system. Then when someone comes in and shows up on the security feed i know when to run back and shoot them for trespassing. Could be setup on gates to see who's coming, stations to see who's on undock, or spy on miners having sex in those ice belts.
Best things i've seen so far are the WH stabilizers, because its about time someone invented a way to fix those things from collapsing behind you, and they should be deployable on both sides of the WH. Then there was the mobile repair thingy, but that should only repair armor or hull. Screw the shields they already recharge themselves.
And fake signature mods are a bad idea, i would rather see a mobile scanner jammer. If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer. |

Fellhahn
Fell Research
0
|
Posted - 2013.11.13 22:33:00 -
[415] - Quote
A deployable 100KM diameter bubble that makes you unscannable whilst inside, though not cloaked. You are still visible and targetable to anyone else who turns up on grid. You simply can't be found by D scan or scan probes. A one time use item with an hour or so burn out time, can't be rescooped. Should be low volume, 10/15m^3 or thereabouts. Low-sec/Null-sec explorers would want to carry a few I imagine. Would allow you to run a mission in peace, and would improve your chances of keeping an anom to yourself, though the anom would still be scannable by others in the normal fashion. Would also enable covops scouts to provide a safe-haven to other gang members for force mustering, without the rest of the gang having to fit cloaks. The item should NOT disguise a cyno being lit, else it just invalidates the advantages of covert cynos.
Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?
Thank you to Five-O and Supefriends for your time and efforts so far <3 Looking forward to using the depot and tractor modules.
|

zzrat
AQUILA INC
0
|
Posted - 2013.11.13 22:34:00 -
[416] - Quote
Pirate Siphon unit:
Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me |

Gizznitt Malikite
Agony Unleashed Agony Empire
2834
|
Posted - 2013.11.13 22:34:00 -
[417] - Quote
PAGAN585 wrote: If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer.
I think you misunderstand the content creation ability here. You warp in on the single Titan, Rorqual, whatever... and die a horrible death as it turns out to be a trap.
|

Xaarous
Fleetworks Silent Infinity
6
|
Posted - 2013.11.13 22:36:00 -
[418] - Quote
1. Wormhole stabilizer - extends the duration and/or mass allowance (the latter by reducing each jump's "effective mass" so it WILL still decay), possibly using POS fuel or some other 'fuel' resource. Better versions required based on the class of the wormhole or for a stronger effect (e.g. +50% duration for a cheap one up to triple duration?). While active this wormhole is also far easier to probe down (maybe even shows up on the built-in scanner).
2. Gate Control - in systems with player Sov, can be deployed near a gate to rate-limit traversal using a mass-per-unit-time mechanic. Structure scales to gate type, so small gates can be locked down pretty good but a region gate requires a large and fuel-hungry structure. No idea what the "interesting" limit range would be, but making it dangerously-slow for a 100+ man fleet (even of HACs) to move through hostile space - vs. taking the time to reinforce or destroy the gate control - would be awesome. Permanent with reinforcement timer (probably), but requires a fuel source and affects the sov bill.
3. CONCORD uplink - in systems of .1 or higher security rating, this multiplies bounty and/or security status gains within the effective range (say, 100km sphere) by establishing a real-time link with Concord. They pay more when the kills are verified! Works on anyone in range, not just the owner. You could have an alternate or improved version that also improves Concord response time (as an anti-gank mechanic). Either one should require Concord LP to obtain and are NOT reusable.
4. POS-less ship storage array - acts a lot like the mobile depot, has a pretty tight limit based on module size (e.g. following the ship size classes) - perhaps only one of the specified type. Gives you the freedom to own your own and place it anywhere (e.g. near your depot) but easier to take down than a full POS. Might need POS fuel for the larger sizes.
4. Someone else mentioned a structure that provides bonuses analogous to mindlinks - I think this is a fantastic idea but needs some kind of limit factor. A version that replicates wormhole effects within a limited radius would also be neat.
Also - how about enabling a harder-difficulty variant of the hacking mini-game to either accelerate or bypass the reinforcement timer on the mobile depot? Starting the hack would trigger a suspect flag so there'd be some risk in doing so. |

Elmore Jones
Nebula II
17
|
Posted - 2013.11.13 22:36:00 -
[419] - Quote
How about , since i understand the current pos code is a nightmare, a full pos revamp based on these deployable structures? Scannable, fuelled, stronted as always, but not tied to 1 per moon. The 'tower' centerpiece is fuelled to maintain the structures attached past the 30 day limit; left unfuelled for 30 days it all despawns as the current new mobiles do to save space trash filling the 'verse.
+++ Reality Error 404 - Reboot Cosmos +++ |

GeeShizzle MacCloud
384
|
Posted - 2013.11.13 22:39:00 -
[420] - Quote
Fellhahn wrote:
Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?
something a lil like this idea?
=) |
|

Robert J Niewiadomski
NULLIMPEX INC
10
|
Posted - 2013.11.13 22:46:00 -
[421] - Quote
xttz wrote:An Infinite Improbability Generator.
When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias. After all New Eden growth algorithm was seeded with number 42 It must be build by SoE - white, sleek, feels like ready to sprint, with red stripes... F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2028
|
Posted - 2013.11.13 22:47:00 -
[422] - Quote
zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me 
That seams a little op. Something that sucks down stront, on the other hand... Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

Fellhahn
Fell Research
0
|
Posted - 2013.11.13 22:51:00 -
[423] - Quote
And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.
These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.
All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.
More power to the independent industrialists! (the Indy Indies :P ) |

Torval Shank
Hidden Agenda Deep Space Engineering
0
|
Posted - 2013.11.13 23:03:00 -
[424] - Quote
Fellhahn wrote:And a personal research lab would be AWESOME. For when you want to do some quick ME research on, say, some new turret BPOs you just bought, or need to churn out a half dozen BPCs for an invention job.
These are small scale activities that should not demand an entire POS being set up, but which you can't do viably in Empire station labs because the wait times are ridiculous. Typically around two weeks for an ME slot, when your job only takes 2 days total. This kind of ruins the experience of research and invention for newcomers to the trade. Running a small POS for 4M ISK a day also doesn't make any sense fiscally, and can only be done if you have corp POS manager rights. Something that kept me in a 1 man corp for quite some time.
All this said, whatever the item ends up being, it should not completely undercut/replace the POS research labs. These should still hold their advantages for faster research times, greater slot quantity and diversity, and be required perhaps for long span research. Such as ship ME.
More power to the independent industrialists! (the Indy Indies :P )
This is VERY true. How many of New Edens potential content-creators are stuck out on their own, because they can't be in a large player-owned corp and still run their own POS? I know a lot of new players try to shoot for the industrial route soon after starting, and it's just not very feasible right now to do anything other than T1 manufacturing, and the margins on that are SO tight...
But being able to do your research on a small deployable, (I'm thinking with similar stats etc. to the space yurts,) would be awesome for the startups. Maybe leave it with the default research time, or even with a longer time modifier to make it less efficient for long-term usage. Would be a GREAT option for industrial startups. |

Riikard Thexder
Unfortunate Soldiers Cup Of ConKrete.
18
|
Posted - 2013.11.13 23:08:00 -
[425] - Quote
A POS logi unit that reps your ships and restores cap.....or just change the ship maintainance unit to be able to do that.
An Area Of Effect cloaking unit....so it cloaks all ships with in a 5km radius, good for safe spots and or gate camps |

Orange Ray
The Tenth Kingdom
5
|
Posted - 2013.11.13 23:10:00 -
[426] - Quote
Mobile Dscan jammer. Hide shiptype and ship name for all ships in AOE from direct scan. Not completely, just showing "Unknown" "Unknown". |

Kinis Deren
The Nyan Cat Pirates Disband.
211
|
Posted - 2013.11.13 23:15:00 -
[427] - Quote
Just in case this hasn't been suggested (it's late here and I haven't time to go through the whole thread):
Mobile Cyno Jammer Inhibiting Unit
Simple structure that has one function only - to render cyno jammers ineffective in sov space system in which they are deployed.
- would have to be deployed within a certain range of the cyno jammer to be effective - same vulnerability/deployment characteristics as the mobile cynosural inhibitor
Mobile Jump Bridge Inhibiting Unit
Simple structure that has one function only - to render a jump bridge ineffective (in both directions) in the sov space system in which they are deployed.
- would have to be deployed within a certain range of the jump bridge to be effective - same vulnerability/deployment characteristics as the mobile cynosural inhibitor |

EI Digin
Sniggerdly Pandemic Legion
1371
|
Posted - 2013.11.13 23:43:00 -
[428] - Quote
The idea of a deployable structure is to serve a purpose that is not provided by POS (ie heavy industry) and is more combat oriented, but not directly so (no guns).
You mentioned decoys in the OP, I really think that decoys would be a good purpose. I'd be interested in a decoy cynosural field.
Structures could also be used for showing off, items like deployable billboards or expensive alliance monuments would be interesting and might even generate fights.
I've mentioned in a previous thread that a good idea to enable small gang PVP would be a siphon-like mechanic which involve players siphoning alliance taxes in a system. If you find that the moon siphoning mechanic is balanced then you could do something like this. |

Esteban Dragonovic
Eternity INC. Goonswarm Federation
39
|
Posted - 2013.11.13 23:47:00 -
[429] - Quote
1. Repulse Unit 15 seconds after deployment the structure pulses a shockwave in a 20km radius around the structure, bumping ships away from the structure but doing no damage. Unit would pulse about once every 40-50 seconds.
2. Deployable Smartbombs Similar effect to the normal smartbomb although less effective. Structures would do damage to one another as well and would probably have a low ehp to reduce the effectiveness of spamming.
3. AoE Ewar Units Would be factional, using a reduced effectiveness version of each race's ewar on all objects in an area. |

epicurus ataraxia
Broken Wheel Mercantile and Trading Company Illusion of Solitude
336
|
Posted - 2013.11.13 23:51:00 -
[430] - Quote
Player owned stargates need to be installed as a pair , They charge a fixed percentage of ship value for each use which is set by the owner but will be a fixed charge for ALL ships no matter who the owner, 25% of ship fee charged goes to NPC fund (concord? exotic dancers retirement fund?) this can be increased to 50% to include (extra) concord protection. Heavy weaponry can be fitted for defence similar to a pos But not selectable, they will protect all ships that come under attack as well as the gate itself. reinforceable but CAN be destroyed by players and replaced with their own. They can then choose not to fit weapons if they choose enabling double the opportunities to gate camp but the gates will then need to be protected by the owner with piloted ships.API updated so prepared pilot can precheck the route. Pilots travelling through these gates will only appear in the owners alliance local for the first 5 minutes or after approaching within 1 au of an npc structure when they are detected and appear. Whichever comes first.Then local as normal. Can be placed in all known space.
creates a new source of conflict as well as a new choice of how Pilots choose to travel.And lots of ambush possibilities. There is one EvE. Many people. Many lifestyles. WE are EvE |
|

Casivek Andrard
Eddie's Legion
0
|
Posted - 2013.11.13 23:56:00 -
[431] - Quote
McDodah wrote:When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.
Anyways what I was HOPING it was, was a small personal station where an individual or small group could call home. So how about a similar depot skin X20 and putting a small shield around it with a small ship hanger (a few cruisers and down) With possibilities to anchor a few of these new deployables around it. IE small turrets, science lab, manufacturing, refining with no penalties (you could add specific skills so its not so easy to get around station refining penalties. Like modular personal depot refining!), Giant space advertisement board that I can plaster my lovely face to, etc...
Make it affordable to individual players with the option of expensive but useful deployables and internal moduals (with externally identifiable skins of course) to balance it out. So for instance the station is "cheap" but the turret expansion option would cost mucho ISK and SP!
Its all about the player wanting to feel like an individual and have their own "land" and a place to call home. As the current NPC stations offer little to no player interaction anyways. Hire me whenever you want to...
Fin
This is the most logical and easily doable Idea I have seen on the entire topic that doesn't give the "**** you!" to any single group of the player demographic, while supporting the public long term goals that CCP has stated numerous times. |

Jason Xado
Xado Industries
143
|
Posted - 2013.11.13 23:57:00 -
[432] - Quote
Sorry I didn't have time to read everything here so I apologize if I am repeating any ides.
If the future vision of EvE is putting the power in the hands of the players then I would make some suggestions which basically duplicate the current NPC capabilities within EvE for the eventual removal of empire space.
1.) Death Ray
A deployable structure that has the same relative effect as CONCORD (give or take) in a system. The owners of the system get to decide what the rules are on who will get fired upon when breaking those rules. The rules should be very clearly known to all and require time to change. The structure should not be invincible but rather be attackable by a concentrated force, perhaps it has a minimum range so a fleet can cyno near it safely and take it out if undefended. The idea is to get rid of NPC concord and replace it with a player governed system. These systems should be VERY expensive to maintain.
2.) Sentry Guns
Give the players the same power that the empire has to defend their space. Allow players to place sentry guns wherever they wish to defend (gates, stations, ore sites, etc.). Obviously these guns should be destructible, unlike the empire versions. These system should require maintenance (maybe they need ammo loaded or fuel blocks of some sort).
3.) Gates
Let us deploy our own gates. Sounds like this idea is already in the works based on some past presentations.
4.) Stations
Not really "mobile" but you know, let us build our own stations of varying size and functionality. Not just limited to one station per system. These could be as simple as a small market station with some storage to sell stuff to huge stations with all the trimmings.
5.) Billboards
Information portals to give out the news of the day or post warning of local goings on.
6.) Mission Hubs
Let players come up with missions. This is a hard one to pull off right but would be nice.
That's all I can think of right now but the general idea is I see no reason the game needs NPCs at all. Take the same mechanics that the NPCs control and put that control into the hands of the players. That is my dream EvE :-) |

Krall Hoar
Babylon Enterprises
6
|
Posted - 2013.11.14 00:02:00 -
[433] - Quote
Nice idea with the deployable structures, I would like to see those decoys for scaning. Something like a little temporary shop would be nice, and maybe, regarding that we are all still waiting, some kind of home, some captains quarters to deploy for your self, which you are able to buy stuff to decorate, which was produced by players, but more important, you can invite other players to your domicil, and hang out in the quarters together. Would love to see that |

Arthur Aihaken
The.VOID
551
|
Posted - 2013.11.14 00:02:00 -
[434] - Quote
Fozzie, let me just say thanks. Even if you guys and gals don't adopt any of the ideas outright or just gleam a few good suggestions out of the mix, I really appreciate you providing a medium for us to contribute. Thanks again. I am currently away, traveling through time and will be returning last week. |

5n4keyes
Sacred Templars Fatal Ascension
66
|
Posted - 2013.11.14 00:02:00 -
[435] - Quote
Mobile Cyno Beacons - Drop, and fuel, they use fuel for each ship jumping through, eg ozone, but anyone in fleet can jump to them. Tanky structures that appear as beacons on your overview obviously.
Mobile Cloak Jammers - Prevent cloaking within a set area, or even decloaking targets, mostly so we can finally get away from these stupid drag bubbles with 200 cans around them to decloak you! Also could be used as anti bomber defence in fleet fights, something we are kinda lacking currently.
One thing that would be pretty cool, is mobile units that have an effect on your fleet, eg, mobile shield passive regen, so it would boost shield recharge within that area, maybe mobile cap regens, provide cap to people in the area, basically units, that provide a bonus to a set area, and provide a distinct advantage to staying there. Reason, to keep combat to a fixed location, and to give a disadvantage to running away all the frikken time! |

Dead Jedi
Globaltech Industries Yulai Federation
1
|
Posted - 2013.11.14 00:04:00 -
[436] - Quote
Deploy-able Mines.
This makes way for a new ship and also a new module.
A New ship to deploy and remove them. Minesweeper. (Thinking of a Tech 2 version of the Venture Mining frigate here)
A new scanner module to put on a ship to detect the mines so they can be targeted and destroyed.
|

Elisk Skyforge
Touring New Eden Haven.
7
|
Posted - 2013.11.14 00:08:00 -
[437] - Quote
A mobile repair hub that repairs hull, armor and shield for both ships and drones. I think I broke your game CCP-->-áhttp://i.imgur.com/4pGZ5qJ.jpg?1 |

Bienator II
madmen of the skies
2174
|
Posted - 2013.11.14 00:17:00 -
[438] - Quote
something which lets you repair 100% damaged mods in space. Maybe a depot which repairs it to 99% and you can finish repairs with normal paste. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Higgs Foton
4S Corporation Goonswarm Federation
5
|
Posted - 2013.11.14 00:18:00 -
[439] - Quote
A deathstar
Like a "that's not a moon, that's a space station" deathstar
And it can blow up planets.
That would be a nice idea |

zelklen
Devils Diciples League of Infamy
8
|
Posted - 2013.11.14 00:35:00 -
[440] - Quote
+1'ing ideas:
Deadspace Generator (Why is this not in the game already?) Since the day I started playing EVE Online, I have wondered why we couldnGÇÖt build deadspace pockets. Post #16Posted: 2013.11.13 12:25 suggests it, and it is then repeated many times with the best statement being something to the tune of GÇ£Every low life pirate group can build hundreds of them, why canGÇÖt we?GÇ¥
POS Rooting Array (Why is this not in the game already?) Suggested many times in many different places; a module that will, after a lengthy timer (possibly 48 hours), change an offline POSGÇÖs ownership to neutral along with all modules anchored at it.
Customs Monitoring Array (A decent idea) Suggested in post #24, a module that scans the cargo of most ships on grid with it (give it a legitimate sensor resolution, max number of targets, and having it lock a ship does not stop the ship from cloaking). It will flag as criminal any ship found to have contraband on board. This will replace NPCGÇÖs customs officials with players looking for kills.
Mobile Ore Compressor (A good idea) Suggested in post #7, consumes fuel, has a cycle time, and compresses ore as a Rorqual. Basically the Rorqual without the command bonuses. Or the Rorqual.
System Broadcasting Array (A good idea) Suggested in post #25, periodically posts a message in local. Uses fuel for every post.
Traffic Control System (A good idea) Suggested in post #77, and in other incarnations at a few other places. Go read that manGÇÖs thoughts if youGÇÖd like, here are my ideas. Remove local in null, and when deployed this modules add everyone on-grid to local. My thought here is to move more GÇ£stuffGÇ¥ into the control of the players. I donGÇÖt know why those GÇ£Local subspace beaconsGÇ¥ are not ihub upgrades already. This would be to supplement the ihub upgrade, and for partial local in neutral territory. All empire systems would need a NPC controlled and protected ihub (which stands to reason since they have sov supposedly).
Mobile Modules (CCPGÇÖs ideas already, but IGÇÖll restate them) Everything that a POS does for defense, should be able to be a mobile structure. There would obviously need to be limitations, but if we want to get rid of POSs in their current form, which we do, we need to be able to defend whatever we make. My thoughts on the matter? Replace POSs with Deadspace pockets. Have a Central Station module that burns fuel to GÇ£onlineGÇ¥ the things around it. Pair this with the proposed force field bubble module, and you have your modular POS, built out of individual structures. Enough of this though, CCP will do with POSs what they will, nobody cares about my ideas.
Stealth Field Generator (A good idea) Suggested in post #76. Prevents anything within 25km of it from showing up on D-Scan and from being detected by combat probes. Instead, it itself shows up on D-Scan, and has a huge signature radius for combat probes. This would make intelligence gathering a more in depth process.
Camera Module (A great idea) Suggested in many different places, this would allow you to have a second (or possibly third, fourth, fifth, etc.?) overview window opened. Personally IGÇÖd give it only a 100km range (So not the same as a regular overview, and unable to exploit grid warfare). IGÇÖd also say that like scan probes, if you leave system you disconnect from it. Thank you for reading my WALL-O-TEXT. I am sure that it will immediately be covered up by this GÇ£Bad IdeasGÇ¥ threadnaught in the making.
As my final comments I will mention that Rubicon may be coming out in a few days, but how long until Incarna is released? |
|

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
170
|
Posted - 2013.11.14 00:38:00 -
[441] - Quote
Probably been suggested already, but a "Remove from Local Generator"
Just to annoy nullbears massively. |

mine mi
Boinas Rojas
31
|
Posted - 2013.11.14 00:38:00 -
[442] - Quote
I always thought of a structure to divert the jumps to the issuer of the interference, this would have several light years jump scope and divert if both cyno and ship as are within its scope. |

jonnykefka
Adhocracy Incorporated Adhocracy
234
|
Posted - 2013.11.14 00:39:00 -
[443] - Quote
Gate timer hacker
Nullsec only - makes a nullsec gate like a WH. You can jump with a weapons timer. Hell, throw polarity in if you want.
Gate jump magnet
You know how people appear in some random gigantic sphere around a gate? You know how it's super inconvenient to camp that entire sphere? What if you just had a 5km radius to worry about instead (yes like WHs you may notice a theme). Forces all ships jumping into system to appear within 5km of it. |

GeeShizzle MacCloud
384
|
Posted - 2013.11.14 00:48:00 -
[444] - Quote
Mr Floydy wrote:Probably been suggested already, but a "Remove from Local Generator"
Just to annoy nullbears massively.
i guess you may consider me a 'null bear' as i live in null but id love to see some iteration on local chat as intel gathering. Placing more of the core functionality into players hands and deployables that can be messed with by both other deployables or gangs looking to run interference to distract sov holders. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2834
|
Posted - 2013.11.14 00:54:00 -
[445] - Quote
List of Commonly Proposed Ideas
User Content Creation Ideas: --- System Beacons (deployable-system wide warpable beacons) --- Deadspace pocket creators. --- Mobile Acceleration Gates. --- Decoy Ships. --- Signature Decoys (for false scan reports) --- Capture the Flag Device
Interesting Features: --- System-wide create-a-WH-effect --- Player-Created Incursion Device (System wide damage penalties, resist penalties, bounty penalties, etc) --- System-wide or grid-wide anti- off grid booster module
Gate Camper Wet Dreams: --- Deployable AOE Decloakers. --- Group cloak structure. --- Group obfuscation from dscan. --- Covert Cyno Inhibitor. --- AOE Webbers. --- AOE anti-nullification bubble --- Warp Interceptor Device (catches ships midwarp rather than at destination) --- Sonar device to show you the location of cloaked ships. --- (Lowsec) Warp deviators (ship randomly lands within 15 km's of warp destination)
Travel Features --- Create your own Stargates --- WH generator (usually limited as k-space to k-space) --- Stargate disablers --- WH stabilizers (the better ideas slowly regen mass and extend lifetime, the pisspoor ideas allow 200 BS in at once). --- Jump Portal and/or Jump Bridge structures --- Cyno Generators --- Public Cyno Generators --- Warp Tunnel Generators (to warp faster between two points). --- Device that allows Supers into WH's (better if it is a 1-way trip). --- Destructable Gates
Carebear Features: --- Auto-mining structures (Gas, Ice, Ore). --- Auto-hualing structures. --- Deployable Auto-repair service --- Deployable Mission Agents --- Deployable Shield --- Deployable anti-bomb device --- Deployable Logistics Platform (including energy xfer) --- Sun Harvesters --- NPC Bait/Tuant Module
Anti-Carebear Features: --- Anomaly & Signature Suppressor (stops them from spawn and/or despawns sites) --- Disable or Delay Concord Structure --- POCO Syphon --- Reaction POS Syhpons --- Mobile destroy-all-wrecks grid cleaner --- System-wide Syphon NPC bounties from ratters.
Assault Features --- Deployable Mines --- Deployable boobie trapped cans (open them and boom) --- Deployable Time Bomb --- Deployable Weapons --- Deployable EWAR batteries (webbers, ECM, ECM Bursters, Neuts) --- Deployable Drone Assist Units (cause your 5 drones aren't enough) --- Deployable auto-RF POS seige device --- Planet Bombarders --- Anti-Cynojammer (allows you to cyno into a cynojammed position).
Industry Features. --- Deployable Manufacturing Depot --- Deployable Labs --- Deployable Refinery --- Deployable Ore Compressor --- Deployable Drug MFG Depot --- Deployable Market Hub --- Deployable Black Market --- Deployable SMAs --- Deployable PHAs --- Deployable Storage in many forms
Other Ideas: --- Disable Local --- Deployable Provide Fleet boosts Structure --- Deployable claim an (offline) POS module --- Increase TiDi device. --- Deployable Clone Vats Bays --- Repair burned out modules Depot --- Repair drone Depot --- Create random effect creator (waberjack, infinite improbability generator, etc) --- System Danger Alert Deployable --- Scan the other side of a gate deployable --- Ship tracking Unit --- Prevent deployables Deployable. --- Slave Maker and/or Liberator --- Mobile Casinos --- Mobile Brothels & pleasure hubsl (stripper generator) --- Deployable Camera --- Deployable Travel Logger (through a gate, WH, System). --- Deployable Local Spammer --- Deployable Billboard --- Deployable Pet
|

Tzuik
ROMANIA Renegades C0VEN
0
|
Posted - 2013.11.14 00:55:00 -
[446] - Quote
Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius
^^ This but pulse should also be system wide at longer intervals, so when in pulses you can get the signature of the cloaked ship with the probe scanner. Could take 30-60 min from anchoring to scan down a cloaked ship. Pings could be clearly visible to anyone in system. |

Lin Fatale
Center for Advanced Studies Gallente Federation
20
|
Posted - 2013.11.14 00:55:00 -
[447] - Quote
a structure which disables the functions "keep at range", "orbit", "approach", "assign drones" to other ships.
so that everyone has to fly on its own like it should be and not anchoring up on one person who will move everyone and go afk
I would like to see the t3 or ishtar fleets, if this structure is going online and suddenly everyone has to move on its own. Prolly half of the fleet would burn in another direction because they dont now anymore how to move alone |

Red Teufel
Mafia Redux Phobia.
255
|
Posted - 2013.11.14 00:56:00 -
[448] - Quote
I would like a saloon for drinks, gambling, and fist fights. |

Teng Namatjira
Burning Napalm Northern Coalition.
0
|
Posted - 2013.11.14 01:00:00 -
[449] - Quote
While I like the mobile cyno jammer as an idea, I think the solution is a bit archaic and final, which doesn't seem to have been your gameplay philosophy over the last couple of years.
Instead of just downright blocking cynosural fields, why not play about instead with the liquid ozone required to light a cyno the closer a pilot gets to one of these structures? Obviously I don't have numbers, but I would imagine the general principle would be simple, the closer you get, a progressively massive increase in the amount of ozone it would take.
This wouldn't be a deterrent against the price of lighting a cyno, naturally, rather that a pilot would have to significantly alter a fit, or even better, switch to a industrial ship to carry the required LO to light the cyno the closer they want to be to one of these modules.
In its current format, we all know exactly what will happen, slowcat/dreadsuper blob jumps in, drops one of these in the middle of them, and the dread meta switches to LR guns. Nothing fundamentally changes gameplay wise, which I assume is what we'd like to achieve here.
The above solution, or an alternative to it, achieves your goal of inhibiting cyno's if a pilot wants to do so, but still allows for the players to work with a gameplay mechanic in a fluid and dynamic way |

Tzuik
ROMANIA Renegades C0VEN
0
|
Posted - 2013.11.14 01:00:00 -
[450] - Quote
Mobile POS Messing Structure
A structure you can deploy near a pos, when you use hacking modules on it (Data), you have to play a more complicated version of the hacking minigame where some nodes can disable some random pos structure. There could be different nodes for weapons systems, industry, mining, JB ... and you could disable some in one game. Wouldn't have to be a win node, you just destroy as many as you can. Maybe a small fleet can distract pos guns long enough for a skilled hacker to disable some strategic position or just mess with pos owners. Defended pos could just take control of guns and blap the hacker. Structure could be reused after x nr of hours, Pos could even be conquered by a persistent team if left undefended a long time. It would engage the explorers playing the minigames in fleet actions, and small gangs could poke a bit more in the big blobs |
|

Zifrian
Licentia Ex Vereor Black Core Alliance
1102
|
Posted - 2013.11.14 01:14:00 -
[451] - Quote
zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me  I thought this is what the siphons were going to do when introduced.
But yes, a siphon that takes POS fuel or Stront (separate mod?) out of a POS would be fun....well for some lol Maximze your Industry Potential! - Get EVE Isk per Hour! |

stoicfaux
3352
|
Posted - 2013.11.14 01:18:00 -
[452] - Quote
Apologies if others have already mentioned some/all of these. I haven't had time to read the previous posts yet.
De-cloaker. A deployable that sends out a pulse revealing all cloakers on grid.
A drone tender. You put drones in it, and the drones fly off against enemies on grid. Does not count against your drone bandwidth.
A drone repair tender. Repairs drones that you assign to assist or attack it. Or a new menu entry 'called go get repaired."
RR deployable.
JATO like deployable that provides a temporary speed boost. For those times when you just have to get back to the gate asap.
Mining deployable. Because, you know, why should I have to AFK a mining barge when I can AFK a mining deployable unit.
Semi-cloaked deployable. Doesn't do anything, but shows up on probes as a ship of type X (set at time of launch.)
Goon Early Warning System. Whenever a goon appears in system (or on grid), it broadcasts 'grrr goons' in local.
Jita Spamming TV Device. Why limit your self to just local chat, which can be minimized or blocked. Spam people at the gates and undock with Adverts.
Hull Repairing Deployable, because, OMG, can a hull repair module be any slower?!?
Unicorns and Rainbows deployable. Looks like a unicorn and sends out beams in random rainbow colors.
Mobile Bumping Deployable. Has a built in MWD for bumping into the nearest ship on grid.
Sentry Turret. You put a weapon and ammo in it, and it shoots at enemies on grid.
Dancing Deployable. Dances (flies erratically) while spamming offers of lap dances in local. Has a picture of a "Scantily Clad Night Elf" (a popular Gallente Halloween costume) trailing behind it.
Fireworks Deployable. Pops off fireworks and snowballs randomly. Only 1,000 may be deployed within 10km of each other.
Warp-in Point Tactical Beacon. Provides an on-grid warp point so you can warp at distances of less than 125km.
MIRV deployable. It's a deployable that deploys other deployables.
Like Deployable. Anyone who approaches within 5km gets a random forum post of theirs "liked".
Hello Kitty Deployable. Pink. Adorable. Explodes for 10,000,000 points of damage sometime during the day after downtime.
Presser Beam Deployable. The opposite of the Tractor unit. Pushes wrecks and cans and deployables away. Does not work on the Hello Kitty Deployable.
Smack Talking Deployable. In much the same way that cats pee on things to mark their territory, this does the same by broadcasting a message in local whenever someone appears in local. |

flying hippo
Light of the moon Fraternity.
0
|
Posted - 2013.11.14 01:23:00 -
[453] - Quote
wormhole stabiliser ,make wormhole last longer and can pass more mass,consume strontium clathrares. |

stoicfaux
3352
|
Posted - 2013.11.14 01:24:00 -
[454] - Quote
Warning Watch Out for the Sign Deployable.
|

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 01:32:00 -
[455] - Quote
Chitsa Jason wrote:Structure which changes or creates wormhole effects everyhere in system or on grid.
Structure which makes new sites to not spawn in system unless destroyed.
The second structure seems to be something that might be dropped in sov space to reduce system standings, but the first needs more explaining. |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.14 01:33:00 -
[456] - Quote
Area scanner. It would be nice to have a 10-20au scanner that both links to anyone whose dscan picks up the scanner (ie, linked scan information) as well as reports any seen people in local (not cloaked people, unless seen prior to cloak). The idea is to extend the range of dscan as well as possibly support detection of ships in range being shown in local. This could apply to wormholes and perhaps a future eve where all locals require such devices to detect people. Since it's a destroyable structure, I don't believe it will be considered overpowered. Plus as dscan extender, it could work for everyone, even enemies. Apparently it doesn't have encryption. By placing enough across a system, one could effectively dscan the entire system, chaining from mobile to mobile so long as each is within range of another and at least one of them is in range of the ship's dscan (if narrowed scope, they must hit the area scanner to get results from it).
A clone holding bay. Doesn't make clones, but is capable of storing a clone while the person jumps to another clone. If structure is blown, the clone is destroyed. Make it supportable in wormholes. People leave clones behind at their own risk. Supposing the clone isn't destroyed, the owner can jump back to their clone in proper time, of course. Perhaps a reduction in jump time if jumping from such a device (but if you jump station back to the device, normal time restrictions would apply).
|

Aaron Kyoto
Clan Shadow Wolf Fatal Ascension
25
|
Posted - 2013.11.14 01:36:00 -
[457] - Quote
Deployable Cyno Beacon - would reduce the purpose of using a cyno alt off a station or something like that. Have someone drop it, can be jumped to as normal beacons. Lasts a certain ammount of time before it deactivates. Can be refuelled? Anchorable etc. |

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 01:38:00 -
[458] - Quote
Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
There are a lot of POSs hanging in space that are no longer operational. Hacking unit would probably be better called a Siege Command Unit. Hacking onboard POS systems would allow ownership of the structure to change and with continued hacking, allow the assumption of control for any structures hanging in space around it. However, all hacking must be done prior to onlining. |

Kharamete
Feral Solutions Inc
74
|
Posted - 2013.11.14 01:40:00 -
[459] - Quote
Deployable pleasure hub.
You dock in it, and it's like a captain's quarters - except there's exotic dancers in there.
And the damsel. --- CCP FoxFour:-á"... the what button... oh god I didn't even know that existed. BRB." |

Aaron Kyoto
Clan Shadow Wolf Fatal Ascension
25
|
Posted - 2013.11.14 01:40:00 -
[460] - Quote
Grand Formage wrote:Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... There are a lot of POSs hanging in space that are no longer operational. Hacking unit would probably be better called a Siege Command Unit. Hacking onboard POS systems would allow ownership of the structure to change and with continued hacking, allow the assumption of control for any structures hanging in space around it. However, all hacking must be done prior to onlining.
A method to bypass pos shoots? Gasp! Would this be too easy for attackers? |
|

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.14 01:42:00 -
[461] - Quote
Tzuik wrote:Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius ^^ This but pulse should also be system wide at longer intervals, so when in pulses you can get the signature of the cloaked ship with the probe scanner. Could take 30-60 min from anchoring to scan down a cloaked ship. Pings could be clearly visible to anyone in system.
I like this the system pulse with delay and only used for probes. It implies the cloaked ship is around awhile and still has to be probed down. I dislike an auto-decloak. It would completely destroy the point of having the covert cloaks if they can be decloaked in all bubble camps and warzones. Can we say, "Blockade Runner is now useless!" It's already a challenge to escape good bubble camps and a good bubble trap will often decloak with ships or jetcans in the right locations. |

zzrat
AQUILA INC
1
|
Posted - 2013.11.14 01:43:00 -
[462] - Quote
Zifrian wrote:zzrat wrote:Pirate Siphon unit: Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me  I thought this is what the siphons were going to do when introduced. But yes, a siphon that takes POS fuel or Stront (separate mod?) out of a POS would be fun....well for some lol
Making the POS use more fuel does not affect the running of the POS, running out of fuel does. The owner still gets low fuel mails, can login kill off the units re-fuel job done. 48 hours maybe a bit short, but its a start. Would give small corps, without Dreads/superfleets another option to fight the big allainces. Yes it would mean big allainces would need to be active in there space they own. |

stoicfaux
3352
|
Posted - 2013.11.14 01:43:00 -
[463] - Quote
Old School Ship Model Deployables. The old Navy Comet with the flashing light. The pre-symmetrical Rattlesnake, etc..
Gate Probes from the Empyrean Age novel. You know, the super-cloak probes that the Gallente and Caladri would launch through each other's gates to see what was going on on the other side?
Deployable Energy Leech Deployable. It's a deployable that dampens the effects of other deployable, e.g. disables or reduces the area of effect of a bubble.
Corpse Tractor Unit. Tractors corpses. That's it. Well, that and keeps them cold.
|

Aurora Fatalis
Blacklight Recon Mordus Angels
34
|
Posted - 2013.11.14 01:44:00 -
[464] - Quote
Deployable Hacking containers for RP/Live Event uses. Core probe scannable.
"Firewall" anchorable repeating small smartbomb - for grid based advantages versus missiles and drones. Not usable in hisec.
"Blockade" forcefield emitter - does nothing beyond having an x km radius hard spherical shield that cannot be bumped.
Deployable bomb. Shoot to detonate. Not usable in Empire space.
Deployable asteroid for laying bad traps for bad miners recycling purposes. Possibly also a bomb, activated upon mining.
Deployable bookmark - only shows up on the overview of people who have seen it on grid. Right click to save or warp to.
Deployable acceleration gate and micro jump gate - activates a MJD effect regardless of ship type. Good for transversing a molded grid/space city. Lorewise, a good "preview" of the Stargate tech we might get.
Deployable combined cyno jammer and local communication module. As long as you're inside the field, you have a field-specific local channel instead of the system's local channel. Cannot cyno in or out. |

stoicfaux
3352
|
Posted - 2013.11.14 01:45:00 -
[465] - Quote
Eliza Deployable. Runs an Eliza program in local chat.
Spelling and Grammar Deployable. Spell and Grammar checks everything said in local.
|

stoicfaux
3352
|
Posted - 2013.11.14 01:47:00 -
[466] - Quote
Collectible Deployables. Don't actually do anything, but you have to collect them all!
|

PotatoOverdose
Handsome Millionaire Playboys
600
|
Posted - 2013.11.14 01:49:00 -
[467] - Quote
It's probly been said, but mobile ship maintenance bay. Can only hold assembled ships, same restrictions as a carrier's ship maintenance bay. Allow people to swap ships behind enemy lines. Doesn't have to be too big, just big enough to hold a couple of cruisers or so. |

stoicfaux
3352
|
Posted - 2013.11.14 01:50:00 -
[468] - Quote
Riddle Deployables. Prompts you with a riddle, if your answer matches, then it unlocks and you get the prize inside! (The riddle and prize are set by the player who deploys it.)
edit: comes in a "hard to scan down" version and a "shows up on overview system wide" version. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
36
|
Posted - 2013.11.14 01:51:00 -
[469] - Quote
Might as well put it forward:
All things considered: A Mobile Mining unit. Mines the equivalent of 2 Mining II lasers. Auto-targets the closest asteroid and begins mining until the cargo hold is full Anyone can take from the cargo hold. Flagging is optional Range is 10KM Unit size is 100m3 Ore hold is 27000m3 Can be scooped back up - drops can
Can allow someone to drop one on a mission loaded with ore or at a belt. Since it can be stolen from it is best not left unattended. Can be destroyed like the mobile tractoring unit. Does not out mine any of the barges/exhumers. Is reusable.
Blows up pretty... but flags you suspect. |

Wiu Ming
Dracos Dozen
59
|
Posted - 2013.11.14 01:53:00 -
[470] - Quote
Ragnar Alestorm wrote: a structure to reskin command ships to their pre-rubicon skins... this.
|
|

stoicfaux
3352
|
Posted - 2013.11.14 01:54:00 -
[471] - Quote
Deployable NeX store.
|

PotatoOverdose
Handsome Millionaire Playboys
600
|
Posted - 2013.11.14 01:55:00 -
[472] - Quote
Weaselior wrote:A wormhole stabilizer. GTFO.
Also, Local disruptor. When anchored, sets local to behave exactly as it does in wormholes in all systems in the constellation. |

Sean Parisi
Fugutive Task Force A T O N E M E N T
379
|
Posted - 2013.11.14 01:55:00 -
[473] - Quote
A structure that repairs burned out modules. Allowing for extended tours, with less need for nanite paste.
"Fighter Hangars" which are essentially small hangar arrays that can hold 2-4 fitted frigate / 2 destroyers.
Drone Station / Allows you to command 1-3 drones from the tower as long as it is powered (Cap charges + filled with drones). Or it could be used to provide drone reps instead of attack drones. Repping based off of standings or corporation affiliation who anchored it. |

EI Digin
Sniggerdly Pandemic Legion
1371
|
Posted - 2013.11.14 01:55:00 -
[474] - Quote
Probably the best use of the new mobile structure system would be to revolutionize the way intel is gathered.
A player would place a "space surveillance camera" mobile structure on a gate (or anywhere) that would report player movements around the grid to a group intelligence window. Hostile players can also destroy these cameras if they don't want to have their movements tracked.
It would provide a way for people to build up their space (wherever it may be) and provide a way for hostiles to destroy it.
When you add in a system like this you can have local replaced with a more fair and balanced system. |

Verar Valdis
Riders of the Maelstrom Interstellar ConVicts
0
|
Posted - 2013.11.14 01:58:00 -
[475] - Quote
What about a structure that hacks a POS that allows you to take control of the POS and therefore unanchor it, you can make it to where the structure has to be within 5,000m so this could only be done to POSs that have run out of fuel. Give the POS owner a notification that one has been deployed and that they have 48 hours to remove the structure before they lose control of the tower. Would help in clearing out those abandoned towers in WH space that no one wants to take the time to shoot them down but are never going to be reclaimed by the original owners. |

GeeShizzle MacCloud
384
|
Posted - 2013.11.14 02:01:00 -
[476] - Quote
EI Digin wrote:Probably the best use of the new mobile structure system would be to revolutionize the way intel is gathered.
A player would place a "space surveillance camera" mobile structure on a gate (or anywhere) that would report player movements around the grid to a group intelligence window. Hostile players can also destroy these cameras if they don't want to have their movements tracked.
It would provide a way for people to build up their space (wherever it may be) and provide a way for hostiles to destroy it.
When you add in a system like this you can have local replaced with a more fair and balanced system.
check these out m8 and tell me if u like =)
https://forums.eveonline.com/default.aspx?g=posts&m=3869806#post3869806
https://forums.eveonline.com/default.aspx?g=posts&m=3871050#post3871050 |

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 02:08:00 -
[477] - Quote
Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced.
I believe that this is the intent , building from the outside in, getting all the code structure work done for the individual structures so that when it is time for the POS, everything else is done. |

Verar Valdis
Riders of the Maelstrom Interstellar ConVicts
0
|
Posted - 2013.11.14 02:08:00 -
[478] - Quote
Gizznitt Malikite wrote: --- Device that allows Supers into WH's (better if it is a 1-way trip).
No no no, I left k-space to get away from Supers |

Vegare
Dragon Clan Nulli Secunda
78
|
Posted - 2013.11.14 02:13:00 -
[479] - Quote
modular player owned starbases would be my suggestion :P |

stoicfaux
3354
|
Posted - 2013.11.14 02:21:00 -
[480] - Quote
Take One Leave One deployable. Open a trade window with the deployable and you may take one item if you leave one item. Optionally, the items should be of similar value.
|
|

stoicfaux
3354
|
Posted - 2013.11.14 02:25:00 -
[481] - Quote
Minecraft Deployable. Lets you build blocks out of asteroids in the same vein. |

McDarila
Lost Society Get Off My Lawn
13
|
Posted - 2013.11.14 02:25:00 -
[482] - Quote
I personaly in favor of a structure that disables all cloaks in a system for 5 min has cool down of hour, uses stront as fuel. Make the structure have 10k ehp and 20 to 50 million cost. |

Lyra Gerie
Bareback Pornstars Carthage Empires
8
|
Posted - 2013.11.14 02:27:00 -
[483] - Quote
Jump structure. Similar to the junk you see in star wars. Three types; small, medium, and large. Small fits frig/dessy, med cruiser/BC and large fits BS.
A larger ship would have to deploy it for a smaller ship typically or be deployed from a POS array. This would be used by smaller corps to jump ships without titan bridges or cyno hot dropping. Each one requires a certain amount of fuel to jump and only can hold enough fuel for a single jump requiring it to be refilled after each jump. Their jump distance would have to be balanced out (to be honest Im a WH resident and don't know much about jumps)
The structure itself would be relatively weak having similar EHP to their designated ship class.
Could have a spool up and or down timer for use to balance as well. |

Alphax45
Turanic Cartel
32
|
Posted - 2013.11.14 02:27:00 -
[484] - Quote
DarklordKarn wrote:Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !!  And snowballs! Can't forget those |

Aynen
Federal Guard and Recon Corporation
29
|
Posted - 2013.11.14 02:34:00 -
[485] - Quote
How about a mobile space structure that allows you to circumvent the fee from using someone else's planetary customs offices? It would have to be placed within 100km of the customs office and the owner of the office gets a report that smuggling has taken place. If you do it only once, chances of getting caught are very small, but if you have installations on a planet's surface, you're not going to do it only once, and the owner will wise up to what you're doing. |

Alphax45
Turanic Cartel
32
|
Posted - 2013.11.14 02:35:00 -
[486] - Quote
I read about 10 pages into this and there are so many good ideas. As a miner I would love a drop module, come back later and pick up ore type device. Combine that with something that can shoot and loot the rats and I'm golden. Yes I realize this promotes AFK mining, but make it have low HP so you have to at least be around while it does it's thing. |

stoicfaux
3355
|
Posted - 2013.11.14 02:37:00 -
[487] - Quote
Mini-Acceleration Gate. Works like the NPC acceleration gates. Such a method of transportation doesn't get you pulled into bubbles (unless you actually land in the bubble.) Why should NPCs have all the fun?
Dead Space Deployable. Creates a pocket that cannot be warped directly to. Instead, you land land at the perimeter of this anti-warp bubble. Ex: you scan down a target and then warp to it with your short range blaster fit. However, because of the Dead Warp Space deployable, you actually land 100km away...
Emergency Warp Jump Deployable a one shot deployable that MJDs you 1 to 1,000 km away in a random direction.
Warp Tracer Deployable. When a ship goes to warp within X km of the Warp Tracer, the Warp Tracer follows the ship into warp (like a fighter.) The owner then has the option to warp to the Tracer (which could be still be in warp, but will hopefully be at the target's destination.)
|

Vladimir Norkoff
Income Redistribution Service
284
|
Posted - 2013.11.14 02:38:00 -
[488] - Quote
Deployable Gate Guns. Require high-level Sov, high cost, limit number placed around gate, etc. |

stoicfaux
3355
|
Posted - 2013.11.14 02:41:00 -
[489] - Quote
Automated Courier Deployable. This deployable will (slowly) deliver a small amount of cargo to a destination, traveling from gate to gate.
Message Delivery Deployable. This deployable will try to track down a person, jumping from system to system, scanning local for a person. The deployable then reports their current location so you can deliver a message in person. The deployable can search for player names via regexes and has a limited operational time.
|

stoicfaux
3355
|
Posted - 2013.11.14 02:42:00 -
[490] - Quote
Rick Roller Deployable. This poses as a deployable that you interact with normally (e.g. a siphon unit) but once interacted with, will Rick Roll the player and disappear.
|
|

stoicfaux
3356
|
Posted - 2013.11.14 02:50:00 -
[491] - Quote
Defender Deployable. Simply has an X% chance of launching a defender when a missile volley is launched at it. Goes into reinforced mode quickly to make it indestructible. Only purpose is to test Defender missiles which act really screwy now that we have insanely fast cruise missiles.
|

Aynen
Federal Guard and Recon Corporation
29
|
Posted - 2013.11.14 02:51:00 -
[492] - Quote
A mobile structure that can either remotely increase your targeting range (gallente version), remotely increase your targetting strength (caldari version), remotely enhance your tracking speed (minmatar version), or remotely transfer cap to you (amarr version). These structures cannot be placed within 100 km of each other, so the first side to successfully deploy one gets an advantage. (usually defender's advantage) These structures are one-time use, have limited hp, and are intended for small engagements. Could prove especially powerful in solo pvp. |

Lich Reaper
Chaotic Tranquility Casoff
2
|
Posted - 2013.11.14 02:51:00 -
[493] - Quote
Mobile GM Inhibitor - prevents GM from entering local after blowing up his main/alt in a Viator cuz 100 drones on gate decloaked him! No notifications, nothing - just removed all our drones that were inactive and active... 5 minutes after that death.
Thus, it is clear we need this sort of Mobile structure to prevent abuse.
True story |

Gummy Worm
Lollipop Hot Drop
14
|
Posted - 2013.11.14 02:54:00 -
[494] - Quote
CCTV deployable that watches a particular area, and it can only be accessed while in captain's quarters on the TV. |

Faceless Parmala
Chaotic Tranquility Casoff
5
|
Posted - 2013.11.14 02:57:00 -
[495] - Quote
Lich Reaper wrote:Mobile GM Inhibitor - prevents GM from entering local after blowing up his main/alt in a Viator cuz 100 drones on gate decloaked him! No notifications, nothing - just removed all our drones that were inactive and active... 5 minutes after that death.
Thus, it is clear we need this sort of Mobile structure to prevent abuse.
True story
|

Sitting Bull Lakota
Ministry of War Amarr Empire
0
|
Posted - 2013.11.14 03:01:00 -
[496] - Quote
Deployable structure that prevents all players within 100km from appearing in local. |

stoicfaux
3358
|
Posted - 2013.11.14 03:13:00 -
[497] - Quote
Chum Deployable. Attracts NPC pirates. No restriction on how close it can be to another deployable.
|

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
154
|
Posted - 2013.11.14 03:24:00 -
[498] - Quote
haven't read through the thread yet, still on page 2, so sorry if it has already been suggested.
Beacon Re-configurator Type 1 Converts the on Grid Cosmic Anomaly Beacon into a Cosmic Signature Beacon
Beacon Re-configurator Type 2 Converts the on Grid Cosmic Signature Beacon into a Cosmic Anomaly Beacon |

stoicfaux
3359
|
Posted - 2013.11.14 03:26:00 -
[499] - Quote
Mining Permit Clerk deployable. If you're not on the list, then you get a private chat message inviting you to buy a permit. If a permit isn't acquired in X time, the deployable appears on system wide overview until you leave the belt.
|

Dawn Harbinger
Corp 54 Curatores Veritatis Alliance
14
|
Posted - 2013.11.14 03:30:00 -
[500] - Quote
Probably already mentioned but I'd really love to see anchorable vanity structures. Give us a chance to make sov-systems feel like "home" with structures like momuments, ship-carcasses, billboards, debris fields (for the Minmatars), cantinas, or whatever else people would like to decorate their space with.
Maybe even add customizable skins/colors I'd pay Aurumn for that!  |
|

stoicfaux
3359
|
Posted - 2013.11.14 03:31:00 -
[501] - Quote
Wormhole Environment Effects Deployable. Randomly applies one wormhole environment effect to the local grid.
|

Binkles
Aliastra Gallente Federation
2
|
Posted - 2013.11.14 03:32:00 -
[502] - Quote
Mobile jump clone facility. |

Felicity Love
Nighthawk Exploration
992
|
Posted - 2013.11.14 03:54:00 -
[503] - Quote
I want to see a very rare BPC from ghost site drops that allows for a "faction" level mobile structure that is CLOAKABLE and jump-capable.
Y'know... put the definition of "mobile" to a new level and give people a real "easter egg" to hunt for.
And give me one, of course, for suggesting it. I'm a busy pilot, my time is valuable... can't be spending all day on the Forums inspiring a new generation of Dev for nothing. 
Proud Beta Tester for "Bumping Uglies for Dummies" |

Arthur Aihaken
The.VOID
555
|
Posted - 2013.11.14 03:57:00 -
[504] - Quote
CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? I still want to see this. Can we get another meta version called 'Heisenberg'?  I am currently away, traveling through time and will be returning last week. |

stoicfaux
3361
|
Posted - 2013.11.14 03:58:00 -
[505] - Quote
Racing Lap Counter deployable. Record who "touched" the deployable and when. Used to help judge races. The data would need to be made available via api or have some meaningful interface to ensure that racers ran the lap in the proper order, etc..
|

Anomaly One
Imperial Academy Amarr Empire
25
|
Posted - 2013.11.14 04:00:00 -
[506] - Quote
stoicfaux wrote:Racing Lap Counter deployable. Record who "touched" the deployable and when. Used to help judge races. The data would need to be made available via api or have some meaningful interface to ensure that racers ran the lap in the proper order, etc..
that would be awesome, betting on races! |

Bienator II
madmen of the skies
2174
|
Posted - 2013.11.14 04:01:00 -
[507] - Quote
deployable spamtastic-2000 blocks everybody within 5AU to type something in local unless its "gf". eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
225
|
Posted - 2013.11.14 04:03:00 -
[508] - Quote
So many good ideas:
CONCORD jammer that eliminates CONCORD response for five minutes in a 100 km radius is genius. Two minute spool up time, can't scoop it back up, 100 HP while anchoring, 100,000 HP when active ( equal shields/armor, can be repped) lasts fifteen minutes, when destroyed/expiring there is a fifteen second warning window before CONCORD is ready to join the grid and start blapping. Great for free for alls, miner/ratter griefing, or luring people to their death in high sec. Cannot be used within 1,000,000 km of station, gate or other anchored structure. Somewhat expensive.
Acceleration gate, align it when you drop it and it creates a deadspace bubble 10,000 km in one direction with it's own "return" acceleration gate. Five minute spool up time, can't scoop it back up, 100 HP while anchoring, 1,000,000 HP when active. Has a reinforce timer at 25% shields. Usable by anyone, no restrictions. Deadspace bubble at the end is the ideal place to set up other modules/temporary base camp. Very expensive.
One time cyno bridge module, linked to another one time cyno bridge module. Fifteen minute spool up time, can't scoop it back up, high HP (all structure). Usable by anyone in space, as long as it has sufficient fuel. Lasts 10 minutes, and works both ways (again, assuming enough fuel). Anyone can add (or take) fuel. Self destructs at end of life. Very expensive.
Wormhole stabilizer: anchored within 100 km of a wormhole, shows up on system scanner. Triples the available remaining mass limit on a wormhole, does not affect lifespan, does not extend maximum mass limit. Five minute spool up time, lasts 12 hours maximum then self destructs. Low HP (all structure). One one allowed per wormhole. Destruction of module reverts remaining mass limit to whatever it was prior to deployment minus a percentage of what went through while module was active. Somewhat expensive.
Mines. Cannot be anchored close to gates or stations, or within 1 AU of another mine. Deployed instantly, 1 HP, Last for one hour. Will be activated by ships in warp, and pulse AoE damage for 30 seconds when activated. Very expensive. Better bring a scout, or have good bookmarks to bounce to :)w
Mobile stasis webbifier bubble. Five minute spool up time, then cloaks. Cannot be anchored within 100 km of station or gate. Activated by a high slot module with heavy fitting requirements; ship must be on grid to activate. When activated, module uncloaks and causes 60% speed reduction in 30km radius. 100,000 HP, lasts two minutes. Cannot overlap a warp disruption bubble or module fails. Fairly inexpensive.
Stargate jammer. Fifteen minute spool up time, anchored within 100 km of a stargate. Prevents use of stargate (one way). Low HP, all structure. Lasts fifteen minutes. Cannot be used on both sides of stagate pair. Very expensive.
Probe scrambler. One minute spool up time, no limits on where it can be anchored. Disrupts probe scans, reducing effectiveness of combat probes by 30% for ships within the area of effect, 25 km radius. Lasts thirty seconds, low HP, self destructs at end of life. Effects do not stack with other probe scrambler modules. Fairly inexpensive, small m3.
I am not an alt of Chribba. |

King Rothgar
Path of the Fallen
366
|
Posted - 2013.11.14 04:05:00 -
[509] - Quote
1) Scanner Scattering Array: Makes all objects within its range harder to probe.
2) Decoy: Mimics the launching ship's sig radius, sensor strength, name and ship type on both d-scanner and probes.
3) Comm Jammer: Jams local chat and puts it into delayed mode. Cannot be used in high sec.
4) Mobile Cyno Beacon: It's a cyno beacon that isn't attached to a ship or POS.
5) Mobile Stasis Webifier Field: It's an AoE webber deployable, just like mobile warp bubbles. Affects both players and npc's.
6) Mobile Target Painting Field: Target painter bubble, affects both players and npc's.
7) Mine: Comes in 4 flavors (1 of each damage type), detonates when an object comes within range. Range may not overlap with other mines. Will attack launching ship if still in range after anchoring timer. 1 time use obviously. Fireworks and snowballs are great, but what I really want is a corpse launcher. |

Liana Tian
Venantium Vendetta Mercenary Group
0
|
Posted - 2013.11.14 04:13:00 -
[510] - Quote
Mobile Acceleration Gate - Consumable structure to create a gate into a temporary deadspace pocket. Can be used as a hidey hole or trap, possibly prevents microwarpdrives inside. Shows up on system scanner. |
|

Aatch Aldurald
River-Rats in space The Ditanian Alliance
0
|
Posted - 2013.11.14 04:20:00 -
[511] - Quote
Bizzaro Stormy MurphDog wrote:So many good ideas:
CONCORD jammer that eliminates CONCORD response for five minutes in a 100 km radius is genius. Two minute spool up time, can't scoop it back up, 100 HP while anchoring, 100,000 HP when active ( equal shields/armor, can be repped) lasts fifteen minutes, when destroyed/expiring there is a fifteen second warning window before CONCORD is ready to join the grid and start blapping. Great for free for alls, miner/ratter griefing, or luring people to their death in high sec. Cannot be used within 1,000,000 km of station, gate or other anchored structure. Somewhat expensive.
Anything that makes something called 'griefing' "better" is a terrible idea.
"Hi, I'm a new player going off to mine. Huh, what's that thing in the asteroid belt? Ah, somebody's attacking me, where are those police guys that are supposed to stop this? I got killed?! I thought that was only in those 'low sec' places! This is bullshit!"
Or, someone more like me:
"Ah, my few hours of EvE I get a day. Time to relax and mine some asteroids." ******* warps in "Oh crap, now I gotta bug out, I hope this ******* doesn't hang around for too long". It's like all of the tension of nullsec with none of the reward! Perfect. |

Kalenn Istarion
Northstar Cabal Tactical Narcotics Team
13
|
Posted - 2013.11.14 04:26:00 -
[512] - Quote
Abdiel Kavash wrote:(serious idea ITP)
CONCORD signal jammer. 3-5 minute anchoring time. When anchored, CONCORD doesn't respond to criminally flagged players within range. (But they are still free game for other players.) Can't be anchored on grid with stations or gates.
Gank AFK bot-aspirant miners with great justice. Anyone watching the game has plenty of time to get out of range. (POS managers have to check on their POSes every hour now, it's only fair that miners should have to check their screens once in a while too.)
Also allows for friendly fleet vs fleet or FFA combat within highsec without having to abuse stealing mechanics or having to start fifty duels.
Damn, made it 10 pages through the thread before someone had the same idea. To be balanced, should be a way for whoever to try to bust it before it onlines - doing so would incur at least a limited engagement timer with whoever anchored it and possibly a suspect flag so that defense is not risk free. Try Harder. |

Rowells
Unknown Soldiers Against ALL Authorities
174
|
Posted - 2013.11.14 04:26:00 -
[513] - Quote
billboards for nullsec. I like the idea of alliances popping up propoganda in each others lawns for fun. |

Flamespar
Woof Club
920
|
Posted - 2013.11.14 04:48:00 -
[514] - Quote
A structure that opens up a wormhole to a random system.
The idea is that it would provide a last ditch means of escape. (or a fun way to troll players)
Deploy > Wait for it to spool up > Wormhole opens > Hope that this is the jump that takes you home (cue quantum leap music) I can post on a forum, therefore I represent everyone. |

Anomaly One
Imperial Academy Amarr Empire
25
|
Posted - 2013.11.14 04:50:00 -
[515] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
http://www.youtube.com/watch?v=YVFgI_F4R7Y |

Flamespar
Woof Club
920
|
Posted - 2013.11.14 04:51:00 -
[516] - Quote
A structure that creates it's own gravity well, allowing it to attract (spawn) asteroids and space debris from a nearby ringed planet.
Just don't fly too close whilst it's operating. I can post on a forum, therefore I represent everyone. |

Arcosian
Arco's Advanced Industries
134
|
Posted - 2013.11.14 05:00:00 -
[517] - Quote
Cloak Disruptor - When anchored it will prevent cloaking within a radius of 5 AU.
Mobile Ore Compressor - Allows players to compress ore for null/WH ninja mining and makes hauling during mining ops easier.
Mobile Drug Lab - Anchorable in highsec but will pay a concord bounty to players that destroy it. Must have Winnebago and Heisenberg meta versions!!!!!
Agent Comm Station - Allows accepting/completing missions remotely (don't have to redock unless mission item required)
|

Brimstone Shu
United Research and Development Turing Tested
1
|
Posted - 2013.11.14 05:00:00 -
[518] - Quote
deployable mines I would love to see mine fields back in game.
|

Grand Formage
Kinzland
2
|
Posted - 2013.11.14 05:05:00 -
[519] - Quote
Quote:Please increase the "can't anchor within X of a stargate or station" to more like 1 AU.
the problem with ranging is ccp only allows only a certain manner of location to location navigation, off primary grid anchoring would be difficult. the only way to do it would be like creating safe spots between celestial or off f previouse cosmic anomaly /signature bookmarks which are still celestial related. |

Amarisen Gream
Triton Innovations
4
|
Posted - 2013.11.14 05:12:00 -
[520] - Quote
Appendix A (for my earlier post on a mobile/permeant mining structure)
Here are the stats I am thinking about for the Mobile Mining Structure
Tech 1 Version 2500 shield 2500 armor 1000 hull 3H;3M;3L slots The fitting slots are limited to the players skills Max of 3 weapon platforms. 100m3 Drone bay w/ support for 1 drones per player drone skill (will auto lunch drones set by player, or by current state of combat, defaults to mining drones) 1000m3 cargo hold 1000m3 charge hold 50000m3 mineral hold
Tech 2 Version Double HP of Teach 1. 4H;4M;4L Still limited to 3 weapon platforms. Allows teach one of Mobile mining models. -Mobile mining models would be items like a cloak, shield bubble, tractor beam, ore compression unit. (A cloak and bubble would be to much for a unit, so can't have both no matter what) -Allows support for 2 drones per player drone skill -100m3 Drone bay
Tech 3 version (permeant once placed) double the T2s HP 5H;5M;5L slots Allows 3 drone per player drone skill (increase drone bay as needed) limited to 3 weapon platforms Adds maintenance bay to store a single industrial ship (used with AP model, which allows the ship to haul ore to local station without player support) allows tech 2 version of the support models. Cloak for unit + mining drones. larger shield bubble. large tractor beam etc.
Yeah. I think that would be about it for the stats. Nothing to OP for miners, but would provide something fun for people who want to mine but also do other stuff to. plus the fact that the ore hold is open to anyone (unless cloak or shield bubble are on), and that the AP indy is attackable and loot able by other players with no concord interference.
xoxo Amarisen Gream
|
|

Roland Cassidy
Repercussus RAZOR Alliance
6
|
Posted - 2013.11.14 05:13:00 -
[521] - Quote
I'm sure some one else has had something like these up but my two cents.
Polarization Pulse Projector - one time use anchored item. Sends a system-wide pulse that disables the auto repeat of any active Cloaking Units before exploding for one cycle. Should be visible as a system wide structure while onlining to encourage ACTIVE cloakers to be ready for pulse and re-cloak immediately, while eliminating AFK cloaking in line with CCP's "Be at the keyboard" mantra.
Item could be balanced as requiring a sizeable delivery method (ie Freighters to prevent ease of stockpiling), having exorbitant cost, etc.
Mobile Interdiction Inverter - Generates a bubble in which nullified ships cannot warp, but cancels the effect of any standard interdiction bubbles within it's predefined range (could be used as an offensive tool to eliminate bubble camps by non nullified ships)
|

Kaarous Aldurald
ROC Academy The ROC
1502
|
Posted - 2013.11.14 05:13:00 -
[522] - Quote
In a similar vein to Bizzaro above:
The CONCORD Surveillance Disruption Array.
Adds 10 seconds to CONCORD response time for actions taken on the same grid as the deployable. 20 seconds for T2 version. Both T1 and T2 last 10 minutes.
Not posting on my main, and loving it.-á Because free speech.-á |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.14 05:18:00 -
[523] - Quote
Roland Cassidy wrote:I'm sure some one else has had something like these up but my two cents.
Polarization Pulse Projector - one time use anchored item. Sends a system-wide pulse that disables the auto repeat of any active Cloaking Units before exploding for one cycle. Should be visible as a system wide structure while onlining to encourage ACTIVE cloakers to be ready for pulse and re-cloak immediately, while eliminating AFK cloaking in line with CCP's "Be at the keyboard" mantra.
Item could be balanced as requiring a sizeable delivery method (ie Freighters to prevent ease of stockpiling), having exorbitant cost, etc.
Mobile Interdiction Inverter - Generates a bubble in which nullified ships cannot warp, but cancels the effect of any standard interdiction bubbles within it's predefined range (could be used as an offensive tool to eliminate bubble camps by non nullified ships)
To be fair, a good prober would catch anyone that cloaked with the non-covert cloaks. They have delays to recloak. On the other hand, I agree that afk cloaking should have a counter. I definitely disagree with the decloakers people are asking for that they want to use to get cloakies at gate camps. Would invalidate the whole point of cloaking. |

Black Romero
Aviation Professionals for EVE The Diogenes Club
9
|
Posted - 2013.11.14 05:27:00 -
[524] - Quote
--- Mobile Scanning Array --- Drop it in a system and come back after a set amount of time and it will have done all the b!t$h work for you. Take longer than regular scanning but frees the player up to do other things. Takes longer for hard to scan down signatures.
--- Mobile Corporation Advertising Array --- Instead of the ugly cans in space, how about an array that costs some money but projects a hologram in space of your CORP or ALLIANCE logo with some sort of scrolling marque. Clicking on it takes you to their recruitment advertisement.
--- Mobile Decloaking array --- Different approach than others... Could be on grid OR system wide, and the odds of decloaking someone go UP with the amount of time that person is sitting on that grid. This will help to prevent AFK cloaking. It will also add a really cool, "hunter becomes the hunted!" tactic to the game.
--- Mobile Clone Vat --- Allows a capsuleer when podded to have one clone in this device that he would go back to instead of his station clone. Limit would be it only keeps the skill points for which you A) paid up on your medical clone and only if you pay again for a high-grade clone in the structure, and B) would only keep the skillpoints of your clone for your last sync-up. This would prevent abuse in wormholes and 0.0.
--- Mobile Spy Array --- Alerts a player, corporation or alliance to when a certain capsuleer enters system. Limit it to a few people. Very useful for helping start fights with your enemy.
----Mobile Moon Analyser Array ---- Analyses ALL the moons in a given system. Like the Scanning array above, you come back after time to collect results. Saves capsuleers time but takes longer and the structure is obviously scannable and destroyable. :)
--- Mobile Cloaking Array --- Creates a cloaking field with in XXX meters of device. Think hiding ships! Surprise, the mining operation you thought was unguarded.... haha or
--- Mobile Fog of War Array --- Creates a cloud of VISUAL REDUCED VISIBILITY - ON GRID that will decrease the range at which your overview and eyesight will allow you to acquire targets. I understand this is potentially game changing, but if you limited this device it would go a LONG WAY towards adding "Terrain" to the game and would make the game more realistic. (How many other people have always thought it lame that your overview shows you everything on Grid?!) Why can't grid be more like scanning, you have to work for certain results. This way you would have to work for certain results as well. Imagine trying to find a ship hiding in a nebula by searching in a grid (within reason as to not be game breaking ofc.)
More to come as I think of them... |

Kara Trix
PVE Corporation
10
|
Posted - 2013.11.14 05:36:00 -
[525] - Quote
Didn't read all the posts, so these may have already been posted.
Mobile Defense Station (Shoots attackers); could orbit Mobile Depot as add on.
Mobile Force Field, could also orbit Mobile Depot.
Pretty much what's available to POS now, but smaller and for the solo player.
Just some ways to make your Mobile depot a home away from home with a bit of protection. |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
32
|
Posted - 2013.11.14 05:43:00 -
[526] - Quote
Market Stall Reinforcement similar to Depot but with market facility useable by anybody. 6000m^3 storage. No refitting service. See you at my blog: http://spindensity.wordpress.com/ |

Kara Trix
PVE Corporation
10
|
Posted - 2013.11.14 05:46:00 -
[527] - Quote
DarklordKarn wrote:a selection of small novelty 'pet' type ships that randomly orbit me, and keep me company while mining. tiny pet Rifter..... ahhhhh 
I want a pet and it can't look like my (already own) drone pets. |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
32
|
Posted - 2013.11.14 05:47:00 -
[528] - Quote
Connector Node Allows two depots to be connected. Increases storage space by 1000m^3. Allows owners of depots to access all units connected directly to one of their depots. Several units can be connected into a mesh. Each char can at most contribute 2 depots (for the beginning). See you at my blog: http://spindensity.wordpress.com/ |

Kara Trix
PVE Corporation
10
|
Posted - 2013.11.14 05:48:00 -
[529] - Quote
Chirality Tisteloin wrote: Market StallReinforcement similar to Depot but with market facility useable by anybody. 6000m^3 storage. No refitting service.
Now that is a good idea..... a bit dangerous for the trader, but risk is reward.
A trader could put one in a system with no station and see if he can sell stuff.....or lose stuff.. |

WInter Borne
Stimulus Rote Kapelle
94
|
Posted - 2013.11.14 05:57:00 -
[530] - Quote
A deployable structure that destabilizes gates over time causing them to explode, then to be replaced by static wormholes similar to wspace. |
|

Halfclick
Perkone Caldari State
0
|
Posted - 2013.11.14 06:07:00 -
[531] - Quote
Blueprint researching/copying structures like what others have mentioned would be nice, even if other people can attack them. Would be a risky thing to use, but much cheaper than a pos. Great for anyone that wants to get research done on cheap blueprints, but without waiting a month for a slot to open up. Expensive blueprints would obviously be better off in a station or pos for research, but no doubt someone would try it anyway.
That drug lab in the op post would be a great way to finally allow synthetic booster production in highsec. If synth boosters are allowed in highsec, we should be able to produce them there too. The ability to make stronger boosters in highsec might not be all that bad either, considering they'd be hard to move around because of customs, and there's always the chance of another player finding the lab and destroying it. And it would bring more focus to boosters, which is a feature that seems to hardly get any attention. Drug labs in a pos would likely be much safer, and maybe the new drug labs could be less efficient as well to keep them a bit more balanced with the pos ones. Even if they're restricted to lowsec and under, they'd still be a great addition.
Some kind of way to leave messages in space. I'm thinking something that could be used similar to how anchorable cans are used for advertisements, except that these could be a small object able to be anchored in 0.8 to 1.0 as well, and they wouldn't be limited to just the structure's name, they'd have an actual editable description or something similar. Like the other new mobile structures, they could give a suspect flag for attacking them. It might need something to keep people from just popping them whenever they see them, such as perhaps a 5 minute reinforced timer. It's obviously not long enough to be used the same way as reinforcement timers on other things, but it would prevent it from being 1-shotted, make it time consuming to destroy them every time you see one, but still keep it easy to destroy on an individual basis. Not a massively important thing, but still useful. It would have quite a few uses besides just advertisements in highsec as well, such as leaving notes at people pos's, or in wormholes. (highsec ads using these probably wouldn't last long anyway)
Similar to that but a bit off topic, the ability to drag and drop notes from the notepad into cargo, just like bookmarks, but the resulting item would use either the description or a new tab for the contents of the note. Another minor feature, not even relating to new structures, but it would still be great though. Keeping notes in my ships for people that loot my wrecks would be fun too  |

The Bandid
Justice Legion. Jokers.
0
|
Posted - 2013.11.14 06:08:00 -
[532] - Quote
1. Mobile SOS Generator. This structure generate SOS signal for NPC, and boost speed, chance or quality of NPC respawn. This structure must be visible in Overview Panel in all sistem for easy hunting to carebears 2. Mobile Decloak Device. Drop Cloak in some radius about 5-10 km |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
32
|
Posted - 2013.11.14 06:09:00 -
[533] - Quote
Shield Wall Generator Needs at least 3 deployed units before it generates a shield in a triangular sheet spanned by the three modules. Anchoring another unit will add another triangular sheet spanned by the new unit and its two nearest neighbours. Range: 10ish km
Shields come with a variety of effects:
- Ewar blocker
- Spiderweb - a ship coming within 500m of the shield will experience a strong webifying effect
- Warp disrupt sheet - works like a stop bubble. Works against interceptors.
- Damage blocker: works only against one specific weapon system. T2 versions work against 2 systems.
See you at my blog: http://spindensity.wordpress.com/ |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
32
|
Posted - 2013.11.14 06:31:00 -
[534] - Quote
Deadspace Long Baseline Scanning Array Needs two units deployed by the same owner. Units must be placed in space at least 150km apart from each other. The farther the better. Once onlined they will form a high resolution scanning device. Used to find new deadspace pockets. LBSA has a dipole resolution characteristic. It will only find sites in a direction perpendicular to its axis.
Initially capsuleers use LBSAs to find deadspace pockets with broken acceleration gates. Fixing those gates allows entrance. With further advances in long baseline scanning technology it becomes possible to find deadspace pockets which have no acceleration gate leading into them.... yet. See you at my blog: http://spindensity.wordpress.com/ |

Irregessa
Obfuscation and Reflections
77
|
Posted - 2013.11.14 06:56:00 -
[535] - Quote
Haven't read through everything already, so if this is a repeat....
I was thinking of a mobile Shielding mod, that would provide a temporary shield like a POS, with the similar prohibition of targeting in or out of it, as a way to give rorquals/orcas a measure of safety to be deployed in the belts/anoms, and allowing the prohibition of fleet links operating in POS shields. However, I cannot think of a good way to prevent abuse by supers/titans who get caught, unless the shield bubble is smaller than any super, yet larger than a rorqual.
Definitely need a mobile module that provides repair services like that of a station. Something that interacts in the same fashion, not something that remote reps ships/structures within range.
Super/Titan parking module. Can only be deployed by supercarriers and titans. When deployed, the pilot is immediately ejected in their pod and the ship is surrounded by an impervious field. The ship cannot be harmed, but nor does it 'log out'. It remains in space until the owning pilot returns and deactivates the field, whereupon they can board the ship. Give it a max duration of some days if desired. The idea is to be able to give super/titan pilots the ability to leave their ships in relative safety and do something with the characters, without having to resort to the use of holding characters. Nothing prevents others from camping/bubble caging the ship (at least in null), so it is not as safe as just logging off. Oh, and cannot be used if the pilot has an aggression timer of any sort. |

Zogwart
Son's Of the Lion
0
|
Posted - 2013.11.14 07:08:00 -
[536] - Quote
How about a remote D scan - a structure that can be set up in a system, loaded with different scripts and accessed remotely (depending on skills) to D scan the system for you....however these structures could be hacked (like the present mini game) and the scripts replaced with ghost scripts that provide a false D scan for a limited time before which the array starts returning error messages. |

cyndrogen
The Greatest Corp in the Universe
331
|
Posted - 2013.11.14 07:22:00 -
[537] - Quote
I would like to see a booby trap structure. Basically you setup the structure in lowsec, at a gate camp or in a belt. When someone approaches it and tries to activate the structure to access loot, it disables their ship for 15 minutes. They are sitting ducks until the timer runs out.
I would like to see a mobile structure that can cloak or at least jams dscan and probes.
I would like to see a mobile RADAR structure that gives boosts to range or other attributes.
|

cyndrogen
The Greatest Corp in the Universe
331
|
Posted - 2013.11.14 07:23:00 -
[538] - Quote
Zogwart wrote:How about a remote D scan - a structure that can be set up in a system, loaded with different scripts and accessed remotely (depending on skills) to D scan the system for you....however these structures could be hacked (like the present mini game) and the scripts replaced with ghost scripts that provide a false D scan for a limited time before which the array starts returning error messages.
Hmmm this would actuallybe nice to cover the ENTIRE system but you still have to manually dscan. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4293
|
Posted - 2013.11.14 07:40:00 -
[539] - Quote
Mobile Deadspace Projector: projects a deadspace field approximately 200km diameter which causes ships warping to any point inside the field to instead terminate their warp on the edge of the field. Warp can be initiated normally from within the field. Consumable, lasts 1 hour, stats similar to mobile warp disruptor bubbles.
Mobile Quiescence Enhancement Engine: projects a field approximately 50km diameter which halves the signal strength of any object on grid with the projector. Consumable, lasts 20 minutes, similar stats to mobile warp disruptor bubbles.
Similar modules could be provided for POSes, requiring PG, CPU, capacitor, or whatever, but providing permanent benefits with greater power.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4293
|
Posted - 2013.11.14 07:48:00 -
[540] - Quote
Deployable survey scanner.
This would tie in with a rework of the survey scanner, and asteroids in general. The idea would be that rather than producing a spreadsheet, the survey scanner will provide all fleet members with holographic readouts attached to each asteroid in range displaying the current contents of those asteroids: e.g.: a polar graph with arcs displaying ore type and quantity present, with the arc angle representing the percentage composition of the asteroid (and thus forming a pie chart), each arc coloured based on the type of ore.
The fitted module would keep this display available for as long as the module is active. The disposable deployable variant would keep this display available while it is still functional.
Deployable version renders itself obsolete after one hour.
Day 0 advice for new players: Day 0 Advice for New Players |
|

Scatim Helicon
GoonWaffe Goonswarm Federation
2620
|
Posted - 2013.11.14 08:00:00 -
[541] - Quote
Temporary, low-ehp structures which affect the truesec or otherwise modify the income potential of a system would be a way to make underused areas of 0.0 more appealing. CCP: Not out to ruin your game, out to ruin their game. |

Lavayar
Russian SOBR SOLAR FLEET
157
|
Posted - 2013.11.14 08:00:00 -
[542] - Quote
Mobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo) |

Scatim Helicon
GoonWaffe Goonswarm Federation
2620
|
Posted - 2013.11.14 08:02:00 -
[543] - Quote
An AOE deployable which deactivates fleet bonuses. CCP: Not out to ruin your game, out to ruin their game. |

Elmore Jones
Nebula II
17
|
Posted - 2013.11.14 08:17:00 -
[544] - Quote
Mobile PI disruption platform : fueled with livestock, gradually fills PI storage with fertilizer. Can also be used on forum threads 
+++ Reality Error 404 - Reboot Cosmos +++ |

ElDiabloRojo
Colossus Technologies Project Wildfire
0
|
Posted - 2013.11.14 08:26:00 -
[545] - Quote
My Ideas:
Mining version of the auto looting structure, possible features are that you can set your drones to use it automatically, it can be accessed from further away (cargo drones?), it has a hangar for ORE and a hangar for mining crystals OR the absolute perfect module for mining. It could tractor asteroids to be mined.
System scanner, deploy one or more of these and get access to them in the probe UI. Probably not able to move them but they should have a lot of strength and range to find object very quickly. Possible integrate with a star base to effectively bring back the old system scanner POS module.
Cloak disrupter, a giant smart bomb that doesnGÇÖt do any damage, only reveals cloaked ships. It should have a visible charge glow or timer or both so that ships know when it will go and the time between bursts shouldnGÇÖt be perfect, ships should still be able to get past it. Anchor time should be a few minutes as well so it doesnGÇÖt just render all cloaking ships useless.
Surveillance station, ANY amount of remote information from stargate or wormholes would be great. Text based info on ships that got within range of the module. Could actively scan their ships/cargo and report on this as well.
Wormhole life extenders, keeps a wormhole open for longer or actively adds more available mass to pass through it. Should work on both sides of the wormhole.
Lastly a portable clone vat bay would be nice :) |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.14 08:36:00 -
[546] - Quote
A Wormhole generator that will open a stable wormhole for 4 hours before being out of fuel.
The structure is visible on overview and open a wormhole (you do not know where it goes though)
On the other side, it is like a basic wormhole |

adriaans
Ankaa. Nair Al-Zaurak
4
|
Posted - 2013.11.14 08:36:00 -
[547] - Quote
Mobile forcefield. (For protecting your extended deep space visits)
Mobile Labs and Factories and Refinery. (mostly for limited deep space production, but rent-able in in say high sec and these could be extremely popular)
Don't forget a small drug lab!
Mobile scanner/prober thingy, scans out sites (not ships).
Mobile moon miner (doesn't require a POS, can only function if moon is empty)
Ohh, Planetary interaction siphon (like the moon siphon, siphons from PI colonies) ----True oldschool solo pvp'er---- My latest vid: Insanity IV |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.14 08:42:00 -
[548] - Quote
A cyno generator that last 30 minutes then self-unanchor. Anchoring time: 60s
Visible on overview like a basic cyno when active. |

Shan Bayonne-Tian
DEEP-SPACE CO-OP LTD Polarized.
0
|
Posted - 2013.11.14 08:42:00 -
[549] - Quote
I would love to see a deployable that could generate a false Cosmic Signature at the point of deployment. As a future user, I would envision that having the ability to choose the type of signature you would want to replicate (Wormhole, Combat Sites, Exploration, Gas) could potentially be a really fun way to create ambushes.
I think limiting this device to one active False Signature per system would be ideal, for several reasons.
1) Prevents a scenario where one group of players could bombard the system of another group with false signatures to the point of absurdity.
2) This limit also provides for another method of detecting a trap, in addition to Scanning and doing some recon with a cloaked ship. If you tried to deploy a False Sig Generator, and get an error message, something along the lines of 'Signature cannot successfully be broadcasted because of interference from another source.' In that case, you know somebody is already out there, plotting and waiting...
Love the deployable so far, I think it's a cool direction! Thanks CCP! |

Armakoir
Sessrumnir's Chosen
0
|
Posted - 2013.11.14 08:45:00 -
[550] - Quote
Decoy Wreck The salvager becomes suspect. Give those who wish to defend their salvage an opportunity to do so. |
|

Kaarous Aldurald
ROC Academy The ROC
1504
|
Posted - 2013.11.14 09:03:00 -
[551] - Quote
Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses.
That sounds like a cool idea.
Command Interface Disruptor, or some such.
It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea. Not posting on my main, and loving it.-á Because free speech.-á |

seth Hendar
I love you miners
244
|
Posted - 2013.11.14 09:04:00 -
[552] - Quote
Titus Balls wrote:Mobile warp gates
Allow anchoring in both low and null sec - allowing pirates and sov groups to create their own 'deadspace' areas, where other structures could potentially be anchored (such as mobile depots, cyno jammers, mobile research facilities).
These areas could also be defended with deployable weapon platforms. this sounds interesting, for balance purpose, they would need to be scanable with combat probes (or reg probes?)
acces would be restricted to alliance / corp / self.
has a RF mod like POCO, while in RF, still works and allow everyone to go through
for this to work, we should be able to have some kind of defenses at the gate / inside, maybe some pos modules, with some restriction either on side (med guns max) or by cpu / pg.... |

seth Hendar
I love you miners
244
|
Posted - 2013.11.14 09:06:00 -
[553] - Quote
Kaarous Aldurald wrote:Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses. That sounds like a cool idea. Command Interface Disruptor, or some such. It would create a new dimension on the battlefield, opposing fleets attempting to destroy the array of the other fleet and get their fleet bonuses back. Very interesting idea. or a new link, can be used on CS only but instead of providing boost, disable boost for anyone not in fleet in a given radius around the CS |

Janeway84
Masters Of Destiny Pride Before Fall
40
|
Posted - 2013.11.14 09:14:00 -
[554] - Quote
Hi CCP Fozzie!
I have a few ideas :)
as a wormholer living in one of the more random and dynamic areas of the game I got a few ideas 
- Like the gap generators from the 1998 game red alert 1 it would be kick ass to have a deployable cloakying generator wich you could fuel and wich could come in different sizes like small, medium.
- A mobile repair depot where you could repair hull damage would be kick ass , even better if you could rep better than the local hull repper.
- going in style with classic command & conquer ideas what about a fake cyno beacon? So you could bait people in? maybe not as useful in wh's but still could find its niche.
- A anchorable drone hangar platform. Wich could come in different sizes so you could launch different sized drones from it either as a player action or automated depending on what would be best for game balancing and performance.
A light platform could house 5 light drones a medium could house 5 medium drones perhaps ect.
- Stationary tracking station that player could launch combat probes or regular probes from to scan signatures or ships down?
For graphics could reuse one of these antennas and maybe redo the platform they are standin on different mission site antenna dishes
- And talking about the pic there I thought what about making player deployed acceleration gates for fun! Could setup a track where player ships race around in a player made dead space area? Or maybe a bit over the top?
- Mobile refinery, you could have mobile ice refinery, ore refinery, gas refinery?
- stationary sentry missile and sentry gun platforms think about playing team fortress 2 as the engineer class where you throw out your own turret , with limited HP it shouldnt be too over powered and you could have different sentry's in different sizes to give players tactical choice on what type of ammo and turrets to bring.
- Player built stargates, setup a gate in one system and another player in your fleet or corp sets up the other gate and you send each other like a invite to connected the gates. And easy as vanilla ice cream players can jump between the 2 gates :)
- Paint shop, like the customize your vehicle garage in the Gta games you could set one up and charge people a small fee to repaint their ships pink and black or whatever they prefer? :) Well within eve's color scheme that works perhaps.
- Mobile moon mining array?
- Commercial stuff like shopping for the citizens that live on planets ? Or if you want to be able to start a guns and ammo shop in nullsec? Since nullsec people sometimes complain about the lack of stations and finding goods in nullsec these could be a nice option. Could perhaps even have npc convoys fly over to them sometimes to deliver skill books for market ect.
- Deep space scanning array to find new systems to explore if you ever break down the stargates in nullsec and make capsulers have to rebuild them. Or for finding new solar systems or where to go to scan for new solar systems.
Im sure there is more ideas, I mean there's prob some things people could do to connect these with Dust too like capsulers providing some services to dust troops or manufacturing parts for them or something? |

Pobunjenik
Direwolf-Rayet skylian Verge
89
|
Posted - 2013.11.14 09:22:00 -
[555] - Quote
Lavayar wrote: Mobile beacon for player created events (can be anchored anywhere in space, has option of visibility in system and ability to warp to it, can be named and contain editable short description like COSMOS agents have, has tiny password protected cargo) I would need this.
Also, to that Goony: no WH generators, learn to probe. Neka mi se jave igra-ìi sa prostora Balkana koji nisu jebeni fa+íisti. 1st Wormhole Alliance Tournament |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 09:28:00 -
[556] - Quote
Another idea, I think I may have originally floated this on Twitter as a kind of anti-command-ship prospect, but these structures would probably do the job as well. Essentially projects a grid-wide penalty to all ships on the grid on certain attributes, similar to wormhole effects but limited duration and range.
Should be a fairly bulky deployable, potentially needing an industrial or similar to bring along to the field for the more powerful effects, but bringing the right set of these that don't impact your own fleet or gang, but potentially can help counter an enemy doctrine would add an interesting additional dynamic, and force additional tactical decisions.
|

Bakuhz
The Horny Heron's Insidious Empire
133
|
Posted - 2013.11.14 09:38:00 -
[557] - Quote
Mobile Service Station: Repairs Overheated Modules even after burning out. will give you an Isk. bil close or slightly over the vallue it costs in station to repair. also repairs shield / armor / structure out of combat when outside of any aggression timers. will run on Nanite Repair Paste and Cap Booster Charges.
Mobile Genetics Facility: allows the owner to have 1 JumpClone placed inside and can be anchored outside aswell inside POS. will use 1 Racial Fuel Block and 1000 Liquid Ozone a day to maintain integrity of the Clone. max fuel limited to 10 day's will drop corpse and all current fuel that has been stored on destruction 100% drop rate.
Interdiction Support Module: Can be Deployed on Grid and will support all interdiction Bubbles anchored / DIC / HIC alike to negate the effect of Interdiction Nullified Ships Will not discriminate Bubbles placed by allies or enemie's, bublle is a bubble!!! Will consume 10 Coolant, 250 Strontium, per cycle (Cycle 30 minutes) Max fuel capacity for 6 cycles (3 hours)
hitpoints on these structures i will leave that to fozzie http://rakah.griefwatch.net/?p=pilot&pilot=%3CBakuhz
Recruiting PvP minded pilot's new pilot friendly teachers available in various timezones |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
742
|
Posted - 2013.11.14 09:48:00 -
[558] - Quote
Scatim Helicon wrote:An AOE deployable which deactivates fleet bonuses.
As long as it works BOTH way.... and its grid only... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
|
Posted - 2013.11.14 09:48:00 -
[559] - Quote
Power Generator (generates Power from Fuel Blocks) Shield Generator Generates a shield around the Complex aka Force Field (if shield drops to 5 % reinforced mode is activatet needs strontium) shield needs power from the Power Generator
A Storage Module that links with the depot around 250.000m3 can link more than one also links with other storage modules
Refining modue refines at 10.000m3 /10 min with 80-90% limitet to x per Complex of mobile Modules Making it possible to make a inspace refining Complex (Mining Base) needs Power
Solar power plant very little power generation but cheap for litte Bases without huge power need |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
742
|
Posted - 2013.11.14 09:52:00 -
[560] - Quote
M1k3y Koontz wrote:Idea I heard that I like: structure that "hacks" and then allows for the unanchoring of dead POSs. Chitsa Jason wrote: Structure which makes new sites to not spawn in system unless destroyed.
This sounds brilliant. Sounds like a great way to create medium scale PVP in nullsec. Arthur Aihaken wrote:A communications structure that completely disables local while deployed. While more reasonable than "REMOVE LOCAL!!!1!" it would be very easy to abuse unless its expensive...
I can be toned down to DELAY local... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
744
|
Posted - 2013.11.14 09:56:00 -
[561] - Quote
Weaselior wrote:I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit.
Npot a concense at ALL. Last time we got news about it CCP wanted to amke HARDER to control wormholes not easier "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kary Franks
Murientor Tribe Defiant Legacy
13
|
Posted - 2013.11.14 10:30:00 -
[562] - Quote
- make FW plexes mobile outposts that need to be set up by players, built by players using gantries / PI material, blueprints bought by players from LP stores -> would generate VP per hour for the owning faction -> would generate LP for the owner -> would need fuel blocks to run -> outpost could include limited defensive cababilities
Note following little bit off-topic but still tied loosely to FW outposts: [- empires would still deploy their own FW plexes in adjacent systems to contested systems -> would create pve missions where the objective is to destroy the outpost -> when a mission to destroy a certain outpost has been created -> owning faction will generate a defensive mission for the same outpost] -> outposts set up by players could also generate pve(p) missions
- allow corporations to set up upgradable outposts that work by same principles but in addition: -> allow to set up defenses (sentry guns, repair facilities, etc) -> no LP gain, bigger VP gain (basically set up for entrenchement purposes)
- all outposts need to be set in special deadspace pockets that need to be scanned down using probes (maybe exluding the npc ones) -> therefore no caps for these outposts |

Sarah Emers
Hedion University Amarr Empire
0
|
Posted - 2013.11.14 10:33:00 -
[563] - Quote
Might be some redundancy but some ideas:
Mobile Jump System: Basically a small scale titan bridge to allow for the repositioning / quick travel of small fleets. Give it a mass limit / ship limit (Things like battleships excluded), something adequate for a small cruiser fleet or something, reasonable range, and a time limit (e.g. use mass within 5 minutes or it blows up on its own). Would still jump to cynos, maybe instead of making it fuel based just incorporate fuel into the build cost so it isn't cargo prohibitive. Perhaps also limit how often a player / ship can use one of these so they aren't just set up in chains.
Mobile Arena: Kinda cheesy, but basically the current faction warfare plexes but in deployable form. Acceleration gate into a deadspace pocket, with variable ships levels such as the small, medium etc... No real benefit from being in the deadspace pocket, but could allow a player or players to set up an area (Shown to everyone via overview like current sites) where people can gather / fight all in the same ship type. Limit to one of each type per system and destroyable / last x hours. Basically allows people to advertise they are looking for a fight in busy systems without having to check belts, sit on gates, or get owned by ships that straight up out class them. Maybe make it exempt from sec status deduction as well if the fighting occurs within lowsec and in the pocket.
Ship Recovery Beacon: So this is something I would probably like to see the most just as a quality of life sort of thing. The idea behind this is that you are essentially teleported to a home station that you have set from a position in space. Some of the limitations: Not applicable to ships with jump drives, freighters, or orcas. So what's the reasoning behind this? Well, sometimes EVE can get a little boring, especially when roaming for fights. If you've ever gone around trying to find some PVP only to find nothing, especially in nullsec, it can be extremely boring. Lets say you went 30 jumps deep into null with your battlecruiser and the only thing you passed was empty systems or a couple guys docked up, I think we can all agree that it's no fun at all that you need to take those 30 jumps home again at which point you probably just want to log out and are annoyed. Basically the idea is this would be a method of recovering your ship in a way that doesn't suck, and would open up many more places to roam and explore as a more casual player without the fear of being stuck far away all for nothing. Yes, this would give EVE a bit of an easy mode, but I still think what it opens up to players is worth what it detracts from the game. As per balance, I would say that the jump obviously shouldn't be instant or without risk. My proposal would be the following: Beacon on the overview like a cyno indicating a player has deployed and is using the module and a decently long spool up time (3-5 minutes, remember you are supposed to be using this in empty space). With the beacon and spool or recovery time, this means that you cannot get caught by a gang and just use this module to get out of a tough situation. If you do try something like that, you are completely vulnerable and identified for the duration. During the spool up time: You must remain within 5000m of the module, you must be decloaked, and warp scrams etc... prevent the 'usage' of said module. In the event you leave the grid the module is on or cloak it is instantly destroyed, you cannot ping pong or just come back later. You also have a short (1m) window of time to use the module once it is ready. If you needed some back story on what's going on, something along the lines of it is a signal that some neutral 'NPC' carrier will make its way to, pick up your ship, and bring you to your home station. Also, it would be limited to null and low sec. Perhaps have the non-existent carrier pilot's 'fee' for usage of their services scale with how many light years from the home system, but make it reasonable so it isn't more expensive than to just destroy your ship and pod home. I'd also limit it to only be useable at random places in space or planets, no gates, stations, moons (Due to POS), etc... to make it as unsafe as possible. |

Abdiel Kavash
Paladin Order Fidelas Constans
1805
|
Posted - 2013.11.14 10:42:00 -
[564] - Quote
Sarah Emers wrote:Ship Recovery Beacon: Congratulations, you win the award for the worst idea in this thread. And you beat such jewels as wormhole stabilizers, cloak detectors, and grid-wide invulnerability modules. |

John Cant
Bio-Tech Research
3
|
Posted - 2013.11.14 10:44:00 -
[565] - Quote
Modular pos components are key. Mobile factories, refineries, hangars, depots, guns and mining arrays, all connectable to a single tower core. This will replace and/or replicate the pos functionality but also mean it untethers the structures from moons.
Ie, fly out to a gas field, drop a core and bolt on a shield, some guns and storage, then drop some gas harvesting arrays..
Or, do the same for ore fields with a tractor beam added on to pull in rocks and some ore mining arrays which could feed then into a refinery etc.
However, a dedicated player ship must give much better production rates, but these structures could be quickly put up and torn down as needs be if you want to take the gamble of leaving this up and running...
JC. |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 10:44:00 -
[566] - Quote
I'm pretty sure I'm going like a broken record here, but just a little hint for people to remember:
Anything that engages in direct combat, ever, is probably going to be a bad idea. (Because someone (read: us) are going to abuse this to its fullest and turn entire grids into deathspheres, then spam it with drag bubbles. Then might as well set up a tractor and salvage station to harvest that sweet auto-loot!).
Personally, I also think anything that harvests resources should be open-cargo-bay, perhaps with rare BPCs that allow passwording. It should be a viable strategy as regards farms-and-fields for theft to take place as well as destruction. This also helps to make fixed resources in space, such as asteroid and ice belts, potentially more valuable if well guarded. (And to be honest, I think there should be an open-access mobile depot as well). It should also be far, far more time consuming than manual harvest. (I'm thinking essentially an automated badger-with-a-mining-laser).
I'd imagine that anything that duplicates the role of a ship or sov structure entirely is unlikely to happen as well (eg: anchorable jump bridges, truesec enhancers, rorqual compression bays).
And I think wormhole stabilisers, auto-miners, decloak pulses, deadspace projectors are getting mentioned a lot in this thread, so worth baring in mind.
|

Shivaja
CHON THE R0NIN
12
|
Posted - 2013.11.14 10:50:00 -
[567] - Quote
I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 10:56:00 -
[568] - Quote
Shivaja wrote:I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2039
|
Posted - 2013.11.14 10:58:00 -
[569] - Quote
Kind of doubt we'll see anything with bubble shields.
Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

GallowsCalibrator
GoonWaffe Goonswarm Federation
421
|
Posted - 2013.11.14 11:00:00 -
[570] - Quote
Steve Ronuken wrote:Kind of doubt we'll see anything with bubble shields.
Apparently they're a pain in the neck code wise (AOE stuff makes CCP Veritas cry)
I'd also be concerned about them being stupidly, stupidly unbalanced. Nothing good can come from them being thrown up anywhere. |
|

Skia Aumer
Atlas Research Group Gatekeepers Universe
66
|
Posted - 2013.11.14 11:04:00 -
[571] - Quote
CCP Fozzie wrote:A vending machine that allows you to sell mining laser crystals to random people in a belt? Yes, trading post, please. And make it possible to set it under the POS feild, to make ~asynchronous~ gameplay in dangerous zones more viable. Let me set buy orders for sleepers loot in my wormhole, to help the corpmates. |

Chigurh Friendo
Stay Frosty.
25
|
Posted - 2013.11.14 11:15:00 -
[572] - Quote
Mobile Locator Agent Station:
Deploys an agent-housing station (intractable only) that you can grind mission standings with until the NPC gains levels and ultimately becomes eligible to serve as a Locator Agent. Scan-able. Structure can be accessed by any player. Reinforceable; destructable.
Mobile EVE:Valkyrie Combat Arena Casino:
A deployable station where capsuleers can dock. Once docked, capsuleers may engage in gambling or participate in EVE:Valkyrie Oculus Rift combat engagements.
Mobile Personal Depot with Automated Defenses
A comprehensive personal mobile storage and refitting facility. Scan-able; very difficult to probe down. No storage limit. Cannot be anchored within 1000 km of POS Force Fields or other mobile defense structures. Susceptible to hacking. Failed hacks trigger tremendous omni damage bursts, send a mail to the owner, and spawn a wave of owner-allied warp scrambling capable NPCs. Successful hacks make a small, randomly generated subset of stored assets vulnerable to theft. Multiple failed hacks initiate a hacking invulnerable reinforcement timer.
Mobile POS Targeting-Array Hacking Module:
When deployed within 50 km of POS Force Field, this chance-based mobile structure has some nominal probability of disrupting the normal operation of offensive POS modules such that they can't distinguish friend from foe (whereas they normally make these distinctions as based on standings). The chance-based automated targeting system prioritizes Command ships and Tech 3 Cruisers when assigning aggression weightings.
Mobile Fleet Links Jammer:
Fleet links are rendered inert within a 1000 km on-grid radius. For each year that the Mobile Fleet Links Jammer is deployed, the probability that Fleet Links will be brought on-grid increases slightly.
Mobile ISBoxer Capsuleer Neural Interface Hacker:
Renders client modifications such as ISBoxer unresponsive within a 1000 km on-grid radius.
Mobile API-Fueled Intel Gathering Module:
Generates gate activity data in a convenient API-accessible format with date and time stamps in addition to logging ship-type, pilot name, corporation, and alliance membership information.
Mobile API-Fueled Mobile Siphon Unit Dscanner:
Logs dscan information on the status of mobile siphon units on an hourly basis within a given solar system and provides that information in a convenient API-accessible format.
Modular Mobile Space Genitalia:
Can only be anchored in nullsec. Serves as the first-pass SOV mechanic rework mechanism for claiming SOV. Whichever alliance can build the bigger set of modular mobile space genitalia will claim sovereignty.
Mobile Hisec Trade Hub Market Order Interface Hacking Array:
Can only be anchored within 50 km of hisec stations. Augments the market interface by enabling 0.01ing market pvpers to leave comic-book styled captions and retorts to one another (complete with explitives!!!) when updating orders. Russian localization not supported.
Mobile Faction Warfare LP-Farming Alt Assimilator:
Structure can only be deployed on active Faction Warfare deadspace beacon grids. Kills the defending NPC spawn, and hijacks the fitting of affected Faction Warfare pilots by refitting their ship with 2x Warp Core Stabilizers in their low slots and substituting one of their high slots for a Prototype Cloaking Device. Renders the affected ship unresponsive to capsuleer commands. Forces affected pilot to orbit the Faction Warfare beacon until site completion. Initiates warp in the event that non-allied militia members, war targets, or neutrals arrive on grid. Occasionally posts outrageous isk-per-hour boasts in random player-owned intel channels. Only returns ship control to capsuleer pilot once the Faction Warfare site has been completed, but awards full LP amount to the hijacked pilot.
Mobile RLML Small Gang PvP Missile Ship Nerfer:
When deployed, this mobile structure will bring solo back within a 1000 km radius. Will consider the expansive small gang PvP experience of elected CSM members as more credible and relevant in future balance iterations than the feedback offered by players who actually do any small gang PvP. Can only be anchored within two weeks of a major expansion release date.
Mobile RLML Rebalancer:
During the 40 second RLML reload interval, a RLML fitted ship may anchor the Mobile RLML Rebalancer Mobile Structure and RLMLs will be instead subject to a normal 10 second reload timer in addition to reducing their base damage application rate by some iteration-dependent amount in the range of 25%. For each year that this mobile structure is anchored, the likelihood that a major missile damage application rework will occur increases slightly. |

Wraith Lamented
Caldari Provisions Caldari State
7
|
Posted - 2013.11.14 11:24:00 -
[573] - Quote
CLOAKING BUBBLE module !
This module would have a radius whereas any ships within the bubble are effectively cloaked, providing incredible opportunities for ambushes!
1. Could have variants of different radii.. small bubble, med, large 2. Modules can only be used once, requiring judicious use 3. Perhaps give the cloak modules counters, or fueling requirements, so that the users can't be cloaked indefinitely
I have been wishing for something like this for awhile.. would be pretty cool!
|

Uncle Gagarin
Caldari Provisions Caldari State
24
|
Posted - 2013.11.14 11:29:00 -
[574] - Quote
Mobile Wormhole Stabilizer -
- Uses some kind of fuel, fuel bay not to big to force some kind of activity around it
- Two of them are needed to keep wormhole open - one on each side of WH
- When deployed, a signatures of each sides of WH must be entered on both MWS (for simplicity order doesn't matter, system will solve proper identification of WH)
- Once one of MWS is destroyed or runs out of fuel WH colapses to critical and enters into 1 hour EOL.
Several variants available, only one kind can be used per WH at a time:
- Lifespan Extender
- Total Mass Expander - on jump a fuel of Stabilizer is consumed instead of WH mass reduction
- Max Mass Expander - raises max allowed mass per jump, but shrinks total allowed mass
|

Wraith Lamented
Caldari Provisions Caldari State
7
|
Posted - 2013.11.14 11:45:00 -
[575] - Quote
GallowsCalibrator wrote:Shivaja wrote:I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm
That mega-alliances like Goons oppose the idea should tell ppl something. Also: whine some more about afk cloakies in ur nullsec spaces.
|

GallowsCalibrator
GoonWaffe Goonswarm Federation
423
|
Posted - 2013.11.14 11:47:00 -
[576] - Quote
Wraith Lamented wrote:GallowsCalibrator wrote:Shivaja wrote:I got one structure when dropped creates cloaking bubble that cloaks all ships and structures inside it.  So unprobable, indestructible safespots. Sounds perfectly fine and balanced! /sarcasm That mega-alliances like Goons oppose the idea should tell ppl something. Also: whine some more about afk cloakies in ur nullsec spaces.
And you don't think we wouldn't abuse this to its fullest? Seriously?
Cloaking bubbles are a goddamn terrible idea |

Aitan 'Bear' Ol'Speech
Yellow Box Ltd. Gentlemen's Agreement
3
|
Posted - 2013.11.14 11:48:00 -
[577] - Quote
- Blue Donut Amplification Node: only usable in null sec, once deployed makes everyone on grid in your overview blue. Alternatively can be set up in order to change color tags on the OV (like blues becomes reds, fleet members becomes war targets or even randomly); lasts for 30 seconds, it then blows up and spams subliminal images of your favorite propaganda;
- Clockwork Banana Rehabilitation Scrambler: Scrambles any ship passing by and keeps them in place for 24 hours. During this time EN24 alligned players will be forced to read Mittani.Com and Mittani.Com alligned players will be forced to read EN24. Everybody else will be forced to read Greedy Goblin posts.
- Smart Bounty Generator: once deployed puts 444 isks in bounties on anybody on grid who doesn't have a bounty, isks are not included in the package.
|

Aynen
Federal Guard and Recon Corporation
30
|
Posted - 2013.11.14 11:52:00 -
[578] - Quote
Mobile spidermining nexus. Deploy inside an ore belt and over time (much slower than a Hulk would) it mines the ores within range and stores the ore in it's cargo bay. Can be destroyed by anyone even in highsec within getting concorded, after which a portion of the mined ore will eject and the rest is destroyed. Can be accessible either to an individual or a corporation. |

Pobunjenik
Direwolf-Rayet skylian Verge
89
|
Posted - 2013.11.14 11:54:00 -
[579] - Quote
Aynen wrote:Mobile spidermining nexus. Deploy inside an ore belt and over time (much slower than a Hulk would) it mines the ores within range and stores the ore in it's cargo bay. Can be destroyed by anyone even in highsec within getting concorded, after which a portion of the mined ore will eject and the rest is destroyed. Can be accessible either to an individual or a corporation. You want to make AFK mining even more AFK? Neka mi se jave igra-ìi sa prostora Balkana koji nisu jebeni fa+íisti. 1st Wormhole Alliance Tournament |

Aynen
Federal Guard and Recon Corporation
30
|
Posted - 2013.11.14 11:54:00 -
[580] - Quote
Decoy. Redeployable structure that looks exactly like a mobile depot but when it is looted or destroyed it flags the looter/destroyer as suspect, and can be shot by you without concord intervening. |
|

Abdiel Kavash
Paladin Order Fidelas Constans
1808
|
Posted - 2013.11.14 11:54:00 -
[581] - Quote
If anything, this thread indicates a need for a strictly moderated suggestion forum if CCP wants to get any amount of usable feedback from the community. I have no life so I can check back here every few hours, but I really wouldn't want to be a CCP employee coming to work tomorrow and having to sift through 50 pages of duplicate suggestions, completely broken ideas, those completely outside the scope of this thread or breaking the basic premises of the game without consideration. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
4
|
Posted - 2013.11.14 11:58:00 -
[582] - Quote
In the spirit of what the expansion is promoting independence from NPC empires.
Mobile Outposts - Personal/Corp/Alliance
- Basic Light Industry (Charges, Drones, Modules)
- Repair & Fitting Services
- Ship Hangar space
- Light to Moderate self-defense ability
- Expandable or Modular (maybe add on refining etc)
I actually like some versions of the intelligence gathering units, a unit that logs traffic and sends a notification would be nice.
There shouldn't be anything to automate tasks like mining, there is already too many bots in game as it is, so maybe a deployable unit that when placed in a mining field it randomly clears asteroids targeted (sorta like the Target Spectrum Breaker for BS)
Ultimately anything that NPC groups can deploy in cosmic location should be available to players within reason |

Rek Seven
Probe Patrol Polarized.
1036
|
Posted - 2013.11.14 12:30:00 -
[583] - Quote
Wishlist
1. Local inhibitor - Anyone in this structures bubble is removed from local channel (Can only be carried in the specialized cargo hold of a black ops ship) 2. Bubble shield - Anyone can fly through the shield and shoot what's inside but you can't shoot from outside 3. Deployable moon mining array - Required constant capacitor feed to function (better wield that a normal moon mining array) 4. Mobile gas harvesting array 5. Mobile shroud - cloaks all ships/structures in range +1 |

Weasel Leblanc
Center for Advanced Studies Gallente Federation
22
|
Posted - 2013.11.14 12:32:00 -
[584] - Quote
Just in case this hasn't been proposed yet:
Tournament Administration Unit
Cannot be deployed within 1 AU of any station. The TAU will not activate until one minute after the TAU's owner (or TO, from here on out) is done configuring its options. When activated, the TAU will generate a forcefield bubble similar to a POS field, but with configurable size from 20 to 175 KM wide. The space inside the TAU forcefield is a lawless zone, where shooting your fellow pilots incurs no flags, security standings losses, or attention from Concord. The field does not block pilots outside from focusing their cameras on pilots inside
Entry is gained by a gate structure which generates at a random point on the bubble. The gate only allows entry by ships conforming to rules set by the TO. These can include:
- Maximum ships inside the TAU at once
- Ship size restrictions (for instance, frigates only, or cruisers and up)
- Module restrictions (for running T1-only tournaments, or bling brawls, or tourneys with no jamming ECM, or what have you)
- Maximum entries per pilot
- Maximum total entries
- Entry fees
And anything else CCP can think of, I'm not really awake right now.
The TO can also set up a tournament structure to determine victory, such as "last man standing after 30 ships have entered", or "first to destroy 5 ships". When the win condition is completed, the TAU forcefield collapses and the gate explodes,leaving only a small central structure.
The winner gains ownership of the remaining structure, which contains any prizes that the TAU owner chose to put up while configuring it. If a prize of modules or other items isn't in the works, the TO can instead put up a sum of his own ISK, and/or a percentage of all entry fees paid, as a cash prize to be paid out immediately to the winner's account.
A pilot who tries to enter the TAU through the gate gets a pop-up describing all rules and rewards, and must accept the rules in order to enter. This includes making pilots aware if there are no rules or rewards.
...So yeah, basically a portable boxing ring for people to set up and brawl in while putting their money where their mouth is. |

Zero-G
The Romantics
3
|
Posted - 2013.11.14 12:33:00 -
[585] - Quote
Mobile Core Scanning Array
Scans down all cosmic signatures in the system, allowing the owner to warp in.
- Takes 15-30 minutes to scan down every signature in the system at once regardless of the signature strength
- New signatures will take the same time till they appear at 100%
- Keeps working when the owner is logged or out of system
- 2 minutes deployment time
- Runs out of power and self destructs after a few days
- Can be combat probed
- Can't be on grid with a station/gate/POS due to sensor interference
|

Sandslinger
NorCorp Enterprise No Holes Barred
110
|
Posted - 2013.11.14 12:36:00 -
[586] - Quote
The Cynosural Mobile Disruptor should be a two edged sword
Disrupting any cyno being created within it's sphere BUT
Also
Preventing anyone from jumping out while under it's influence.
Otherwise while they will help killing supers that are already tackled by preventing triage carriers being rejumped on top of them constantly they will prevent supers being caught in the first place.
For example supers killing Poco's with Cyno jammer next to them is immune to any hictors being bridged on top of them. This means that with good bubble placements those supers can be effectively uncatchable. surely not a intended effect ?
|

thee lous3
RedBox inc. Unicorn Collective
20
|
Posted - 2013.11.14 12:49:00 -
[587] - Quote
Terrible ideas:
Radar unit for cloakies. They're cloakies. Deal with it. Cloakies aren't even all that scary. Man up.
Covert cyno detector. Again, these things are covert for a reason. Unless you want to constantly actively look for them and scan, you're not going to find them. Man up.
A structure that adds the un-warp-to-able effect DEDs and FW plexes have. Making yourself completely invincible is stupid, and you should be ashamed of yourself for thinking those thoughts.
Mining protection unit. Bomb defence unit. Mining protection unit is idiotic, and lazy. There are already methods for protecting against bombs.
Drone assist unit for people without drone bays. How is a ship without a drone interface, going to interface with a unit that interfaces with drones? You've just invented a hardware driver for ships. It's silly. It would have to be a module, and it would be a massive waste of a slot either way.
TiDi reinforcement module. No. Stupid. If I was losing a TiDi fight, I could go and get my corp to drop these units in other systems to destabilize the actual fight, and run when it comes back online. They would have to be CCP checked, and that defeats the purpose.
Customs station scanning for things in cargo, for sov. holders. Too big a home-field advantage. They could just add everything to the list, and they'd have perfect intel.
Fake ships on overview / dscan. This would quickly become massively overused, and everyone who wants it now would loathe its existence in a few days.
Other stupid things that mess with cynos. My multi billion ship isn't going to mistake your fake cyno for my real one. I know where I want to go, and that's where I'm going. Things like this are paper thin fa+ºades that should not work.
Nullifier nullifier. They would be the only bubbles used. Totally ruins nullification.
Good ideas: HQ unit. Needs to be fairly underwhelming in comparison to normal links, or else be too cost prohibitive to ever get used except for extremely large engagements.
Anchorable guns. As long as they are subject to falloff and tracking mechanics. If mobile HQ's were in use on grid and off station, it would be too great an advantage to allow use of an anchorable gun unless, again, they were expensive / one time use. Don't want ratters just dropping them every which way and becoming difficult to solo gank.
Re-skin command ships structure.
ORE ore compressor.
Jump portal structure.
Command ship deployable. The idea of command ships having "peel and reseal" subsystem type modules, with link modules attached, is interesting. Obviously destructible, and have it use a seige like mechanic. Can be repped. If it's dropped it can't be picked back up or moved until cycle is over. Command ship has to stay within 60km or something. Command ship received small mass decrease when it drops the module allowing it to move slightly faster under ab / mwd.
Broadcast towers that send messages in local. As long as the person anchoring has sov., do it. Would be cool in wh's too, as long as there was only one per system. Allow it to have a second message when it's put in to reinforced.
Mini trade hub. I've been trying to figure out the best way to do this for wspace. Say it comes in two halves and is semi-anchorable anywhere (safes etc.) I, as the owner can speak to you in local, see if you want anything. (Maybe you contact me through my broadcast message :D )
When we've agreed on something, I right click your chars name, and invite to trade using this module.
My half of the module warps to me, and the other half warps to you. We can trade like an in station trade, and the modules auto warp and switch once both accepted. delivering the stuff, and isk / whatever. Make the sig radius of each half, about the size of a bs, so probing them down is an option. Would make for some tense moments, and profiteering.
I think most of the ideas for logistics towers are bad. The best way to do it, in my opinion, would be to make it so that the unit doesn't require fuel, but instead uses rep drones. Say it uses like 5 heavy rep drones, and comes with shield, armour and hull included. Rep is based on skills of owner. Can be set to self, fleet, corp, alliance, excellent standing. Combat timers ok, weapons timers not ok.
Seige gun for shooting undefended pos'. Will take 12 hours. Only one allowed on field. 50k hp.
A deployable that prevents deployables, for lulz.
Wh effect inducer. c6 class stuff expensive, gets cheaper as hole class drops.
Local jigger'meh'things. There are a million variations of the remove local deployable. They're pretty much all stupid. What could work though is a version that restricts local to d-scan range (doesn't need dscan to be used to work.)
Mobile Directional Chicken
When deployed periodically clicks d-scan every second, as long as there is some space-grain on it.
Everything esle is carebear bullshit, or so mediocre it's not worth talking about. |

HARD STEEL
Caldari Capital Construction Company
25
|
Posted - 2013.11.14 12:58:00 -
[588] - Quote
small merchant stand - off main market, can buy items - ala hotdog stand, selling ammo to incursion runners or wh merchants mobile black hole generator - anything that gets within x range gets auto jumped to a cyno - ala pulling people into traps ONLY THE HARD.-á ONLY THE STRONG. |

Electrique Wizard
Mutually Lucrative Business Proposals Market and Contract PVP
84
|
Posted - 2013.11.14 13:09:00 -
[589] - Quote
HARD STEEL wrote:small merchant stand - off main market, can buy items - ala hotdog stand, selling ammo to incursion runners or wh merchants mobile black hole generator - anything that gets within x range gets auto jumped to a cyno - ala pulling people into traps
Can I put this black hole on the Jita undock?
|

Mdaemon
Jedi Knight's Orden Jedi Path
72
|
Posted - 2013.11.14 13:22:00 -
[590] - Quote
Let's say there is POS-depo, which creates 10-15 km bubble+forcefield+cynosural field generator (all of these simultaneously, so you cannot warp out of it, can cyno to it and cannot be shoot while inside it). This thing have silo for stroncium and will use strontium per incoming damage (for example, 1 strontium per 10k of damage). Stroncium can be added in silo at any time
So someone catch up Machariel, it drops the thing and logging his alt with Iteron V full of strontium. Then both sides try to call up their support, so more precious and dynamic , which will be fun for us all |
|

Red Teufel
Mafia Redux Phobia.
255
|
Posted - 2013.11.14 13:26:00 -
[591] - Quote
I like the idea of a decoy. You deploy a structure that will take a form of a ship. a mobile jump bridge would also be cool for small gangs. |

Red Teufel
Mafia Redux Phobia.
255
|
Posted - 2013.11.14 13:32:00 -
[592] - Quote
also i would like the ability to deploy a structure that will affect local of an entire constellation. Local window is an over powered tool people use for intel. There should be a way to defeat this tool. |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
69
|
Posted - 2013.11.14 13:38:00 -
[593] - Quote
- Point Defense Battery: targets hostile (to the mother ship or even to its fleet) missiles and drones (not ships or structures). I'm aware of the peril of making these weapon systems unusable, but it could be balanced in multiple ways, for example: only shooting down targets incoming from outside its firing range (so any missiles and drones already inside or shot from inside wouldn't be targeted), only attacking one target at a time...
I'm basing myself on the NPC Sentry Batteries we can find on mission and exploration sites. It would be awesome if they shared models!
- Smartbomb / Mine Battery: and alternate version of the previous, damages everything on a certain radius, just as smartbombs do, although at a higher range. Targets enemy missiles, drones and ships (although it could react slower against missiles and drones, or not targeting them at all). Would also be a way to somehow implement the long talked minefields. Could also share the models of NPC Sentry Batteries =3
On a very different matter:
- Portable Drone Hangar: as the title says. Works as a portable 'hive' of drones. Not sure how to balance this, but they could be automated defensive Mobile Structures, sending their drones to defend their mother ship... |

Elliott Spitzer
Eternity INC. Goonswarm Federation
0
|
Posted - 2013.11.14 13:53:00 -
[594] - Quote
Anti Cloak Mobile Unit - I'm sure it's been mentioned but there still need's to be some kind of counter to cloakies. Their should be some kind of mobile unit that uncloaks any cloaked ship within say 30km or more radius. Or possibly a mobile unit that makes all cloaked ships able to be probed out in whatever system it's anchored. |

Check Twice
Science and Trade Institute Caldari State
0
|
Posted - 2013.11.14 13:53:00 -
[595] - Quote
Sorry if this has been said only read 5 pages before I gave up.
Mobile gravity enhancer - Applies a webifying effect on all ships over a certain mass within a 100km radius, and increases with mass so no effect on frigates, slight on cruisers, lots on battleships and effectively anchors capitals. |

Tara Tyrael
Big Game Ind.
110
|
Posted - 2013.11.14 13:54:00 -
[596] - Quote
Since I see a lot of suggestions for removing people of d-scan and local... it's terrible...
But ok, I'll play along.
Mobile Cloak Generator - Cloaks every ship in 25 km range. Pros - You can hide your ships in system from scans. Negatives - You are limited to 25 km range. Shows up on overview Balance - Due to large power consumption of the module, it appears on overview as cyno does. Should have about 30k ehp (so it can't be shot down by a solo frig, but still not to hard to kill). Only anchorable in lowsec and 0.0. All ships in 25 km get cloaked, fleet members and hostiles, so you can't decloak anybody unless you kill the structure which you have to kill from 25 km or more. Due to large power consumption this module damages it's own power lines and drains it's power source so after 30 minutes becomes unusable. Why? Adds more tactic to game. Anchor one of these 100 km of gate, and enemy fleet has to decide to shoot and risk you overwhelming them and have 1 minute timer on jump, or you can hide your ships while forming from nasty probes. However, this doesn't give you win button since it would be obvious you are using it by being on the overview.
Background Radiation Generator - This might be tricky to make due to possible coding issues. Hides ship types inside 50 km radius. Probes trying to scan ships inside field will not get ship types of any ship inside it. Also problematic part maybe for CCP to do the same to d-scan. If you d-scan in that direction you should get unidentified results. However the module itself should be really easy to probe and warp to it. Pros - Same as above Negatives - It is easy to probe. Low EHP Balance - 3000 EHP Easy to probe down. MAYBE if possible make it when you get a lock with probes on it and warp to it you land anywhere in 20 km radius of the module (or 20 km radius of the range you selected to be your warp in).
For a module that removes people from local, I don't know, how about you make whole new plain of game, like let's say a suggestion, you could make this wormholes, right, and then in those wormholes you don't have local and it's fun in that way, right, so you make this wormholes and they are probable and you warp to it right, then you jump in and no local, right? Oh wait... we already have that...
************************************************ |

Judor
Mine Your 0wn Business The Kadeshi
3
|
Posted - 2013.11.14 14:14:00 -
[597] - Quote
Mobile Ore Compression Structure
Essentially operating the same way the rorq does, also requiring the blueprints for compression, allowing mining fleets to stay out longer on ops. It would need a large ore hold, and can be used only for compression. |

Elmore Jones
Nebula II
18
|
Posted - 2013.11.14 14:16:00 -
[598] - Quote
A repeated idea i'm sure but anyway....
Mobile cyno gen :
Must be fueled with ozone. Cannot be on grid with station, pos, gate or customs office. Activate remotely (skill to extend range?). Same cycle time as ship mounted cyno. No reinforce timer.
Blind jumping has its obvious disadvantages compared to a cyno alt/mate with eyes in system for you. No covert option for game balance and content/killmail creation reasons.
+++ Reality Error 404 - Reboot Cosmos +++ |

Aaron Kyoto
Clan Shadow Wolf Fatal Ascension
25
|
Posted - 2013.11.14 14:23:00 -
[599] - Quote
Deployable Gate/Station guns not unlike their hisec/low sec counterparts. Only shoot at Neutral/Reds, unless set to only Reds of your standings. 
Destroyable but of course. And their damage should not be game-changing. Enough to discourage enemies from hanging around perhaps if they can't tank it. Ranged for 100km, limited ammo (refuelled with ammo). Should be a limited number you can place in the local area or within x range of one another.
Also. Decloak deployables should be limited to where they can be placed (ie not on gates?) or severely limit their decloak range. Otherwise cloaking will be worthless, since thats your primary defense in Stealth Bombers especially.
What about a warp-drag effect? Slows outbound warp tunnel effects for a short period of time and lengthens the acceleration. Might make getting away from an interceptor possible. |

E6o5
Tyler Durden Demolitions
66
|
Posted - 2013.11.14 14:41:00 -
[600] - Quote
pos fuel siphon |
|

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
4705
|
Posted - 2013.11.14 14:50:00 -
[601] - Quote
I'll go back and read the list, but off the top of my head, I'd love to have a simple little mobile force-field projector.
You drop it, it anchors quickly, and projects a small ~4km diameter bounded sphere that simply cannot be flown through. It can have very slight EHP. It just needs to be a subject to collision detection.
I want to play bumper pool :)
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Robert Parr
Iron Tiger T3 Industries
5
|
Posted - 2013.11.14 15:04:00 -
[602] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015.
In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |

Verse Askold
Minmatar Ship Construction Services Ushra'Khan
1
|
Posted - 2013.11.14 15:04:00 -
[603] - Quote
how about some kind of local chat disruption field which removes players from local chat who are within the radius of effect of this structure i thought about something like the cynosural inhibitor but smaller and shorter lasting to not make it too overpowered and cover huge fleets for a long period of time e.g. radius of effect: 10km or even 5km duration: something like 1-5min, maybe 10min
cheers, Verse
p.s.: if you-¦re really going to make that thingy name any of the meta versions after me('Verse' Communication Jamming Field)!   
|

Elmore Jones
Nebula II
18
|
Posted - 2013.11.14 15:09:00 -
[604] - Quote
Robert Parr wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015. In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Sedatives are available.
+++ Reality Error 404 - Reboot Cosmos +++ |

Ranger 1
Ranger Corp
4844
|
Posted - 2013.11.14 15:17:00 -
[605] - Quote
I kind of like the idea of a corporate launched storage array with a specialized bay that holds all types of ammo, or fuel. It would make siege operations interesting.
I like the idea of a "trade hub" array that allows purchases to be made in area's where there are no stations. However that might work better if this were developed into the modular POS or modular deployable array concept, where a variety of structures could be deployed together to form a sort of outpost or "city". Then a large variety of these array's could be attached in any manner the players choose.
Structures that facilitate jumping of any sort I think are a bad idea. Ease of moment in EVE is already a serious problem. However array's that inhibit the ability to jump (or deter one from doing it) for a limited time are an excellent idea.
Mine's have never worked well in EVE, however I could see the concept working now in some very specific scenario's. For example a "mine" structure that could be dropped on any grid that has a jump bridge (one per jump bridge) that detonates the next time the jump bridge is activated. The mine is easily detected in local and destroyed, however if someone comes through the bridge before that it could be very bad news for them.
An alternative would be a structure that simply disables a jump bridge for a certain amount of time is also a possibility.
I've always been a fan of holding Sov allowing some very neat perks, but that those perks be very vulnerable to disruption (often by small gangs). Meaning the more systems you have infrastructure in the more difficult it is to keep it all running properly... thus also providing lots of meaningful little things for small gangs to accomplish against larger entities.
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Lupo diCotze
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.11.14 15:21:00 -
[606] - Quote
Rather than a whole rash of new deployables - how about utility.
Take the new & shiney player deployable - and implement slots - ala T3 style rigs that you can load things into. Use the fresh looking PI interface (with way less clicks & confirms) - marry it with the hacking UI for a popup style.
You'll get better flexible utility without needing a freighter to lug stuff around.
I'd like to see things take charges/fuel - rather then just exist on a timer or need to just be blown up. If people don't maintain their stuff & it runs out - then it can be scooped by anybody.
|

cyndrogen
The Greatest Corp in the Universe
331
|
Posted - 2013.11.14 15:27:00 -
[607] - Quote
I would really like to see a Merchant Mobile structure. You can purchase any item off market in Jita, and 2 minutes later a drop ship Fires a container in space where you can warp to and grab your gear.
Anyone can scan down the container the minute it lands on grid and try to beat you to the loot. Maybe the customs office is where you pickup the loot and yes you pay the customs tax. Anyone can intercept you while trying to pickup your loot. |

Robert Parr
Iron Tiger T3 Industries
6
|
Posted - 2013.11.14 15:28:00 -
[608] - Quote
Elmore Jones wrote:Robert Parr wrote:CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures! Here's an idea CFCFozzie, how about you create a really powerful ship...er, umm I mean mobile structure that everyone loves to use to the exclusion of the use of other structures. Then, here's the fun part for you, nerf the hell out of it so that people are forced to use the other ****** structures (rather than improving the other structures performance to match or, at least be comparable to, what people already LOVE about the existing ship...sorry structure). You can even call it something cute to justify taking content away from players like the great ship ...darn it...structure rebalance of 2015. In case you are wondering I'm still pretty sore at you over ship "rebalancing". Please, next time...FOR THE LOVE OF GOD....PUT YOUR DAMN NERF BAT AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Sedatives are available.
Sorry...Thank you!
|

GeeShizzle MacCloud
384
|
Posted - 2013.11.14 15:38:00 -
[609] - Quote
Could you use the same mechanic used for PI rocket launches to dispense bought items from the deployable trade hub market into space?
if thats the case you could use a large sized deployable thats extremely hard to scan down (or like the mobile depot - have rare types that are increasingly hard to scan down) and then when people buy items theyre dispensed into space and people purchasing get a journal notification with a warp to location to pick there wares up from.
obviously you could stagger different sizes to cater for larger size items and have a long reinforcement timer. |

stoicfaux
3372
|
Posted - 2013.11.14 15:43:00 -
[610] - Quote
Deployable Juke Box - plays your music (from your local computer) for everyone on grid. Limit of 100 per grid.
|
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Lucrezzia
The Cursed Company
3
|
Posted - 2013.11.14 15:45:00 -
[611] - Quote
Faction exclusive deployables:
Amarr: Remote Evangelising Unit Spams some random Amarr litanies into local chat every 30 sec and disallows everyone with Amarr standing below 5.0 to write in local.
Caldari: Anchorable Tax Office Increases all taxes in current system by 10%, all extra cash is stored in this structure and can be accessed by any plyer with Caldari standing 5.0 or higher.
Dunno what for Gallenteans (they're flowerloving noobs anyway)
Minmatar: Portable Tinker Station When deployed, it destroys one wreck in 5km range every few minutes, then generates random ammo, ship equipment or even whole ship (minmatar ships only). |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
33
|
Posted - 2013.11.14 16:00:00 -
[612] - Quote
Lupo diCotze wrote: Take the new & shiney player deployable - and implement slots - ala T3 style rigs that you can load things into.
This!
BUT: For more powerful things create a mechanic to incentivise several people to couple their units. Let us create aggregates where each character contributes to the total power/cpu/awesomeness of the structure.
See you at my blog: http://spindensity.wordpress.com/ |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
144
|
Posted - 2013.11.14 16:04:00 -
[613] - Quote
Cynosural Mobile Desynchronizer
Instead of stopping cynos from being lit, it causes any ship to use the cyno to appear somewhere randomly on the entire grid. It should work on all cynos including Blops.
Concord Response Beacon
When deployed, it causes concord to have a reduced response time when a criminal action is done to the person who deployed it while they remain on grid with it. The actual time that the response time is reduced is based upon the person security status, the higher your security, the faster the response time will be. The person that deploys the structure takes a security hit every time concord is called, based upon the value of the ship they were called to destroy (This way rookie ships cannot purge someones sec status down to -10.0). The person also takes a security hit if concord does not respond to a criminal that causes concord to utilize the beacon at the end of the duration.
Faction Response Beacon
*Only deployable in lowsec* Causes faction police of the owning faction to appear if there is a suspect or criminal action done to the person who deployed it while they remain on grid with it. The response time and force is based upon the person faction standings with the faction that owns the space. The person takes a faction standings hit every time the faction police is called, and they also take a hit if the faction police do not utilize the beacon by the end of the duration. Lowering the average to make you look better since 2012. |

Kaerakh
Obscure Joke Implied Kiki's Delivery Service.
20
|
Posted - 2013.11.14 16:21:00 -
[614] - Quote
So, if I interpret this right. CCP went out of their way to mention in the Vegas live stream that these new structures are a completely separate and new code from the original POS code. Now they are asking for new structure ideas in bulk load. It could be inferred that CCP intends to phase POSes out or replace them with the code from these new structures.
The obvious way to do this is to replicate all current POS functions wih these new structures, but then you have to worry about people doing such mischevious things such as anchoring a fortress right next to stargates(wormholes being irrelevant due to their temporary nature).
One way to replicate some of the limitations and functions of a POS is to have a structure the that generates "power" for other modules. This generator would then in turn use the already existing fuel blocks as well fuel. You could then in turn place a restriction on this generator for how close it may be anchored to stations, stargates, etc. With this you could have reinforceable shield generators that project a field much like POSs, manufacturing modules, moon goo stuff, weapon platforms and so on. If CCP decided they could also experiment with allowing multiples of these structures to be anchored near by each other creating (if you can excuse the EVE usage of the term) complexes. There could be a set range that prevents you from stacking these over top of each other, but could be an easy way to eliminate the need for several sizes of the structure. You could simply add an additional generator for what it is you needed and your fuel costs would go up simply because you need to add an additional generator to power the near by structures.
This would likely be glazed over, but it's an idea that could potentially allow for a smooth transition away from old POS code. In addition CCP could simply stop seeding any of the POS modules to incentivize players to jump on the new code band wagon once released. There by eliminating the need to remove and replace the POSs from the server's end. |

Dersen Lowery
Laurentson INC StructureDamage
825
|
Posted - 2013.11.14 16:56:00 -
[615] - Quote
Since people are actually, unironically suggesting wormhole stabilizers:
Gate Destabilizer: When one of these is anchored on each end of a gate, the gate itself is disabled, and replaced by a static wormhole between the two systems, which has to be scanned down. The wormholes are ordinary, but their capacity increases based on the distance spanned by the gate. Destroying both destabilizers immediately pops the static wormhole, but restores the normal functionality of the gate.
Wormhole Crasher: Once anchored, either accelerates the demise of the nearby wormhole, or counters the effect of one wormhole stabilizer.
Gate Stabilizer: Anchored on both ends of a gate, counters the effect of one pair of gate destabilizers.
And, for general hilarity:
Decoy Gate: once anchored, appears on overview as a gate whose name is set by the person anchoring. It's actually either a 20km (T1) or 40km (T2) warp disruption bubble.
Decoy Cyno: as the gate, but it appears to be a cyno.
Decoy Asteroid Field: as above.
Beacon: Once deployed, appears on the overview exactly like any of the beacons for, eg., the Epic Arc sites and behaves the same way. Available in cheap, small, throwaway versions and large, high-EHP versions with reinforcement timers.
Mining Support: (Since I really don't like all the do-all-my-work-for-me anchorable suggestions): Ore mining deployable has a 500m3 and 100,000m3 ore bay and a tractor beam that auto-targets white or blue jetcans and loots the ore from them. Unlike an industrial ship, the contents of the hold and the bay are publicly accessible. Gas mining deployable is similar, but (obviously) with a gas bay.
Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out. Proud founder and member of the Belligerent Desirables. |

Rain6637
Team Evil
4532
|
Posted - 2013.11.14 16:58:00 -
[616] - Quote
Rain's top suggestions ever seen in this thread ...so far list
- Deployable mining rig, drop in belt, collect ore a few hours later. -Mashie Saldana
- Let us deploy a deployable that prevents other deployers from deploying deployables. -Quinn Oron
- Mobile billboards. -Psychoactive Stimulant
- mobile drug lab with a meta version called the 'Winnebago' -CCP Fozzie
- Covert Cyno detector. (This is my covert cyno detector, it goes ding when there's stuff. Also, It boils an egg at thirty paces, whether you want it to or not.) -Steve Ronuken
- a selection of small novelty 'pet' type ships that randomly orbit me, and keep me company while mining. tiny pet Rifter..... ahhhhh -DarklordKarn
- Broadcast towers that periodically send a user-defined message in local. -Abdiel Kavash
- Slo-Mo aka TiDi field -marVLs
- Mobile Captains Quarter with a window please. -Mashie Saldana
- "Only you can prevent forest fires!" structure that floats and tells people how dangerous a system is by emitting a green, yellow or red light. -Sergio Pelegrino
- http://pbrd.co/HMxtcj -Michael Harari
- a huge arrow that points to whatever I wish most !!! -Kagura Nikon
- Mobile ship wash: You pay 15 isk and the ship is washed (the shader increase the specular factor by 5 fold during 1 full hour and adds 5% extra resistance against lasers). -Kagura Nikon
- Deployable bathroom with extra suction. -Ivana Twinkle
- Mobile .... alliance bookmarks.. :P -Max Kolonko
- A wormhole stabilizer. -Weaselior
- Mobile Directional Chicken. When deployed periodically clicks d-scan every second, as long as there is some space-grain on it. -Carolus Lovita
- I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit. -Weaselior
- How about a deployable wormhole entry point, either (1) for a solo/small group to exploit or (2) to drop in the middle of a fleet battle? -Cap Render
- Mobile Celebration Module (a.k.a. Fireworks Flotilla) Has 5 celebration launchers. Spins slowly while launching various fireworks -Takari
- The combined VO-LT-RO-N modules. Deploying any 5 modules from this thread in proximity has a remote chance of having the modules combine to form a giant robot. Sadly no one has Giant Robot - V and it attacks everything in sight. -Takari
- Mobile Beacon : one-time use, persistent duration [fueled?], creates a warp-able system-wide beacon that anyone can warp to. -Tau Calabander
- Billboards. I love them in empire space, they add a lot to the landscape. Let me anchor them at my POS -Charlie Firpol
- Tournament Administration Unit https://forums.eveonline.com/default.aspx?g=posts&m=3874175#post3874175 -Weasel Leblanc
Rainfleet on Twitch |

Battle On
DaZeD and ConFuseD Sorry We're In Your Space Eh
133
|
Posted - 2013.11.14 17:03:00 -
[617] - Quote
a Mobile Lab that doesnt need a pos, but has fewer slots and can only be used in lowsec and nullsec [Service] Battle On's Custom and Colored Overviews! |

jachill
Knights of Cerberus
2
|
Posted - 2013.11.14 17:03:00 -
[618] - Quote
A micro Jump gate that allows instant jump between two points in a system. Runs on fuel has same timers as wormholes so you have to wait between jumps.
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Robert Parr
Iron Tiger T3 Industries
6
|
Posted - 2013.11.14 17:07:00 -
[619] - Quote
[Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out.[/quote]
Ummmm, did you forget the line..."they stab it with their steely knives but the just can't kill the beast" How about non-destructable..you only get out by self-destuct and the Hotel California field eats your capsule. You wake up in a new clone. Now that's bringing back HTFU!!!!!! |

Beaver Retriever
Science and Trade Institute Caldari State
159
|
Posted - 2013.11.14 17:10:00 -
[620] - Quote
Mobile jump portal generator. Works like the titan module.
Then delete titans from Eve. Reimburse the owners with capital components, SP and money for skillbooks. |
|

Salaphiel
L'ove
4
|
Posted - 2013.11.14 17:14:00 -
[621] - Quote
Glasgow Dunlop wrote:Abdiel Kavash wrote:A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone. I thought that read bacon not beacon 
Someone is hungryGǪdammit , now I'm hungryGǪ
but before I go find some bacon, I'd say we need something for miners.
- Maybe a variant of the mobile depot than can hold a good bit of ore, maybe allow a few on grid.
Additionally, a little something for hacking. A friendly little deployable that can help you get all those stupid annoying things that float away... No one plans to fail, some fail to plan. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
758
|
Posted - 2013.11.14 17:20:00 -
[622] - Quote
Robert Parr wrote:[Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out.
Ummmm, did you forget the line..."they stab it with their steely knives but the just can't kill the beast" How about non-destructable..you only get out by self-destuct and the Hotel California field eats your capsule. You wake up in a new clone. Now that's bringing back HTFU!!!!!![/quote]
Make it so that once 2 players are in.. none can get out until one dies... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Robert Parr
Iron Tiger T3 Industries
6
|
Posted - 2013.11.14 17:26:00 -
[623] - Quote
Kagura Nikon wrote:Robert Parr wrote:[Hotel California: 40km radius force field that works the opposite way from a POS force field, with an infinite point bubble inside. Anyone can get in. Until it's destroyed, nobody within can get out. Ummmm, did you forget the line..."they stab it with their steely knives but the just can't kill the beast" How about non-destructable..you only get out by self-destuct and the Hotel California field eats your capsule. You wake up in a new clone. Now that's bringing back HTFU!!!!!!
Make it so that once 2 players are in.. none can get out until one dies...[/quote]
Mmmmm, the Thunderdome approach......+1 |

Princess Kristela
Olympians of new eden
0
|
Posted - 2013.11.14 17:28:00 -
[624] - Quote
some kind of mobile drone units would be nice to see |

Tessen
Stellar Tide
2
|
Posted - 2013.11.14 18:00:00 -
[625] - Quote
Moblile Cloaking Field
The perfect tool for "Hoo sh... this is a trap"
The structure generate a cloaking bubble (4-5 km ?). Any static ships within range is cloacked. This include enemy ships. Cloacked players are invisible in local chat watchlist. Proximity uncloack rules apply normaly. Structure desactivate and everything within bubble become visble when any object approach less than 2,5km away.
I know, this is a dumb overpowaomfg idea, but had to post it. |

Pinky Hops
Spartan's DNA Apex.
41
|
Posted - 2013.11.14 18:06:00 -
[626] - Quote
Rapid Mobile Construction Array:
I am not an expert on Industry balance, so I'll state the intention of the idea rather than any specific numbers.
Deployable structure with the ability to manufacture a decent selection of ammo/modules, at a fast build rate. The penalty would be a steep increase in the amount of minerals used to make anything.
The intention would not be efficient, or "profitable" construction, but rather to quickly produce necessary goods behind enemy lines using locally available resources. |

Christmas Pickle
Drunk Chaos SteRoid.
0
|
Posted - 2013.11.14 18:09:00 -
[627] - Quote
A deployable one-time use, short duration "doppler" unit that pings cloaked ships within several AU. If they are on grid, it reveals their location in space and on the overview, however they remain cloaked and remain unable to be targeted. At off grid distances, the cloaked ships become probe-able (albeit more difficult than an uncloaked ship) for the duration of the unit. This allows pursuit of cloaked ships (although a vigilant pilot will be tough to catch) and discourages afk cloaking spies. |

Tessen
Stellar Tide
2
|
Posted - 2013.11.14 18:19:00 -
[628] - Quote
Mobile Beacon
A simple beacon in space as Concord deployed hundreds and hundred for any complex or significant site in space. Visible on scan, overview and in space. Anyone can warp on it as for any beacon. Minimal warp distance : 100km (Yes ? No ? Debate !)
Fast to deploy (10-15s) Single shot use (no scope). Very smal (few meters = long locking time) Very few HP (easy to destroy = no more than a cruiser or BC size ship) Detroying it give no suspect tag. Its a neutral event. Very cheap (2-3 M isk)
Examples Uses for fleets : - an interceptor rush enemy pack, deploy a beacon and ally fleep can warp on it and engage a close range fight. - Fleet leader says : "Support fleet regroup at Beacon 1, capitals fleet regroup at beacon 2". Pirates use : - Drop a beacon, name it as a complexe in space and see what kind of curious fish you can grab.  This tool on PVE : - I dont care about looting my last lvl 4 mission, I abandon wreck and drop a beacon, any one can go and salvage items. /!\ Care : possible combo with previous idea...
I'm sure you have many other ideas. |

stoicfaux
3380
|
Posted - 2013.11.14 18:26:00 -
[629] - Quote
Screws With Autopilot deployable -- When placed near a stargate, there's a chance that a ship on autopilot will instead head for the deployable instead of for the stargate.
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stoicfaux
3380
|
Posted - 2013.11.14 18:32:00 -
[630] - Quote
I'm not 100% this specific variant has been mentioned:
Warp Deviation Fuzzifier - If you probe the target down, get a warpable result, and then warp to a target that is within range of this deployable, you may wind up a non-trivial distance away, instead of landing right on top of the target.
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Tzar Sinak
Mythic Heights
66
|
Posted - 2013.11.14 18:39:00 -
[631] - Quote
As already mentioned, definitely a unit to siphoning POCOs.
A mobile unit to effect jump bridges, whether siphoning fuel to scrambling the bridge rendering it in operable.
Also, for any unit that is locked to other players a means of hacking them (mini game (sigh)) for other to override, steal, loot. |

stoicfaux
3380
|
Posted - 2013.11.14 18:44:00 -
[632] - Quote
Cloaking Delay deployable - Add ~5 seconds to the re-cloak timer for everything on grid. Adds a ~3 second delay before a cloak is active (press the cloak module button, and there's a 3 second delay before your ship is actually cloaked.) |

Lin Zong
Dreddit Test Alliance Please Ignore
0
|
Posted - 2013.11.14 18:47:00 -
[633] - Quote
Couple ones, but it's hard to think of one that doesn't break the game in some way. the balance is the hard part, and most people here just want things to make their current playstyle easier and non counterable...
- Cloak Burst, pings to knock people out of cloak, x range.
- Defender (though fixing missiles would be better) just a mod that locks and attacks bombs, not sure of which mechanic to make it more than just a bomber nerf
- Titan Bridge, because lets face it, the only ones that can do this are rich nul alliances. since they are the only ones able to project power, why not make it a droppable mod that responds to fleet cynos, with a fuel bay? perfect timing for a titan revamp.
- Wormhole gate. Drop it in your hole, and another hole. temporary stargate. Maybe lasts a day, maybe a week, maybe just enough time to stage an invasion.
- Nanofactory. acts as a one time ship builder. Add mats, deploy, after build time, come back to a ship, good for those camping in extended periods in sov nul, WH space, or simplifying logistics
- contract target. Make contracts located at your module, instead of station. use for insta safespots for fleets to (acts just like any celestial, just for warpins)
- And then basically just have all the things POS are able to do, but modular, so we can phase out those monstrosities once and for all.
- locator module. Like locator agent, or a tracking beacon for a target. no idea how to make this one work though
- PI siphon. POCO siphon for the inevitable hassle over owned ones. either siphon your PI, or others on the planet
- booster mod? Like the flashy yellow arrows in mariocart.
- decoy mod. Something that would assist those trying not to be probed down by acting like a decoy.
- mining module (...) everyones afk anyway, make it passive and get them back in the game already. Now they can float around in indies and ships to fight off people thieving them
- I remember the talk back in thh day for land mines, but know it's pretty much an invitation for CFC to mine the crap out of everything in their space. Would like to revisit if its worthwhile, useful for smaller group fighting off larger ones.
But my favourite one, a market caravan. Basically small market module. In hostile nul, the emptiness of the wildlands, and wormhole space especially. X amount of storage, able to sell and buy goods. Can also see deploying to common mission or anom areas for loot purchasing on site.
|

Menegrith Venari
Bootstrap Mining
1
|
Posted - 2013.11.14 18:57:00 -
[634] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
That would makes trips to Jita so much more enjoyable... |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
4
|
Posted - 2013.11.14 19:00:00 -
[635] - Quote
Reviewed my previous suggestions and decided on new refinements and addressing why some other ideas would be bad.
The premise is more freedom for capsulers and independence from faction empires some seem to think it is Pirate/criminal happy hour. The complete dismissal of the S&I/Resource collection focused players is arrogant, if corps could produce the ammo and ships needed for PvP players sneaking under the empires' radar seems like a good thing (pirates and criminals could have little mobile ops for raids in high-sec).
So: Good Things; Mobile units that can fulfill bulk of station services but not be tied to a celestial object Billboards for SOV alliances Mobile trade hubs Intelligence gathering units (who, what, when type)
Bad things (and why) CONCORD response manipulation units - playing a criminal should not be easy in "Civilized" space Message(chat) Broadcast devices - they would add another degree of annoyance to local TiDi manipulation units - seriously...? it is there for a reason Jump gate jammers - think about it, only thing that in the realm a sanity that could do that would have to be Titan size in power output Anything novelty units - nice "look at me" thing but honestly is just more clutter for server to process.
Honestly I would like to see multiple play styles to benefit from new deployables
|

Rain6637
Team Evil
4532
|
Posted - 2013.11.14 19:08:00 -
[636] - Quote
deployable DPS helpers--small, medium, and large. stay close to the originating ship and engage nearby hostile ships within a range based on deployable DPS skill. Rainfleet on Twitch |

Guevaro
Dred Nots
7
|
Posted - 2013.11.14 19:10:00 -
[637] - Quote
Chigurh Friendo wrote: Modular Mobile Space Genitalia:
Can only be anchored in nullsec. Serves as the first-pass SOV mechanic rework mechanism for establishing SOV. Whichever alliance can build the bigger set of modular mobile space genitalia will claim sovereignty.
+1 |

Robby Altair
57
|
Posted - 2013.11.14 19:20:00 -
[638] - Quote
We need a mobile Mancave.
 It is GIGO application development. |

Gerboah Cobon-Han
Garoun Investment Bank Gallente Federation
5
|
Posted - 2013.11.14 19:21:00 -
[639] - Quote
Not sure if it has been mentioned but a structure to lure pirates/rats ... fun times shooting them. A sort of space cheese ... Fly Safe.-á
|

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
34
|
Posted - 2013.11.14 19:26:00 -
[640] - Quote
Drone Control Proxie Can assign a flight of drones to this structure. Will send the drones to counter-attack when other nearby structures are under attack. Drones receive remote reps from the Proxie. See you at my blog: http://spindensity.wordpress.com/ |
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Selarin Chor
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.11.14 19:27:00 -
[641] - Quote
Don't know if something like this was already suggested, but...
What about: spy module?
We can deploy near a gate or any point of interest and while it wont give us image (hummm) it would allow you to use your on board scanner.
No need to be logging my alt to get intel...
|

Lyra Gerie
Bareback Pornstars Carthage Empires
8
|
Posted - 2013.11.14 19:28:00 -
[642] - Quote
A structure that is capable of detecting and decloaking cloaked ships.
How it would work: Drag from cargo to space, online time ~1-3 minutes. Once onlined a player can control it. It requires some kind of fuel/ammo to fire it and probably enough space for 3-6 shots.
When a player controls it they aim and fire it as a longer range 90 degree cone which detects anything using a cloaking module inside it, deactivates the module and prevents it from being reactivated for 60 seconds. There is a secondary short range fire that provides 360 degree coverage and does not need to be aimed. Ranges for structure size.
Small cone - 75km spherical - 25km
Medium cone - 160km spherical - 55km
Large cone - 245km spherical - 90km
Ehp would be 90k/250k/650k.
Due to the nature of this structure players who are cloaked due to gates/WH's are not affected by this structure. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2875
|
Posted - 2013.11.14 19:34:00 -
[643] - Quote
List of Currently Proposed Ideas:
User Content Creation Ideas: --- System Beacons (deployable-system wide warpable beacons, aka distress calls) --- Deadspace pocket creators. --- Mobile Acceleration Gates. --- Decoy Ships. (Need some limits to prevent overuse & spamming) --- Signature Decoys (for false scan reports) --- Decoy Wormhole (doesn't go anywhere) --- Capture the Flag Device --- Space Lane Lap Counter (for racing ships).
Interesting Features: --- System-wide (or grid wide) create-a-WH-effect --- Player-Created Incursion Device (System wide damage penalties, resist penalties, bounty penalties, etc) --- System-wide or grid-wide anti- off grid booster module --- Decoy Cyno (Fake cyno to scare people away as they think you're about to hotdrop them). --- Decoy Asteroid Belt
Gate Camper Wet Dreams: --- AOE Decloakers (be it within x km's, on grid, or for the entire system). --- Group cloak structure. --- Group obfuscation from dscan. --- Covert Cyno Inhibitor. --- AOE Webbers. --- AOE anti-nullification bubble --- Warp Interceptor Device (catches ships midwarp rather than at destination) --- Sonar device to show you the location of cloaked ships. --- (Lowsec) Warp deviators (ship randomly lands within 15 km's of warp destination) --- Gate Re-router --- Repulser or Attractor Module (pulls player ships from / to this device). --- Travel Inhibitor (Prevents people from jumping/cynoing into/out of system). --- Mobile Trap (Traps all players within x km's into a sphere of death.. no one can leave until the trap is destroyed). --- Device that allows gate jumps despite weapon timers. --- Device that disables navigation commands (Keep at range, orbit, approach) --- Cyno Desyncronizer (Ships that jump to a cyno under the desyncronizer effect randomly spawn elsewhere on grid, or in system) --- Autopilot deviator (chance based: Directs ships on autopilot to this location) --- Cloaking Delayer -- increase the recloak delay of ships nearby
Travel Features --- Create your own Stargates --- WH generator (usually limited as k-space to k-space) --- Stargate disablers --- WH stabilizers (the better ideas slowly regen mass and extend lifetime, the pisspoor ideas allow 200 BS in at once). --- WH Collapser --- WH Re-router (allows you to route a WH to somewhere else) --- Jump Portal and/or Jump Bridge structures --- Jump Portal & Jump Bridge inhibitors --- Cyno Generators --- Public Cyno Generators --- Warp Tunnel Generators (to warp faster between two points). --- Device that allows Supers into WH's (better if it is a 1-way trip). --- Destructable Gates --- Auto-Transporter (To move goods from point a to b for you?) --- Mobility Enhancer (Allows ships on grid to be faster and more agile). --- Warp Agility Enhancer (Allows ships on grid to accelerate into warp faster). --- teleport Bomb/vortex/device (Teleports pilots to a random place in system, random system, specific system, specific place, etc)
Carebear Features: --- Auto-mining structures (Gas, Ice, Ore). --- Auto-hualing structures. --- Deployable Auto-repair service --- Deployable Mission Agents --- Deployable Shield (like POS Force Field) --- Deployable anti-bomb device --- Deployable Logistics Platform (including energy xfer) --- Ammo Dispensor --- Sun Harvesters --- Moon Mining Array --- NPC Bait/Tuant Module --- Moon Scanner --- System Scanner (Either Sigs, Combat Ships, Cloaked Ships) --- Jet Can Auto-tractoring device --- Take-me-Home device (Teleports you & your ship to your home station) --- Collect-the-drones Device (Collects drones on field that are disconnected from a ship). --- Make-me-safe deployable (Makes your ship / site unscannable and/or unprobe-able) --- Sig Radius Suppressor (Makes everythings sig radius smaller == harder to scan, less damage, etc). --- Device to increase Bounties, LP payouts, etc. --- Deployable NEX Store --- Space Elevators (to bypass POCOs) --- Emergency Warp deployable (warps your ship in a random direction up to 1000 km's) --- Pirate Beacon (Attracts NPCs to beacon) --- Truesec altering device (to lower the truesec of a system and make it better for PvE) --- Decoy wreck: Salvaging it makes you a suspect.
Anti-Carebear Features: --- Anomaly & Signature Suppressor (stops them from spawn and/or despawns sites) --- Disable or Delay Concord Structure --- POCO / PI Syphon --- Reaction POS Syhpons --- Mobile destroy-all-wrecks grid cleaner (aka Mega Maid) --- System-wide Syphon NPC bounties from ratters. --- Deployable Hacker (To access secured containers) --- POS Siphon that steals Fuel &/or Stront --- PI Bombardment Module (to destroy PI infrastructure) --- Planet destroying Deathstars --- Device that inhibits Concord response (be it extra time to Concord free zones) --- Deployable Tax Collector (Taxes system activities for you to collect).
Assault Features (Note: Mass spamming offensive modules needs to be considered) --- Mines --- Boobie trapped cans (open them and boom) --- Time Bombs --- Bump Bombs (after a time, these detonate and bump ships away). --- Smart bombs (proximity activated) --- Firewall --- A whole wall of auto-smartbombing deployables. --- Weapons (Sentry Guns, Missile Launchers, Bomb Launchers, Drone Launchers, Death Rays, i.e. things to blap an opponent be it at a station, gate, base, wherever). --- EWAR batteries (webbers, ECM, ECM Bursters, Neuts) --- Drone Assist Units (cause your 5 drones aren't enough) --- Drone Bandwidth Jammers --- Auto-RF POS seige device --- Planet Bombarders --- Anti-Cynojammer (allows you to cyno into a cynojammed position). --- Warfare Link Jammer (makes warfare links ineffective) --- Device that disabled the "assist drones" feature --- POS Weapon Hacker (to take control of an enemy POS's guns &/or EWAR batteries) |

Gizznitt Malikite
Agony Unleashed Agony Empire
2875
|
Posted - 2013.11.14 19:35:00 -
[644] - Quote
Station-like Services Features. --- Repair facility --- Manufacturing Depot --- Labs --- Refinery --- Ore Compressor --- Drug MFG Depot --- Market Hub or Trade Outpost (i.e. a place to sell items outside of a station) --- Black Market --- Ship Maintenance Arrays (To store ships and/or refit them). --- Personal Hangar Arrays (So you and a buddy can store stuff without mixing stuff) --- Deployable Storage in many forms (some suggest these be covert) --- Repair burned out modules Depot --- Repair drone Depot --- Med Facilities (Full Clone Servicing) --- Clone Bank (allows you to store &/or swap clones) --- Bases (aka modular POSs) --- Fighter Hangars (To store fighters & Fighter bombers) --- Ship Anchor (To safely anchor vessels in space). --- Captains Quarters with a Window --- Courier Contract Depot (a pickup / destination location for courier contracts)
Intel Altering Devices: --- Disable Local (both for a system, and for a constellation) --- Delay local (as in you don't show in local for 10 seconds or so) --- Confuse Local (Randomly inserts ghost pilots into local) --- Device that removes yourself from local --- Dscan Jammer (Hides things from dscan) --- Dscan enhancer (increases the range of your dscan) --- System Intel Blackout Device (Removes local, Ship/Pod/NPC kills, Jumps, Cyno info, etc from system, so you can't "remotely" know whats going on there). --- Alter System Intel (Artificially inflates Ship/Pod/NPC Kills, Jumps, & Cyno info for a system). --- Deployable Camera --- Ship tracking Unit --- System Danger Alert Deployable --- Scan the other side of a gate deployable --- Deployable Travel Logger (through a gate, WH, System). --- Local Spy (relays local chat info to you, so you can monitor who's in local from out of system) --- Intel Exposer (Send information on all RF timers to a public bullitan board) --- Kill Details (Sends all kills in system to a designated killboard) --- Proximity dectection unit (alerts you that a cloaked ship is within x distance) --- CO monitoring array (keeps track of Custom Office Activities) --- Mobile Locator Agent --- Blue Donut: Makes everyone on grid blue (Positive standings) --- FFA: Makes everyone on grid red (neg standings)
Vanity Items: --- Monument --- Pet --- Slave Maker and/or Liberator --- Mobile Casinos (ideally tied to player gambling) --- Mobile Brothels & pleasure hubs (stripper generator) --- Chat Jammer --- Mobile Fireworks Launcher --- Minecraft in space: Build your own asteroid belt, mission, NPC complex, etc
Advertising Items: --- Billboard --- Corp / Alliance advertising board --- Local Spammer --- Local Smack Talker
Other Ideas:
--- Command Ship Deployable (to give Fleet boosts). --- Claim an (offline) POS module --- Increase TiDi device --- Create random object/effect (waberjack, infinite improbability generator, etc) --- Prevent deployables Deployable. --- Deployable Corpse Scooper --- Arena (usually with an acceleration gate that limits entrants, fully configurable). |

Pic'n dor
Epsilon Lyr Nulli Secunda
16
|
Posted - 2013.11.14 19:56:00 -
[645] - Quote
don't know if thread appropriate
Trus Security system modifier : sov 5 only anchor able, very big fee (like a few B/month) - 0.25 to system true sec +20% npc damage and HP |

Chigurh Friendo
Stay Frosty.
27
|
Posted - 2013.11.14 20:42:00 -
[646] - Quote
Chigurh Friendo wrote:Mobile Locator Agent Station:
Deploys an agent-housing station (interactable only) that you can grind mission standings with until the NPC gains levels and ultimately becomes eligible to serve as a Locator Agent. Scan-able. Structure can be accessed by any player. Reinforceable; destructable.
Mobile EVE:Valkyrie Combat Arena Casino:
A deployable station where capsuleers can dock. Once docked, capsuleers may engage in Eve:Valkyrie event-focussed gambling or participate in EVE:Valkyrie Oculus Rift combat engagements. Services one aspect of the potential integration of Eve:Valkyrie into the Eve:Online universe.
Mobile Personal Depot with Automated Defenses
A comprehensive personal mobile storage and refitting facility. Scan-able; very difficult to probe down. No storage limit. Cannot be anchored within 1000 km of POS Force Fields or other mobile defense structures. Susceptible to hacking. Failed hacks trigger tremendous omni damage bursts, send a mail to the owner, and spawn a wave of owner-allied warp scrambling capable NPCs. Successful hacks make a small, randomly generated subset of stored assets vulnerable to theft. Multiple failed hacks initiate a hacking invulnerable reinforcement timer.
Mobile POS Targeting-Array Hacking Module:
When deployed within 50 km of POS Force Field, this chance-based mobile structure has some nominal probability of disrupting the normal operation of offensive POS modules such that they can't distinguish between friend and foe (whereas they normally make these distinctions as based on standings). The chance-based automated targeting system prioritizes Command ships and Tech 3 Cruisers when assigning aggression weightings.
Mobile Fleet Links Jammer:
Fleet links are rendered inert within a 1000 km on-grid radius.
Having edited out ~most of the troll ideas from my original post in this re-submission, I think the following ideas bear some legitimate consideration.
The ability to hijack POS weaponry (as a manually POS-targetable structure ala Siphons) could aid in either assaults or in dealing with off-grid AFK POS-orbiting link ships.
Further, I think that ability to completely nullify fleet bonuses on a given grid should be a possibility available in combat. In terms of the proposed implementation, the mobile structure should be anchorable on any grid; with limitations similar to the currently proposed cynosural inhibitor. |

Eve Orwell
GoonWaffe Goonswarm Federation
9
|
Posted - 2013.11.14 20:45:00 -
[647] - Quote
How about a gate jump logger, keeps track of players that have activated a nearby gate and dumps it into a log that can be accessed by interacting with it in space, or after it expires, it sends the log file to the owner via an eve-mail. |

Liu Ellens
Blame The Bunny The Dark Nation
102
|
Posted - 2013.11.14 20:56:00 -
[648] - Quote
Another idea:
A cloaking unit that hides everything *) within a, say, 50km radius from being seen from outside this bubble. Difficult to probe down and probe results deviate double the radius size, so you have to sail around to 'find' this pocket.
*) or just every deployed structure eve-kino - create machinimas with EVE assets in the browser eve-upro - an online browser application to support navigation in New Eden and beyond. |

Disco Pappotte
Fairweather Ice Cream Co Insidious Empire
2
|
Posted - 2013.11.14 21:24:00 -
[649] - Quote
Graviton Detector Units
A Proximity Detector has already been proposed but here's my more specific idea for one:
This unit would detects changes in gravitational fields within a certain sphere of space. Changes in gravitational field can be visualized via a graph (gravitational field vs time). Graph can be accessed from anywhere in space. Could be deployed near stargates when roaming to detect possible fleets in pursuit. Could be deployed near POS to detect ships dropping siphons or the siphons themselves. Possibilities are numerous.
I recommend having different sized units that self destruct (or run out of fuel) after a certain amount of time. The shortest lived ones could detect much smaller things or perhaps have larger spheres of detection. Longer lived ones would be unable to detect small objects. Therefore, you can't deploy a Graviton detector that lasts a week near your POS and expect to detect any new siphons, but... you may be able to detect a spike from the actual ship landing to deploy (if the ship is large enough and/or within the sphere of detection). These could come in a cloaked variety to place all over systems in order to detect the presence of cloaked individuals near particular celestials. |

Lucrezzia
The Cursed Company
4
|
Posted - 2013.11.14 21:26:00 -
[650] - Quote
Another idea: Hangar/Landing Pad for fighters
When deployed, it allows owner to put a fighter inside (the one used usually by carriers) and it provides drone bandwitch required to control it. The fighter can be assigned to anyone in the owner's fleet as usual with fighters. To limit this feature, each player can deploy only as many of these hangars as is the level of their Fighters skill. The fighter itself needs to be hauled to that hangar and the hangar itself should be rather easy to find with probes (destroying it disables the fighter). Deployable only in 0.0 / lowsec.
Also similar version for bombers. |
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4298
|
Posted - 2013.11.14 21:29:00 -
[651] - Quote
star gate jammer/booster: alters the mass per jump, delay between jumps, and fuel consumed, for the targeted star gate. Allows smallholders to restrict incoming traffic, allows militias to boost throughput of important gates (e.g.: Jita-Perimeter) or restrict throughput of competitor gates (e.g.: Amarr/Ashab), allows invaders to open gates wide or defenders to shut gates down.
Requires rework of stargates to introduce mass & frequency limits, fuel consumption. Ideally requires star gates to be destructible & constructible by capsuleer forces.
edit: I should read the summary in post #644 before adding my new, unique idea to the list ;) Day 0 advice for new players: Day 0 Advice for New Players |

Chigurh Friendo
Stay Frosty.
27
|
Posted - 2013.11.14 21:58:00 -
[652] - Quote
Disco Pappotte wrote:Graviton Detector Units
A Proximity Detector has already been proposed but here's my more specific idea for one:
This unit would detects changes in gravitational fields within a certain sphere of space. Changes in gravitational field can be visualized via a graph (gravitational field vs time). Graph can be accessed from anywhere in space. Could be deployed near stargates when roaming to detect possible fleets in pursuit. Could be deployed near POS to detect ships dropping siphons or the siphons themselves. Possibilities are numerous.
I recommend having different sized units that self destruct (or run out of fuel) after a certain amount of time. The shortest lived ones could detect much smaller things or perhaps have larger spheres of detection. Longer lived ones would be unable to detect small objects. Therefore, you can't deploy a Graviton detector that lasts a week near your POS and expect to detect any new siphons, but... you may be able to detect a spike from the actual ship landing to deploy (if the ship is large enough and/or within the sphere of detection). These could come in a cloaked variety to place all over systems in order to detect the presence of cloaked individuals near particular celestials.
I like the idea of improved detection and/or visualization of threats through the use of deployable mobile structures. Following this pursuit could be the holy grail that eventually leads to improved visualization and immersion within the Eve space-faring environment... and perhaps even one day obviates the need for local channel intel.
I can envision a space-time grid-based sensor overlay that provides a better macroscopic perspective of ships and signatures that would ultimately provide a much-improved at-a-glance sensation of situational awareness than what is currently afforded by the present dscan and solar system view dscan interfaces. |

Feffri
Death By Design
35
|
Posted - 2013.11.14 22:12:00 -
[653] - Quote
Garviel Tarrant wrote:Structure that you can place next to an fw ihub that would make it tick down for a couple of days until finally it turns into a neutral unowned area that spawns no plexes that either side of FW can use until it is reinforced and destroyed.
This module should give no benefits what so ever to anyone who happens to pick it up other than being able to keep dirty fw plexers out of the system.
I don't want to be a part of FW.
I do however think we should have a way to **** with FW for the sake of ******* with them.
you already do. It's called SC titan drop of 9 guardians with dps and support on 10 man cruiser gangs. |

Leyete Wulf
Dark Fusion Industries Limitless Inc.
1
|
Posted - 2013.11.14 22:20:00 -
[654] - Quote
'Leech' Force Field Disruption Unit Small deployable structure cloaks on anchoring. When deployed within 10,000m of an active POS forcefield it slowly drains the HP of the field. (or more accurately it lowers the effective maximum HP of the field so as not to conflict with the recharge rate of the field) Each unit would have a set rate at which it drains the fields HP as well as a maximum amount that can be drained per unit based on the percentage of the field HP remaining above reinforcement. This would allow some preparation to increase the vulnerability of of POS structures while allowing an alert POS manager an opportunity to search for and destroy said units spreading out the time frame during which a battle for a POS occurs. On destruction a portion of the forcefields HP would be returned immediately along with the full amount of the maximum HP which could then be remotely repaired or allowed to recover at the normal regeneration rate.
'Longarm' Resource Capture Unit These structures (Small, Medium, Large, Extra Large) contain highly specialized tractor beams that can latch onto passing asteroids and haul them into close proximity. The size of the structure determines the size of asteroids that can be grabbed as well as the maximum number of asteroids that can be held at one time. The frequency at which new asteroids pass into range of the Unit and the quality of said asteroids would be based on the security status of the system the Unit is anchored in with true/null and w-space having the highest likelihood for rare ores. The purpose of this unit being a method of acquiring some mineral wealth from a location that is not immediately visible on the overview for any ship passing by (obviously both the ship and the unit would be scannable) as well as providing as slow but steady trickle of asteroid for w-space residents (and thus a potential camping target for gankers).
'Hive' Autonomous Drone Platform These deployable structure are exactly what they sound like. On anchoring these structure can be accessed and instructed to launch direct and recover drones just like a drone bay on a ship. However the drone's control range is determined by the Platform and is not affected by the control range/ modules / skills of the owner. The Platform can control one full flight of 5 drones of the same size category as the platform and carry two replacement flights(so a small ADP would would be would have 25Mbits drone bandwidth and a 75m3 drone day, medium 50/150, and large 125/375). The platforms would have a few settings that could be adjusted by the owner including whether the platform should automatically defend the owner, the owner's fleet, assist the owner, assist the owner's fleet, deploy drones if the platform is attacked, deploy drones in full flights or as individual drones are destroyed, etc. The platform would also be able to accept direct commands from the owner so long as the owner is within a fixed range of the platform (I'm thinking maybe 50km but I can see arguments for more and less). Also the platform would be able to take on new drones from the owner's ship (drag and drop into bay on platform) so long as the owner is within the usual 2500m.
'Blinder' Covert Staging Area Unit This deployable structure when activated cloaks all the ships within a fixed radius (maybe 15km) along with itself allowing a small fleet of ships to remain undetected (within the same constraints as the cloak given to ships passing through jump gates) for a period of time (debatable but probably no more than an hour and possibly as little as a few minutes or maybe a version good for a few minutes that can be launched like a warp disruption probe and an anchorable lasting hours for larger operations).
'Rabbit' Gurista Deployable Decoy 'Herald' Blood Raider Deployable Decoy 'Caterwaul' Serpentis Deployable Decoy 'Mark' Angel Cartel Deployable Decoy 'Clarion' Sansha's Nation Deployable Decoy These deployable structures on anchoring become a reasonable facsimile of an empire industrial ship (Badger, Bestower, Hoarder, etc) to include taking on an overview tag with the owner's name and ticker and the dscan signature of the associated industrial. The decoy has minimal ehp and on destruction triggers an effect. (I'm thinking explodes like a void bomb or expands into a warp disruption bubble but I am totally up for suggestions) The general idea being to set one up as bait lure in a PVPer or several and the spring the trap on them. |

Gyges Skyeye
Abraxsys Get Off My Lawn
2
|
Posted - 2013.11.14 22:20:00 -
[655] - Quote
Death To Local- So I see some other people suggesting it, but I'll go and detail my vision of how it could be implemented.
I spent a large part of my early eve experience in w-space and I still hate local. I understand now its uses and such in life in 0.0 so here is how I think we could try stick a dagger in local.
Mobile Squawk Jammer;
~50m3, ~2 minute anchor time When deployed the module wont list on dscan, but will show up to scan probes.
This grid is removed from local's list of members and population count; ie this grid now functions like a grid in a w-space system with respect to local.
Consequences; For an instigator, you could create the illusion of having left via an exit gate by warping to a deployed module. Any defender who is rigorous enough to simply deploy scan probes would see through this illusion quickly.
For instigators you could also use this + covert cyno -> fun. And I'm sure that is just the start of the fun and content you could create. |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
2
|
Posted - 2013.11.14 22:33:00 -
[656] - Quote
dont make cloaky stronger we cant detect them and now also not visible in local thats a bad idea
i think if a person comes per wh than its ok if that person dont show up in local each person who passes a gate ist registret by the gate no tricky way around the local besides unoffical ways (wh) |

Daelric Thaos
Task Force Proteus Protean Concept
0
|
Posted - 2013.11.14 22:46:00 -
[657] - Quote
Conflict generator which carries on the theme of Empire vs Capsuleers:
Security Nullifier - Module which slowly reduces the security status of a system. One type per pirate faction, laying it down will increase your standing with said faction. Will periodically spawn concord or empire to destroy it, from factions like the Spacelanes protector something or other in Caldari space. Destroying the Nullifier will grant you standing with Concord and the empire whose region you are in based on how long its been there.
This will mean that traders will have to pay security on their trade lanes and mission runners will have to gather to fight off pirates. Meanwhile, pirates will have a way to influence high security space. |

Sir Spottington
Merchants Trade Consortium The Last Chancers.
56
|
Posted - 2013.11.14 23:00:00 -
[658] - Quote
a modular pos.... oh wait.... thats not really a mobile structure.... |

Spencer Owl
Aether Ventures Surely You're Joking
11
|
Posted - 2013.11.14 23:06:00 -
[659] - Quote
The one thing that annoys me the most is the lack of public lab slots (i.e. - BPC). A mobile lab would be nice. |

X Gallentius
Justified Chaos
1686
|
Posted - 2013.11.14 23:07:00 -
[660] - Quote
The mobile improvised explosive device. Blows up when third party shoots at it. |
|

Pic'n dor
Epsilon Lyr Nulli Secunda
16
|
Posted - 2013.11.14 23:07:00 -
[661] - Quote
Mobile Target Spectrum Breaker Mobile MJD inhibitor Mobile Webification sphere
off topic : or just create new charge for Interdiction Sphere Launcher : webification probe MJD interdiction probe sensor damp probe Drone disruption probe (you loose control until getting out and reconnect) |

Zircon Dasher
297
|
Posted - 2013.11.14 23:49:00 -
[662] - Quote
Gizznitt Malikite wrote:List of Currently Proposed Ideas:

You have too much time on your hands!
+1 though Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Rain6637
Team Evil
4532
|
Posted - 2013.11.15 00:14:00 -
[663] - Quote
some type of decloaking mechanism. I have a huge problem with covops and recons getting through my l337 gatecamps Rainfleet on Twitch |

Penny Plethora
Journal Juggling Scrap Scoundrels
0
|
Posted - 2013.11.15 01:10:00 -
[664] - Quote
Not sure if this has come up yet, there's some great ideas in here.
Anyone thought about a mobile Target Spectrum Breaker? You could launch it by a gate and it would jump through and activate on the other side for a while.
It would give gate camps something else to focus on and give others going through a camp a chance to run from them or form up and stare at each other for a few seconds before guns work. Campers could be given enough time to burn clear or head for another gate in the system / bounce back, etc.
Nothing wrecks camping like a bear so I think this unit should be called a Yogi. |

Rain6637
Team Evil
4548
|
Posted - 2013.11.15 01:48:00 -
[665] - Quote
help me stabilize C5s please, 3 Billion kg and 24 hours is not enough for my blob Rainfleet on Twitch |

scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.15 02:00:00 -
[666] - Quote
I like the idea of a short lifespan decoy to probing. De-cloak to deploy it, it and after a pre-set time (5 seconds or something) it warps off mimicking the signature of the ship it was deployed from for a period of time. 2 new skills to determine the number of warps it can make and the duration. Baseline would be, hypothetically, 1 jump and 2 minutes. Each level, up to 5, adds 1 jump and 30 seconds to the decoys capabilities. This is off the top of my head but it seems like it could expand gameplay in a small enough way to be interesting without completely screwing lots of people. (Like certain ****-assery missile changes being rammed through by a simple-minded authoritarian butt-pirate.)
Ideally, you're in a system getting chased around without a covert ops cloak and you're trying to break away but they're scanning you down and following you faster than you think you can get away. You drop your decoy and make for the gate, hoping that they either follow it and not you or spend too much time deciding and you manage to get away. Thoughts? |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.15 03:34:00 -
[667] - Quote
Thought more on the mobile decloaking node. I think it might be feasible and balanced if it pulsed once a minute, and a cloaked ship decloaks after 5-10 pulses hit it. Would be cool to have a 30-60s delay on recloak, as well.
The time could be versatile. The reason for a number of pulses is so that someone jumping into a system isn't just unlucky and gets decloaked by it. Someone hiding out or monitoring a battle from a cloaked ship would have to deal with it. |

Cygnus Cypheon
Perkone Caldari State
2
|
Posted - 2013.11.15 04:08:00 -
[668] - Quote
CCP Fozzie wrote:
Let us know what you'd like to see out of the future of our new space structures!
(if the other post went through, my apologies, but every button on here goes straight to "webpage unavailable" tonight)
mobile anything related to industry. the depot is great... for pvp, and with the t3 refits in the patch it'll be great for wormhole users.
but at the moment it does precisely nothing for industrial players, despite every other sentence regarding these structures during the announcement video being "to help with industrial efforts".
a structure with either/or a research / manufacturing slot. or with the fix to t3 in-space refitting coming out, a modular structure where you can set it up next to a depot, and store the mods in the depot for it so you can choose between research, manufacturing, invention, refining, etc etc.
for pvp... a mini-shield projector that'll drop something similar to a pos shield, but like the cyno jammer it has a time limit and can't be scooped back up. no reinforcement timer on it, once the shield is gone, it's gone. would help with making small gangs more effective against blob-warfare, thus assisting in your push for guerrilla warfare. the idea being a blob simply wouldn't be able to fit half it's ships inside the bubble, while a small gang of 15-20 people in sub-caps could squeeze in. |

vikari
Association of Commonwealth Enterprises Nulli Secunda
73
|
Posted - 2013.11.15 04:27:00 -
[669] - Quote
CCP Fozzie, maybe a consideration of some of these:
1. POS Fuel Incapacitator - A mobile structure that you drop at a POS and it increase the fuel usage of the POS (does not effect stront). Limited to 0.4 sec and below.
2. Structure Repair Unit - have an armor and shield unit that can do repping of structures, the strength of these should be in reason, but could help to benefit the small groups out there that can't drop 50 man T2 logistics fleets or a dozen carriers on a structure to repair it. Have them equal the repping power of a standard T2 logistics ship. |

Kynric
Sky Fighters
24
|
Posted - 2013.11.15 04:55:00 -
[670] - Quote
A Smokescreen might be fun. On grid it would look like a cloud. Ships within the cloud would not be seen on dscan. Ships within the cloud would experience greatly shortened targeting range and ships outside of that range would not appear on overview. The cloud would be seen on dscan, the stuff within the cloud is what would be obscured. Think of it as the Nebula in "The Wrath of Khan" or a traditional smokescreen. |
|

Lugues Slive
Basement Chemists Dead Rune Society
9
|
Posted - 2013.11.15 04:56:00 -
[671] - Quote
Deployable Logistic Structure
This structure would use Cap Boosters as fuel to repair you and your drones. It would have a range of 10km. The structure would open like a container in your cargo hold where you could load it with any type of Cap Booster you want. There would be a set capacity so that you could install lots of small Cap Boosters or a few large Cap Boosters. Once deployed the structure can not be recovered and its hold cannot be opened. The structure would have a 10 second onlining time. Every 10 seconds the structure would check for any viable targets in range that require reparing. If there is something that requires repair, it burns a Cap Booster and repairs that object for 2.5 times the Cap Booster size (i.e. a Cap Booster 800 would repair you for 2000 HP). When the structure runs out of Cap Boosters or it has been in space for 1 hour it will disappear. The structure could also be attacked and would only give you a Criminal Timer.
This structure would have lots of stategic value. A miner could place one in the belt with him to provide emergency repairs during a gank attempt. A sentry drone user could drop one in the middle of his drones to keep them alive. The size of the Cap Boosters would also be a strategic plan. If you expect to encounter fast paced, high damage combat, you would use larger Cap Boosters. If you are expecting long drawn out battles with lower damage output, you would use smaller Cap Boosters.
To add some fun to the structure, if it is destroyed while it still has Cap Boosters installed it would explode in a 5km radius. The damage delt would equal the remaining Cap Boosters (i.e. 5 Cap Booster 800's would deal 4000 EMP damage) |

Sebastian Hoch
Black Lance Fatal Ascension
41
|
Posted - 2013.11.15 05:33:00 -
[672] - Quote
It seems that a lot of People view this as a Swiss army knife to fix problems, or perceived problems, with the game rather than an opportunity to create new conflict/content. I made it most of the way through the thread and these are all new except two are refinements on ideas already mentioned:
1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
2. Mobile Fleet Infiltration Array: Allows the active operator/player to focus the module on a known fleet commander and insert the the structure's active cyno into the fleet even without being a member of that fleet. Victims still have to click on the wrong cyno to jump to it and die horribly. The structure shows as a cyno field in system and as its special cyno type on the star map.
3. Mobile Fleet Counterintelligence Array: Permits the active operator to focus the array on a pilot within the system or within a certain LY distance and see their fleet details. (Fleet name, Fleet Commander, and members, or perhaps just member count. Used in locating awoxers and spies by requiring the spy take a chance a getting caught in setting up the juiciest kills.
4. Mobile Long Range Sensor Array: Allows the operator to scan a system within a set AU distance and get real time information. Output could be a hybrid dscan/probe output that gives you a specific signal identification as well as the general location in the system.
5. Mobile Forward Reconnaissance/Recc Post: Owning player can use outpost to collect information on activity in a specific system (as in #4 above) with the additional ability to deploy and position probes for use immediately on entering into the system. Also, could enable spy probes that use the Twitch integration to place eyes on a gate. For balance, this array should probably require a Mobile Long Range Sensor array (#4 above) to be deployed and operated in person by an active pilot.
6. Mobile Telepresense Room: Let's me talk/interact with my agents without flying to their station. Specifically my locator agents.
7. Mobile Logistics Platform: Stealth unit that permits the completion of a courier contract into open space. The structure contains or is the delivery package. Once the contract is is complete, the platform does a one time warp off to a safe spot location known only to the owner/contractor via his journal and the logistics pilot gets paid. Structure is not scan-able, but can only be used to pick up/take.
|

Drake Arson
True Slave Foundations Shaktipat Revelators
22
|
Posted - 2013.11.15 05:43:00 -
[673] - Quote
Point Defense Battery's. A Purely Anti Drone Structure. Cannot Shoot and engage anything else.
Alternatively, Sentry Guns, Much like the ones you see Outside NPC Stations.
Mobile Capacitor Projectors. A Structure that is literally a Giant Reactor with a Thin piece of metal around it, Gives Cap to ANY ship within its range. (( Same goes for Armor and Shield ))
As Others have suggested probably, Structure that can reduce Sig Radius in a certain area. Reduce only, never make impossible to scan. |

badboymark
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.11.15 05:47:00 -
[674] - Quote
A module that can hack offline tower so you can scoop them up.Would surely clear a lot of offline tower from null/low/WH space. |

CETA Elitist
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.15 05:54:00 -
[675] - Quote
Isk machine. Prints ISK at 100M per minute. |

Prometheus Ituin
Lost Society Get Off My Lawn
0
|
Posted - 2013.11.15 06:16:00 -
[676] - Quote
Sentry guns on sov gates and stations
Simple, empire and low sec have guns on their gates and stations, why cant sov holders have guns on their gatesand stations, Obviously limit the number of guns on the gates/stations and no scrams Deathstar gates would be overpowered. would give more a a home ground advantage.
Let the station owner decide when they engage like poses do, if they're the same half if not more will never engage anyone because people are so bad at setting them up.
2nd a sov upgrade that allows for system wide de-cloaking, must be fired by a pos gunner and an ihub upgrade almost like cyno gen. Would stop cloaky campers from going afk and you run the risk of de-cloaking your own afk friends. The mechanic for this should already exist as there is an anti cloaking pulse smart bomb in the item database for concord ships.
3rd a hacker for offline structures like poses that either anchors them or simply turns them into your own corps, owner gets a notification and takes 24hrs to work or something like that. |

Sgt Ocker
State War Academy Caldari State
43
|
Posted - 2013.11.15 06:28:00 -
[677] - Quote
Sebastian Hoch wrote:
It seems that a lot of People view this as a Swiss army knife to fix problems, or perceived problems, with the game rather than an opportunity to create new conflict/content. I made it most of the way through the thread and these are all new except two are refinements on ideas already mentioned:
1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
2. Mobile Fleet Infiltration Array: Allows the active operator/player to focus the module on a known fleet commander and insert the the structure's active cyno into the fleet even without being a member of that fleet. Victims still have to click on the wrong cyno to jump to it and die horribly. The structure shows as a cyno field in system and as its special cyno type on the star map.
3. Mobile Fleet Counterintelligence Array: Permits the active operator to focus the array on a pilot within the system or within a certain LY distance and see their fleet details. (Fleet name, Fleet Commander, and members, or perhaps just member count. Used in locating awoxers and spies by requiring the spy take a chance a getting caught in setting up the juiciest kills.
4. Mobile Long Range Sensor Array: Allows the operator to scan a system within a set AU distance and get real time information. Output could be a hybrid dscan/probe output that gives you a specific signal identification as well as the general location in the system.
5. Mobile Forward Reconnaissance/Recc Post: Owning player can use outpost to collect information on activity in a specific system (as in #4 above) with the additional ability to deploy and position probes for use immediately on entering into the system. Also, could enable spy probes that use the Twitch integration to place eyes on a gate. For balance, this array should probably require a Mobile Long Range Sensor array (#4 above) to be deployed and operated in person by an active pilot.
6. Mobile Telepresense Room: Let's me talk/interact with my agents without flying to their station. Specifically my locator agents.
7. Mobile Logistics Platform: Stealth unit that permits the completion of a courier contract into open space. The structure contains or is the delivery package. Once the contract is is complete, the platform does a one time warp off to a safe spot location known only to the owner/contractor via his journal and the logistics pilot gets paid. Structure is not scan-able, but can only be used to pick up/take.
There is no way these things could be abused by large groups to further increase their hold on sov space is there? (sarcasm)
6. would actually be good, I'm often in the wrong place when I need to use a locator agent.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
42
|
Posted - 2013.11.15 06:30:00 -
[678] - Quote
Sebastian Hoch wrote: 1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
You're joking right? |

Samsung Tsurpalen
JumpStart The KickFreighter
0
|
Posted - 2013.11.15 06:49:00 -
[679] - Quote
I'm not sure if anything like this has been suggested in here but man this thread is big.
I think a named variation of the Tractor unit that would pull in wrecks and cans not owned by the person who deployed it would be super cool.
obviously it would have to be balanced so that everybody can access the can, not just the deployer (sort of on a similar principle to the siphon unit) also obviously if you used it in highsec and took loot (that you didn't own) from it you would go suspect (or maybe it doesn't even autoloot in highsec at all)
I think it would be a neat tool for pilots who want to take up ninja salvaging as a profession, and it could also be used to leech large amounts of ore from jetcan fleets that aren't paying attention (I'm sure there are plenty of other uses that I'm not thinking of)
I think that shooting one (in highsec) should cause the shooter to go suspect like the other structures (it would cause a lot of pretty great killmails I bet), but I could see that being a little bit too emergent for some people, maybe shooting it would just cause a sec hit, or maybe the structure would have a very small sig or a fairly substantial amount of hitpoints to protect it from the large guns of mission runners.
Maybe the structure itself could be "tractorable" to give players whose wrecks/cans have been "stolen" an easy way to retrieve them.
I know that it sort of "breaks" the current rules when it comes to tractor beams in highsec but since you can't exactly plop one on the jita undock or anything crazy like that I don't see any huge problems that they could cause. |

Drizt D0'Urden
Saint Mary's Army
0
|
Posted - 2013.11.15 06:51:00 -
[680] - Quote
Deployable scan disruptors to make ur assets harder to scan down and in conjuction a module to link scanning ships together to make scanning easier.
|
|

Tas Exile
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.11.15 07:38:00 -
[681] - Quote
** denotes ideas mentioned previously
**1) Local D-scan Inhibitor GÇô Prevents ships within 250km from appearing on d-scan. This works both ways GÇô ships within 250km canGÇÖt see anything on d-scan either. The inhibitor itself shows on D-scan and is probable. Could be used to hide a fleet (until someone probes it out and sends a scout) or could be used offensively to blind a fleet so they canGÇÖt see ships coming unless they send someone out of range of the inhibitor.
**2) Mobile Cap Recharger Inhibitor GÇô Reduces the capacitor recharge rate of all ships within 100km by 15%. Could be used to disrupt or break fleets that over-rely on cap stability. Multiple units do not stack. Probably needs to be prohibited from hisec or at least destructable with no suspect flag to prevent overuse in harassing mission runners.
3) Mobile Ammo Reprocessing Depot GÇô Depot that is loaded with a BPO or BPC for a particular ammo type. Allows reprocessing of modules to create that ammunition. Fast run time and high scrap rate. Basically, it would allow highly inefficient restocking of ammo when no stations or POSGÇÖs are available. Potentially could be used for Tech 2 ammo using BPCGÇÖs. Maybe non-configurable GÇô once it is loaded with a BPO/BPC, that is all it can make.
4) Mobile Drone Decoy GÇô Every 30 seconds sends a pulse that causes drones to lose their targets for 10 seconds. Range 100km.
**5) Mobile Wormhole Generator GÇô Allows creation of a random wormhole. Only works in K-space. Different generators created different bands of wormholes. Type 1 creates WHGÇÖs to C1, C2, HS. Type 2 creates WHGÇÖs to C3,C4,LS. Type 3 creates WHGÇÖs to C5,C6,NS. Needs some kind of cooldown or expense to control usage. Either expensive and has a 20 hour cooldown or disposable, but each system will only support the creation of 4 WHGÇÖs per day. Something to prevent just cycling through WHGÇÖs until you get the one you want.
**6) Mobile Ship Storage Depot- Basically a secure storage container that a ship (or ships) could be parked in. Mass limit up to 1 battleship. Shows up on d-scan and is probable, but has high HP and a reinforcement timer similar to the Mobile Depot. If destroyed, the stored ships have a 50% chance of dropping (like the SMAGÇÖs). This would allow players to swap ships without having an Orca, but at the risk of being discovered.
7) Anti-Ewar Missile Battery - Loaded with scripts (ecm, neuts, damps,etc). Detects any ships using the loaded type of Ewar and fires missiles at them. 100km range. Max of 3 targets. Alternatively, instead of missiles, it could use the same type of Ewar back at them.
|

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
158
|
Posted - 2013.11.15 07:41:00 -
[682] - Quote
Gizznitt Malikite wrote:List of Currently Proposed Ideas: *** Big List ***
Nice list dude, Although I didn't spot my idea from back on Page 25 in it https://forums.eveonline.com/default.aspx?g=posts&m=3872977#post3872977 Device that converts an Anom into a Sig. and a device that converts a Sig into an Anom, probably list it under Inter Altering |

Kendoori Jinwah
The Suicide Kings Insidious Empire
1
|
Posted - 2013.11.15 07:51:00 -
[683] - Quote
I like some of the deployable mine ideas but I have some twists.
=-=-Mines-=-= ==================== Standard Mine: - Fast Deploy speed (Meta decreases base deploy speed and increases damage) - Large in size (250m3 - 500m3 in size) - Requires matching Starbase password or will detonate within range - High hull resist to same type of damage like bombs have (two mines going off near each other will do very little damage to each other) - Visible - Lockable - Hackable (hacked mine can be deactivated and re-deployed by person who hacks it - aka, the new owner) - Not usable anywhere Bombs are not useable - One person can only anchor one at a time.
Burst Engine Mine: (Can't think of a better name) - Same range and deployability as Standard Mine - Completely shuts down thrusters on any ship within range for 5-10 seconds depending on meta - Ship can not use main thrusters, afterburners or microwarpdrives - Micro Jump Drives are not affected - Jumping through stargates are not affected - Visible - Lockable - Hackable (hacked mine can be deactivated and re-deployed by person who hacks it - aka, the new owner)
Cloaked Mine: - Increased deploy time (Meta has faster base deploy and higher damage) - Less damage than standard mine, same racial resist as damage - Large than standard and Burst Engine mines (500m3 to 1000m3) - Requires anchoring and cloaking skills to deploy - Proximity will decloak (2,500m) - Closer proximity will detonate ( 500m) (Possible to navigate a cloaked mine field at slow velocities) - Visible within 2,500m - Lockable within 2,500m - Hackable (hacked mine can be deactivated and re-deployed by person who hacks it - aka, the new owner) -* New Mid Slot module for Pinging for cloaked mines & ships [ ] T1 detects cloaked mines and Prototype cloaks on ships within 5k [ ] T2 detects cloaked mines and up to T2 cloaks on ships (Maybe not Covert Cloaking devices on ships) [ ] High capacitor activation and fast cycle time [ ] Chance of not detect per cycle - EW skills increase accuracy
New Hauler Bonuses - Give storage bonus to some haulers (Separate bay...?) - Give anchoring bonus for mines - Increased number of mines anchoring at a time depending on hauler role level.
=================================
This ones been said before and I second it...
AOE Ship Repair Battery for anchoring inside of a POS. - Anywhere inside of POS shields for range. - Requires nanite paste AND small repair drones!!! - Different size modules can hold more repair drones!!! - Towers have Control bandwidth and drone capacity. Large has higher bandwidth/capacity. - Drones can be shot if they circle two close to outside POS shields or if shields are down. - Add New Hull Repair Drones and Heat Repair Drones. Useable by players and AOE Ship Repair Batteries - 2.5km3 to 5km3 packaged size - Standard battery ehp depending on size.
Portable AOE Ship Repair Battery - Anchoring anywhere a Can can be anchored. - Shorter range than AOE Ship Repair Battery ( 5k or 10k from unit) - Smaller bandwidth and storage than - Smaller packaged size, 150m3 to 300m3 - Minimal defense (5k ehp)
==================================
Deployable Tracking Bubbles - Same ranges as warp bubbles (Small/Med/Large, meta variants) - Radiates (something/magic) that clings to ships that pass within range of the bubble - Makes ships passing through bubble (Friends and Foe) light up like a Christmas tree with a Dscan or single combat scan probe with 100% accuracy without triangulating - Duration 5 Minutes or less. - Docking removes all traces - AOE Ship Repair Batteries can remove all traces -* New Tracking Bubble Probe that Warp Bubble Launchers used by interdictors can use -* New High Slot Tracking Disruption Generator that Heavy Interdictors only can use. (Less requirements than Warp Disruptor Generator - Fitting one of each should be possible). This module active does not affect it's ability to be targeted by friendly ships for reps.
==================================
Deployable Communication Jammer - This has been mentioned before and I second it - Large size 50k to 250k packaged - Interval chance of blacking out local channel - Meta versions have better chance of working per cycle - Single siege timer (Shield only) - Less than ihub ehp - More than one per system can exist but decreases effectiveness of each one - Probable - Quick deploy, requires fuel. Max of a few hours worth of fuel. ==================================
|

Kendoori Jinwah
The Suicide Kings Insidious Empire
1
|
Posted - 2013.11.15 07:53:00 -
[684] - Quote
================================ Mobile Deployable Habitat! - This one has been mentioned before but I second it - Only single Shield Timer, very low eHp. 48 hour timer - Can be scooped while reinforced - Can be docked in close proximity to other habitats, otherwise must be farther away from other deployed structures. - Comes in small, medium, large and X-large + meta flavors [ ] Small :: Single Frig/Destroyer size ship can dock in habitat (Maintenance Array capable) (500m3 personal storage) [ ] Medium :: Single Cruiser - Tier 1-3, Tech 1-3 size ship can dock in habitat (Maintenance Array capable) 1000m3 personal storage) [ ] Large :: Two Cruisers can dock in habitat. (Maintenance Array capable) (2,500m3 personal storage) [ ] X-Large :: Three Cruisers can dock in habitat. (Maintenance Array capable) (5,000m3 personal storage) - Each size habitat has a max m3 that is dockable and has restrictions to hull sizes (BS's just can't fit.... sorry) - Can have combination of Frig + Cruisers docked - Can be anchored in a POS!! or outside of a POS (your risk) - Has Captain's quarters built in!!! Just like station, but only single dwelling (Expand later to who ever can dock in habitat, can walk in habitat at same time, in same room only) - Standard luxury space home prices, 25M isk to 150M isk. - Imagine.... a space colony of rag tag group of friends, in a random place in space of their choosing. Scanable, probably
Cloaked Deployable Habitat! - Same as above - Cost way more, requires cloaking skills and anchoring skills - Is cloaked Unless someone is within 50k of habitat and NOT docked - Don't loose that bookmark!! Where'd I park my house..... |

Zara Tosh
Coreli Corporation Ineluctable.
64
|
Posted - 2013.11.15 08:25:00 -
[685] - Quote
a siege Module, specificaly deigned to automatically attack all mobile structures, maybe even pocos, on grid. Can not be scooped again, cannot be used against starbases, limited to 1 per grid, lasts long enough to kill/reinforce 4-6 mobile structures, self destructs as soon as no mobile structures are on grid or has run out of "ammo" (e.g. RF'ed 6 structures)or timer expired (enough time to RF 6 structures is required). should be reasonably cheap (20mil max I think). must be easy to kill off by a solo person ( no 100k HP bullcrapp) |

OkaskiKali
School of Applied Knowledge Caldari State
48
|
Posted - 2013.11.15 09:57:00 -
[686] - Quote
Mobile turret pew pew's that you can anchor on gate with mobile warp disrupters allowing you to castle yourself in a system. We are allowed to put up defence for POS, but defending gates is usually 100's of large mobile bubbles. |

Mingja
Perkone Caldari State
10
|
Posted - 2013.11.15 10:01:00 -
[687] - Quote
Sebastian Hoch wrote: 1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
I like <3 |

KatanTharkay
V I R I I Ineluctable.
15
|
Posted - 2013.11.15 10:09:00 -
[688] - Quote
Gravity Well Generator
Story: It causes a gravitational anomaly that cause the collapse of warp bubbles.
Actions: - stops / pulls ships out of warp (like bubbles), including those interdiction nullified - it does NOT prevent warping away (like bubbles), it only pulls/stops ships out of warp. The ships can warp away after full stop. - can be placed anywhere in space. Can stop ships anywhere in mid warp (you can place it anywhere between points A and B and it will work - unlike bubbles that work only at the beginning or the end of the warp path).
Scope: Trying to move the combat from gates, stations & towers. Also everybody and his mother are using perch bookmarks around gates these days. |

Steve Ransom
Tactical Knights Insidious Empire
5
|
Posted - 2013.11.15 10:10:00 -
[689] - Quote
A Mobile Triage Unit. - When deployed all fleet ships within 100km radius receive either double EHP or +15 resists.
A mobile Weapons Platform. - Deployable near structures such as stations (null sec only), Pocos, ihubs, stargates etc. You will need ammo such as crystals as they can be racial. They attack random enemy targets (reds and neuts to the deploying corp/Alliance and there is a 15 second delay before it fires so that travelling neuts wont always be attacked at a gate unless they hang about or are caught in a bubble.) Think of them as Gate and station guns deployable by sov holders in null sec just like Concord does in high and low sec. Make them limited in number based on sov. i.e. you have sov 2 you can deploy 2, sov 5 you can deploy 5 around any given structure. |

Steve Ransom
Tactical Knights Insidious Empire
5
|
Posted - 2013.11.15 10:31:00 -
[690] - Quote
Steve Ransom wrote:A Mobile Triage Unit. - When deployed all fleet ships within 100km radius receive either double EHP or +15 resists.
A mobile Weapons Platform. - Deployable near structures such as stations (null sec only), Pocos, ihubs, stargates etc. You will need ammo such as crystals as they can be racial. They attack random enemy targets (reds and neuts to the deploying corp/Alliance and there is a 15 second delay before it fires so that travelling neuts wont always be attacked at a gate unless they hang about or are caught in a bubble.) Think of them as Gate and station guns deployable by sov holders in null sec just like Concord does in high and low sec. Make them limited in number based on sov. i.e. you have sov 2 you can deploy 2, sov 5 you can deploy 5 around any given structure. |
|

Steve Ransom
Tactical Knights Insidious Empire
5
|
Posted - 2013.11.15 10:59:00 -
[691] - Quote
Steve Ransom wrote:Steve Ransom wrote:A Mobile Triage Unit. - When deployed all fleet ships within 100km radius receive either double EHP or +15 resists.
A mobile Weapons Platform. - Deployable near structures such as stations (null sec only), Pocos, ihubs, stargates etc. You will need ammo such as crystals as they can be racial. They attack random enemy targets (reds and neuts to the deploying corp/Alliance and there is a 15 second delay before it fires so that travelling neuts wont always be attacked at a gate unless they hang about or are caught in a bubble.) Think of them as Gate and station guns deployable by sov holders in null sec just like Concord does in high and low sec. Make them limited in number based on sov. i.e. you have sov 2 you can deploy 2, sov 5 you can deploy 5 around any given structure. Just thought of this... A Mobile Incursion Platform. - When deployed by an attacking fleet it disrupts services in a system in much the way incursion rats do in an incursion. It has to be probed down and destroyed to be taken offline. If rats can do that to a system why cant we? Also.. A Mittani detector to let us know when he is in system, or even better a detector that splashes PROMO in local whenever Blink has a Promo! jk
|

Caleb Seremshur
Gladiators of Rage Fidelas Constans
132
|
Posted - 2013.11.15 11:09:00 -
[692] - Quote
Don't know if this has been mentioned yet but -- a mobile dispenser.
Think of a vending machine: now you fill it with whatever you want to dispense BUT it must be a charge of some kind. Like cap booster or ammo or whatever. The dispenser should have a cruiser signature, require starbase charters to anchor in highsec - and - have a very minimal amount of EHP ie 5k or so.
in highsec:
most limited vending machine: can only store legal goods and can not dispense illegal drugs, bombs, pirate faction ammo or any other commodity that empires don't like or are sourced from pirates.
Attacking a dispenser draws CONCORD response exactly the same as if a ship was attacked. Suffers a 10% tax on all sales for the priviledge of CONCORD protection
in lowsec:
Can store and sell any good normally acquired in lowsec. Tax is set by the dominant FW holder or by who has the most POCO's in system/constellation, whichever is higher.
in nullsec:
same as lowsec except for no taxes unless anchored in NPC space in which case tax is a flat 5% and cannot be anchored near an NPC station.
Why this idea?
For players who are in a hurry - sure you could drive all the way to the supermarket and get stuff for cheap but your jobs vending machine is *right there* and only %20 more expensive...
Taking a real world idea and transposing it on to the game - let the market drive their popularity. Click here for LP store weapon cost rebalancing |

Centurax
Eve Engineering Authority Eve Engineering
10
|
Posted - 2013.11.15 11:20:00 -
[693] - Quote
Deadspace Generator: Creates an area of deadspace big enough you have to have to deploy a mobile warp gate.
Player Owned Mobile Warp Gates: Does the same thing as in missions or in deadspace sites just you own it and it can be hacked to get into the deadspace pocket.
Active Decloaking Array: Maybe not so much what everyone would think, place it next to your warp bubble and it launches something like 5 to 10 small unarmed drones which fly around the edge of a bubble, so something that would take a bit of skill to get past, but if you are not paying attention, you go boom. This is the replacement of the million or so cans we all like to drop in the hope that a covert ops scout screws up .
Mobile Forcefield: There are 2 ways this could work, you place it in a hostile system as a safe spot, bit like a POS bubble just quicker to deploy and less HP. Or you could place it around something like a Stargate or WH to slow down would be attackers. As a concept I am putting this out there as one I like just not sure how useful it would be.
Mobile Cloaking Field: Place it around stuff you want hidden from sensors or hide a fleet of ships, kinda does what it says on the can this one.
Mobile Stealth Arrays: Technically around but would be cool to be able to use them as they help reduce the scan signatures of anything nearby, would be useful.
Mobile Corp Depot: Same as the original just larger hanger and anyone in a corp can use it, not a replacement for a POS, just something useful on ops or in a WH where you dont intend to be there fro a long time and more than one person need to use it.
Mobile Graviton Neutralization Array: aka Wormhole Stabilizer, repairs the mass limit of a WH to its original value but would not be as effective as the Mobile Graviton Array i suggested before. https://forums.eveonline.com/default.aspx?g=posts&m=3871833#post3871833
Mobile Fighter/Drone Hanger: with Valkyrie around the corner, and hopefully when it gets merged into eve, would be cool to have somewhere to put all those new fighter pilots, but until then how about we have fighters/drones that can be used to defend an area of space.
Mobile Array Maintenance Array: With so many of these mobile arrays in spacet you probably need something to keep them all operating if you forget to open a few of them after 30days. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
809
|
Posted - 2013.11.15 11:25:00 -
[694] - Quote
Good to see that someone up there is thinking outside the box or rather looking outside of it because there are still too many strings hanging on. For instance: 48hr reinforcement on depot .. really? Isn't that the same as applies to full-size POS? Where is the incentive to keep track of ones stuff as you go on and on about in the descriptions. Reduce it to a harsh 8 hours AND make the depot contents scannable!
Mobile anchorable structures are an immense boon to the recluse, make them at least do some thinking before committing.
Other than that: - Targetable subsystems on all mobile structures; allow for cloaks, cargo expansions, tractor upgrades, EHP upgrades etc. Subsystem can only be added in station during an assembly process and thus requires complete dismantling of deployed unit to replace when destroyed.
- Mobile shield bubble. Traversable but stops dps from passing (both directions). - Pirate distress beacon to increase belt spawn, subsystem can then designate whether quality or quantity/frequency applies. - Mineral compression. If mining is made more than it is then you have numerous additional options to augment it .. kind of simplistic as is (comet snares for example .. how cool would that be!) - C&C module anchorable at planets to provide buffs/visibility/etc. to Dusties. - Dependent on link solution chosen an anchorable amplifier to links (power, range or else) could be added. - Remote viewing unit/camera, complete with OV and camera controls. Conveniently pre-equipped with a chameleon subsystem so it can look like either a sentry gun, billboard or an asteroid (sorry null, nothing for you ). Approach to within decloaking range to positively identify. Can be in different system (just force a session change without moving person). **NB** Might require your network squints to bleed/sweat a little .. muhahahahaha.
- Ammo/Cell manufacturing unit with fully open access like on the siphon, BYOM concept. For use in deep ratting systems where POS are either not wanted or possible. In fact, you could probably get away with creating stand-alone versions of most POS mods .. would be pretty nifty to have refitting in space for example (still open access as I hope will be the norm for all these things). Think of it as the first salvo in making the modular POS/Sprawls of forum fame. |

Mingja
Perkone Caldari State
10
|
Posted - 2013.11.15 11:38:00 -
[695] - Quote
Veshta Yoshida wrote: Reduce it to a harsh 8 hours AND make the depot contents scannable!
Yeah, I come back from work to see that all my stuff went boom while I was at work (or while I was sleeping) .. GG! (word's can't express how ******** 8 hour reinforce would be) |

Abdiel Kavash
Paladin Order Fidelas Constans
1861
|
Posted - 2013.11.15 11:52:00 -
[696] - Quote
Everyone is suggesting deployables to automate their favorite ship activity: from shooting and repairing to EWARing to decloaking, mining, scanning, etc. With the coming of Rubicon, some people will surely enjoy deploying deployables. Why not make a deployable that can deploy deployables for us? It should come in several variants - deployable deployable depot (deploys a depot when deployed), deployable deployable cynojammer (deploys a cynojammer when deployed), deployable deployable deployable (deploys a deployable deployable when deployed), etc. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
809
|
Posted - 2013.11.15 12:05:00 -
[697] - Quote
Mingja wrote:Veshta Yoshida wrote: Reduce it to a harsh 8 hours AND make the depot contents scannable!
Yeah, I come back from work to see that all my stuff went boom while I was at work (or while I was sleeping) .. GG! (word's can't express how ******** 8 hour reinforce would be) So make it twelve hours, I am not evil . If you want more then you ought to be forced to go the POS route, if you want more safety then you go cloaked tiericided transport that can be logged out when you go to work.
Consider that it uses no fuel and prices will probably be stupidly low .. combine with the mentioned immense boon to solo players and you have an item that is so far removed from the Eve norm as to represent a very real threat to the game as a whole (see next). Eve stands out in the MMO theatre primarily due to the teaming-up requirement and it is done not by blanket incentives as other games do but by making it a straight up necessity in most cases, creating mobile <-insert whatever-> caters directly to the recluse thus giving Eve a hearty push towards 'the norm' and mediocrity.
Here is an additional idea: Protection of the depot, with a severely shortened reinforcement timer, can be contracted out to mercs. Should they fail and the depot be destroyed then a <50% the value of the loss is automatically transferred from contract holder to issuer .. mercenary/rent-a-cop work is in dire need of mechanics to support it and everything has to start somewhere. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3658
|
Posted - 2013.11.15 12:13:00 -
[698] - Quote
Mobile Cynosural Blockade Unit
200mil shield HP 99% resists (omni) Effect: Prevents cynosural field activation Range: constellation Build cost: approx 2mil (Jita sell) Size: 10m3 packaged Not scannable by probes Skills required: Anchoring I Only anchorable in low security empire
Yes I'm serious
Notify-á-á You cannot do that while warping. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
763
|
Posted - 2013.11.15 12:29:00 -
[699] - Quote
Roime wrote:Mobile Cynosural Blockade Unit
200mil shield HP 99% resists (omni) Effect: Prevents cynosural field activation Range: constellation Build cost: approx 2mil (Jita sell) Size: 10m3 packaged Not scannable by probes Skills required: Anchoring I Only anchorable in low security empire
Yes I'm serious
Whydont you make it keep cloaked for 22 hours each day also? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lucrezzia
The Cursed Company
4
|
Posted - 2013.11.15 12:37:00 -
[700] - Quote
Mobile Exploration Module
Can fit probe launcher to scan the system. Can be run remotely from different location (some range in light years). Placing more of these modules in different systems allows scanning more systems at the same time. Lower probe strength than the standard exploration with ship. Can't detect other ships (or just can't be fitted with combat scanner probes), only signatures. |
|

ChromeStriker
The Riot Formation Fatal Ascension
610
|
Posted - 2013.11.15 12:38:00 -
[701] - Quote
Let me make a little home away from home... use the mobile depo (or another structure) as its base, then let me add on ore refineries, drug labs, drone bays (defence?) whatever.... might need power units etc
Modular ;)
Let me stick it in a out of the way pirate den or something... let me keep npc structures as a nice backdrop :)
That can be how you find them... look in a pirate site and oh... oh ... clone base - Nulla Curas |

Martin Vanzyl
EVE University Ivy League
2
|
Posted - 2013.11.15 12:45:00 -
[702] - Quote
Kendoori Jinwah wrote:================================ Mobile Deployable Habitat! - This one has been mentioned before but I second it
---snip----
Cloaked Deployable Habitat! - Same as above - Cost way more 50M to 250M - Requires cloaking skills and anchoring skills - Is cloaked Unless someone is within 50k of habitat and NOT docked - Don't loose that bookmark!! Where'd I park my house.....
+1 Definitely want this... CCP make this happen, please. Also...
Mobile Deployable Headquarters/Base (Small, Med, Large, XLarge)
- Corp deployable only, from at least an Orca or Freighter - As on the tin, allows all toons to walk around in and interact, customizable features, (meeting rooms, bars, briefing halls, entertainment areas, officer quarters, normal quarters etc) - Allows ships to dock completely. - Dust 514 integration, allowing mercs in the corp alliance to walk around in if the HQ is in a Dust system. - Has integrated defenses akin to current POS guns. - Reinforcement timer - Extremely powerful shields. - Standings will determine whether a character can dock and walk around; blues, corpmates, alliancemates allowed by default. Reds vs corp and those with suspect timers, are attacked by HQ guns regardless of wardec or where the HQ is placed (hi, low or null) with no CONCORD intervention. Neutrals need permission from a corp member to dock, but are not engageble by HQ guns unless structure is in null. - HQ guns are controllable by corp characters with their associated gunnery skills or can run by default.
Thats all I can think of for the moment,,, be sure to update when more stuff hits me.
|

Random27
RandomCorp
1
|
Posted - 2013.11.15 12:56:00 -
[703] - Quote
Mobile Concord office...
Anchored near a gate. After 24 hours, the security status of the system increases by 0.01, the neighboring system on the other side of the gate decreases by 0.01. Office then expires. Can't be used to increase a systems security beyond 10 or decrease it below 0, so not much use in core empire systems, or in null.
This could be used to gradually effect the security status of systems on the high/low-sec or low/null sec borders. FW systems going above 0.5 sec would be locked to that faction and stay out of FW until the security is pegged back down.
The overall 'amount' of high-sec space would remain pretty much the same. There'd be little chance of anywhere like Jita ever changing from 1.0 sec, unless a long-term coordinated effort was made. This might lead eventually to Concord being spread more thinly (i.e. more low and mid-sec systems and fewer 1.0 sec and nullsec systems), akin to the 'civilisation' of outlying systems.
|

Oleg Lemmont
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.11.15 12:58:00 -
[704] - Quote
Not sure if its been mentioned so far but..
Mobile Salvaging Structure. |

Tampopo Field
Blue Republic RvB - BLUE Republic
33
|
Posted - 2013.11.15 13:09:00 -
[705] - Quote
After reading through several pages of suggestions (too lazy to read all of them), I decided to make three different lists for suggested structures. The "Good" list for suggestions I think would work, the "Maybe, but there are some possible issues" list for stuff that might work, and the "Oh god no!" list for suggestions that seemed common, but are just plain bad. In the spirit of optimism, I'll start with the "Good" list.
"Good" list (in no particular order)
1. Mobile Refinery: A structure that refines ore placed in it over time at a reasonable efficency, whith that efficency based on refining skills of the deployer. Acces to the structure could be set to: personal, corporation, fleet, alliance, or based on standings. Reinforcement mechanic similar to the Mobile Depot, but possibly with a shorter 24h reinforcement timer. Different sizes intended for differet scale of mining operations, but mainly aimed for smaller scale operations as larger groups can use other methods to make the ore more transportable, such as the Rorqual. Example: Fleet of miners mine for 2 hours and place the ore in a Mobile Refinery. The refinery refines the ore into minerals over the next n>4 hours and the group can scoop up the refined minerals and the Refinery itself on the next day.
2. Mobile Wormhole Collapser: Basically a method to allow players to close wormholes without jumping back and forth and risk getting sranded. Insted of collapsing the wormhole instantly it would greaty speed up the decay rate. By a factor of 10 or 20 or possibly even more. Or it would counstantly reduce the ammount of mass the wormhole can support. The latter would ofcourse be more effective on smaller wormholes if the reduction would be linear, so reducing the limit based on the precentage of maximum mass allowed through when it was full might work best. The structure should propably be multiuse as the logistics of importing stuff into w-space can be a pain. Limited to one per wormhole.
3. Mobile Repair Depot: Essentially a device that, when activated, repairs all hull damage, armor damage and heat damage to modules as well as recharges shields and capacitor. After activating it, it could not be activated again for a spesific ammount of time. Reinforcement similar to the Mobile Depot. For fuel, when activated, it could require cap boosters and/or nanite paster. Also to limit the usability when actually in combat it could require no weapons flag or no pvp flag to activate.
"Maybe" list (in no particular order)
1. Mobile Ore Compression Array: This might stomp on the toes of the Rorqual, making it obselate. Also the Mobile Refinery fills a somewhat similar role. Might work, if it would work in a way that makes the Rorqual a safer or faster option. Or both.
2. Deployable Guns: To prevent these things from becoming the new, totally independant and even more OP version of Sentry Drones there would have to be some limitations. First being the inability to deployed them near gates or stations. Or maybe deployable at gates, but when deployed there, they would only attack rats. Another possibly a good idea would be to limit their deployment in conjunction to other mobile structures, similar to POSes.
3. Mobile Wormhole Stabilizer: W-space is supposed to be difficult to access and making it possible to stabilise them would make them more like normal space. A module thet would prolong the lifespawn of the wormhole might be acceptable, especially if it did this at the expense of the max weight limit. However growing the weight limit to allow more ships throug or worse, the max weight limit for the heavist ship allowed throug would make moving huge fleets into w-space possible. And that doesn't seem like a good idea.
Continues at: https://forums.eveonline.com/default.aspx?g=posts&m=3878770#post3878770 Notification: Because I'm lazy, I have a tendency to post without proof reading. This may result in various errors including but not limited to typos, weird typos, grammatical errors, bizarre sentence structure, words written repeatedly, mislocated paragraphs, pointlessly complicated explanations, general incoherency, and abrupt endings. |

Tampopo Field
Blue Republic RvB - BLUE Republic
33
|
Posted - 2013.11.15 13:10:00 -
[706] - Quote
Continues from: https://forums.eveonline.com/default.aspx?g=posts&m=3878764#post3878764
4. Mines: Some deployable single use destruction would be fun. but to prevent them form becoing OP they might be best limited to jump capable ships, but would not affect ships with covert jump capabilities. In essence Anti-Capital Mines. Limiting them to capitals would prevent them from being used as passive camping tools against normal fleets and it would add another capital deterrant to the game. To move capitals into an are with a mine field a subcap fleet would be needed to clean the place up. And since a cyno ship is needed for a jump, there would always be a scout to warn about a mine field. Unless we count cyno beacons, but who jumps to an unscouted beacon anyway? This could ofcourse have unintended consequnces so should be explored carefully.
5. Mobile Moon Harvesting Array: This would basically be a module that would allow the harvesting of moon materials without setting up a pos tower. It could have a reduced harvesting rate compared to the module in addition to being more vulnerable to attack then a pos. For defenses a Mobile Depot type reinforcement timer of 24h perhaps. Ofcourse it would further reduce the cost of moon materials, si there could be some unintended consequences. When I first heard about the Siphons this is what a thought they would be. And if implemented it should be possible to siphon materials from these as well.
6. Mobile Drone Cleaner/Collector: A device similar to the Auto-tractor thingy, except it would tracktor beam all abandoned drones withing a 100km close to it and place them in a drone hold. This hold could be accessable ot all or oly the person who deployed it. Would be a great help with the cleaning.
"Horrible" list (in no particular order)
1. Mobile Decloaking Whatever: I can imagine every single gatecamp deploying these things. It would be a major nerf to cloaks, both the regular and the cov ops variety. Just no. Abslolutely no.
2. Mobile Local Whatever: Local is not just an information tool, but also a social tool allowing people to know who's nearby and to chat with them. If any of these were implemented it would limit the social utility of the local. And at the moment ther is no viable replacement for Loal as in either information or social role. Notification: Because I'm lazy, I have a tendency to post without proof reading. This may result in various errors including but not limited to typos, weird typos, grammatical errors, bizarre sentence structure, words written repeatedly, mislocated paragraphs, pointlessly complicated explanations, general incoherency, and abrupt endings. |

Master Sergeant MacRobert
Space-Brewery-Association 24eme Legion Etrangere
9
|
Posted - 2013.11.15 13:36:00 -
[707] - Quote
Mmmm...
Suggestion 1:
Mobile Remote Shield Extender
Range: 2500m
Tech 1: 65% Shield HP Boost Meta 2: 70% Shield HP Boost Meta 3: 75% Shield HP Boost Meta 4: 80% Shield HP Boost Tech 2: 90% Shield HP Boost
Runs on Cap charges, with a fuel bay. Each charge runs a 10minute cycle. When destroyed, owner ship looses boost on current shield (not the % of total shield).
Effect applies to the owner who launches item only.
Cut's the high sec miners a break on high sec ganking (and no I don't mine). Can be used in PvP but is not really overpowered as owner will have to maintain orbit within 2500m of a fixed point.
Cannot be deployed inside a site, plex or other instance (making the mining sites less well protected than belts but, it prevents heavy use in FW site and on PvE missions which are too easy already). Cannot be used near jump gates or stations.
|

Rain6637
Team Evil
4665
|
Posted - 2013.11.15 13:38:00 -
[708] - Quote
yes mines
do it for the player created content videos of domino messages--like gsc messages but they go boom
EVE rube goldberg machines Rainfleet on Twitch |

Debora Tsung
The Investment Bankers Guild
606
|
Posted - 2013.11.15 13:48:00 -
[709] - Quote
A cyno structure to cyno structures.
Just place it close enough to your other deployed mobile structures, light a cyno somewhere else, remotely activate the cyno structure to gate whatever other small mobile structure is in range and itself to your cyno beacon.
Or have a buddy light the beacon, and activate the cyno structure from close by to gate yourself and the structure and nearby mobile structures (that you own) to the beacon.
Also, steal other peoples leech structures. Profit.
I bet that sounds way better in my head.  Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance. |

Naomi Tichim
Lost Star Expeditions
10
|
Posted - 2013.11.15 14:03:00 -
[710] - Quote
A couple of ideas:
Mobile Defense Platform Basically mobile turrets. There would probably be numerous variations, but you'd drop these to provide some extra firepower. I can think of many uses: - Mining ops - Gatecamps - Defending a collection of mobile structures - Keeping watch on wormholes - Planetary control
It would be important that they have a significant setup time, to prevent players from spamming them in engagements.
Mobile Sensor Array A powerful sensor array. Can pick up and pinpoint objects far beyond the range of normal sensors. Useful for finding ships or exploration sites.
Bad idea: Any sort of mobile cloak detector |
|

Alyssa Utama
Sun Micro Systems
0
|
Posted - 2013.11.15 14:19:00 -
[711] - Quote
I have a few very simple ideas, which could affect a large part of the Eve Community:
1) Spy beacon.
Strictly limited (e.g. 1 per player), but can (choose 1, or have multiple types): a) give you a view on what is happening in Local Chat within a system (as well as who is in local) b) give you the same functionality as a d-scan from that point (not directional) c) attach to a gate and give you a report of who/what jumps through d) deploy in space and notify you whenever a ship comes on grid (uncloaked) with pilot name and ship type
Option to be cloaky and/or hard to scan down. Probably has a lifetime (similar to the cyno jammer). Incredibly useful in PvP for intel gathering.
2) Cyno beacon
It's just a cyno in a can. Still requires Liquid Oxygen, is disposable and fully shootable. Lasts for 10 mins (if not shot), very low EHP. Will still cost around the same as a cyno frig + cyno generator, just saves you having to warp off or be stuck in place for 10 mins. Assists both PvE and PvP as helps out JF pilots just as much as anyone else. Requires same skills to launch and activate (and can't be activated instantly to stop it being used for hot drops).
3) User video boards / marketing beacons / advertising platforms
Saves all the anchored "join our corp 'cos we are l33t" anchored cans in hi-sec. Instead you can link them to a corp advert/market order/contract. Or ideally a video, but that might be asking a little too much!
Might be better to limit the number per system/station/stargate/whatever and sell the advertising space onwards instead of having everyone cluttering up Jita with their scam contracts.
Not necessarily and 'in game advertising' service. |

Gabriel Locke
Sabotage Incorporated Executive Outcomes
18
|
Posted - 2013.11.15 14:21:00 -
[712] - Quote
Mobile whine-o-jammer; a module that can be deployed on the forums that blocks carebear tears. Very useful for nullsec alliances after nullsec pve events. |

Lord Drakandu
Piratas Leprosos Guineanos Pirate Coalition
4
|
Posted - 2013.11.15 14:45:00 -
[713] - Quote
One structures that he prevents that the jump bridge works and that it should be destroyed. It can be like siphon, that the pos does not attack him but if the weapon if it is controlled by a player |

Zhilia Mann
Tide Way Out Productions
1696
|
Posted - 2013.11.15 14:58:00 -
[714] - Quote
You know what I'd like? I'd like a deployable that prevents signatures from showing up if you don't deploy probes. Ideally I'd expand that to include anoms. Scanning has gotten too lazy; give me a reason to launch probes in a seemingly empty system if I suspect someone has cloaked everything up. And, of course, give me the ability to cloak everything up if I don't want it to be so easy for anyone else who wanders by. |

elitatwo
Congregatio
154
|
Posted - 2013.11.15 15:10:00 -
[715] - Quote
A mobile 'screw u' emitter that tampers with corporation standings in alliances in nullsec.
The rage...  Stop drafting mah posts.. |

Mundi Kundoni
PillowFighters Inc Stealth Wear Inc.
5
|
Posted - 2013.11.15 16:00:00 -
[716] - Quote
Sorry if someone already suggested this but here's my plan for a deployable structure.
I call it "The Rum Keg" (reason will become apparent)
So, your other half is out for the evening? Sweet! EVE TIME! go upstairs, grab a beer or some quafe, whatever floats your boat and log into your favourite space-based MMO.
But what's this? No pvp going on today because all the enemy FCs have had to go see their therapist from the last time that you gave them a solid spanking :( not to worry, time to get the probes out and find me a site!
No sites in the whole of Black Rise? Dammit! Time to log off and watch my little pony.
BUT what's this? This strange new module brought to you by CCP Rise himself!
The Rum Keg!
Deploy this baby at a random location (safe spot) and watch the fun take hold, the keg attracts scores of those waskally pirate npcs who are just desperate for a drop of Captian Jack's finest reserve only to find a grinning capsuleer, giggling merrily to himself as s/he nonchalantly balls them in the face.
Spawns will be random of course with a very small chance for faction spawns (depending also on security level of space) this module will have to cost a pretty penny to offset the potential gains involved in deploying one, and the resulting spawns should not always outweigh the expenditure on the module to give the module an edge of risk involved. That being said if you don't like risk you really are playing the wrong game, may I suggest Hello Kitty's Island Adventure (I don't know if that exists, I just saw it on South Park, honest)
The other snag is there's no telling how quickly waves will spawn and whether or not there will be tackling frigates involved so there could be a real chance that you will be left either a) floating in your pod or b) screaming like a girly girl on comms for backup - who doesn't like hearing their corpies screaming out in panic as they'd watch their faction fitted armour melt?
Submitted for your approval (and obvious attention needed from ccp to ensure it is balanced and doesn't cause massive hyper-inflation)
Mundi Kundoni |

Mundi Kundoni
PillowFighters Inc Stealth Wear Inc.
5
|
Posted - 2013.11.15 16:03:00 -
[717] - Quote
Mundi Kundoni wrote: The Rum Keg!
Deploy this baby at a random location (safe spot) and watch the fun take hold, the keg attracts scores of those waskally pirate npcs who are just desperate for a drop of Captian Jack's finest reserve only to find a grinning capsuleer, giggling merrily to himself as s/he nonchalantly -balls- them in the face.
*blaps |

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
73
|
Posted - 2013.11.15 16:14:00 -
[718] - Quote
I liek the idea of webbing structures, neuting structures, gun/missiles structures. Also be nice to have station gun structures like NPCs have. Ambush structures, structures that while you are within the sphere the structure puts up all ships in it are cloaked. |

Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.15 16:18:00 -
[719] - Quote
Mobile Discoball, heh.
Seriously though, anchorable weapons and EWAR. Put them on gates, in faction warfare sites, on player owned stations, etc. 30 day decay timer.
Personal labs and such would be awesome as well, because screw corp roles. Your CEOs and other officers will love you.
And as long as were at it, how about fixing refining arrays? So much waste... Free Ripley Weaver! |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
21
|
Posted - 2013.11.15 16:32:00 -
[720] - Quote
Player Ghost Structures - Labs / Manufacturing / Research
They are scannable while deployed but not active,
Once active they are not scannable by probes.
When they are done the lab / Manufacturing/ Research cycle they become scannable again , and anyone can loot from them with some minor hacking.
(Remember.. all activity with a deployed ghost structure adds a suspect flag.. )
Player Defense Structures - Drone Defense System , Gunnery Systems.
Structures that can be deployed and when active can attack other players within it's attack range. If deployer is on grid while one starts attacking the owner get a suspect flag. These cannot be scanned, but have a high lock time. They cannot be deployed around gates or stations.
All these can be deployed in HS. |
|

NextDarkKnight
Global Economy Experts Stellar Economy Experts
21
|
Posted - 2013.11.15 16:38:00 -
[721] - Quote
Also CCP.. please confirm that guy from the trailer is not my dad.. Just cause I have a similar shirt does not make mr grumpy my father. |

Beta Maoye
Ecstasy Of Gold Corp
1
|
Posted - 2013.11.15 17:08:00 -
[722] - Quote
Mobile ECM Burst Unit One-time use item. Immediate deployable and detonate. 120 seconds delay to reuse.
Attributes: Volume: 25m3 Shield capacity: 100Hp Armor capacity: 100Hp Structure capacity: 100Hp Anchoring delay: 120s ECM Burst Radius: 11.5km Radar Strength: 9 Ladar Strength: 9 Magnetometric Strength: 9 Gravimetric Strength: 9 Accuracy falloff: 11.5km Shield recharge time: 300s
|

Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
31
|
Posted - 2013.11.15 17:24:00 -
[723] - Quote
Mobile siege turrets that can fit one capital gun on them to make pos killing easyer, since marauders are not getting dps increase from bastion. I guess essentially being able to deploy a sentry turret with out your own POS to shoot a POS. Are you going to fight me or do you expect to bore me to death with your forum pvp? |

Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
31
|
Posted - 2013.11.15 17:25:00 -
[724] - Quote
NextDarkKnight wrote:Also CCP.. please confirm that guy from the trailer is not my dad.. Just cause I have a similar shirt does not make mr grumpy my father.
lol Da fuq... Are you going to fight me or do you expect to bore me to death with your forum pvp? |

Whisperen
Handsome Millionaire Playboys
31
|
Posted - 2013.11.15 17:36:00 -
[725] - Quote
How about a new one called *size 'Racial' Control tower that allows all sorts of mods to be placed in close proximity maybe even moon miners or turrets give it a force field that would be cool we could call them starbase's or something and forget about the old ones! Get rid of the old pos code do it do it NOOOOOOOWWWWWW. |

Unsuccessful At Everything
The Troll Bridge
7330
|
Posted - 2013.11.15 18:08:00 -
[726] - Quote
Deployable mobile cloaking field generator.
The unit itself would not cloak and could be scannable, but would cloak all ships within 15km radius.
Deployable Stasis field generator.
Smaller diameter bubble than interdiction bubble, less webifying than a targeted module.
Mobile ship hangar array.
Like POS ship hangar...but can be anchored anywhere.
Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Collin Max
10
|
Posted - 2013.11.15 18:09:00 -
[727] - Quote
Movile D-Scan Delta-Altering Unit Alerts you of d-scan changes. Scan's every few seconds and reports delta's to it's owner. Would be great if range is configurable. So you can set it up next to a gate or wormhole. Partly replacing human scouts, but probably can't reach the quality of a human scout.
Mobile Local-Chat jammer Temporarly jammes local chat or something. Units should have reasonable anchoring time and should be more easely detected. Allowing pilots to use it to disrupt intel, trap people, or whatever. |

Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
95
|
Posted - 2013.11.15 18:16:00 -
[728] - Quote
Lucrezzia wrote:Mobile Exploration Module
Can fit probe launcher to scan the system. Can be run remotely from different location (some range in light years). Placing more of these modules in different systems allows scanning more systems at the same time. Lower probe strength than the standard exploration with ship. Can't detect other ships (or just can't be fitted with combat scanner probes), only signatures.
should act like the old 64au probes.
can tell the owner what sigs are in a system remotly. listed as:
xxx-xxx combat xxx-xxx data xxx-xxx relic xxx-xxx unk xxx-xxx anom
beter versions bave better control ranges up to the same region. max limit of 5 per player at any one time. fueled with some PI product can be destroyed (has HP of BC) 1-4 hour reinforcement timer (owner is notified when it is reinforced) on destruction can drop whats left of fuel.
anyhoo my top 10
1- mobile moon harvesting arrey. not one that steels from a pos but is anchored at warp in to a moon and pulls X random units from the moon, is fueled 2-mobile tower hacking module. used on anchored towers structures has chance to scoop to an internal bay, tower may be destroyed in process 3-mobile dalvage platform 4-mobile compression arrey 5-mobile system scanner (see above) 6-covert field projecter, has range of 250km. reduces sig radious of any hull inside it to 1 10th its normal sig (for scanninf purposes only) 7-turrets (small only) 8-Ewar batteries (samll only, multispec ECM, sensor dampening, target painting, tracking disruption) 9-planitery ground fire platform (when deployed gid is perminently beaconed as if a player was there) 10-drone control bays
|

Kieron Krodmandouin
LazyBoyz Band of Recreational Flyers Trifectas Syndicate
5
|
Posted - 2013.11.15 18:23:00 -
[729] - Quote
Structure wise... Would like a ship reconfiguration thingy. Would allow you to swap out drones or swap out slots on a ship with something from your hold. Have it on a substantial cooldown, like 10 minutes a swap, so it is not abused too much.
The whole point... You are in a combat ship doing sites, you don't have to find a station to salvage the wrecks. Exploration ships can swap out hacking modules if they bring the wrong one... More playing the game and less staring at space warps.
Also means PVP ships can more easily swap out a point for something more profitable... Solo roams would be less of a waste if nothing shiny is around. |

Tzar Sinak
Mythic Heights
66
|
Posted - 2013.11.15 19:07:00 -
[730] - Quote
The two suggestions I have (which may have already been posted) extrapolate from what I understand is to come over the next few years. These two ideas support the idea of exploring unknown star systems that can be seen in the star field from New Eden but unreachable.
The first is a telescope.
This is a means to do some planet hunting around stars. No point in attempting to travel to a system that has no planets! The telescope will determine system characteristics at a marco level. If you see what you like you can get a detailed system report from the next deployable.
Micro information wormhole generator.
A unit that generates a micro wormhole that exits in the target system. Now you can develop a detailed picture of planet types, asteroid belt types, anomalies counts/types, possible npc types and numbers, any existing player structures that may have got there before you.
These units would allow you to determine whether a system is worth the effort to build a jump gate to allow travel to for a more personal exploration.
Hmm...
Two jump gate types:
A recon jump gate for only one or two ships. One time use only. Easy to make but time consuming. Hard to scan down.
If the system explored is worthwhile to bring more resources to then the second gate would be built. The second gate would be larger, persisting, require many resources and time, destroyable and allow only corp/alliance pilots through. Easy to scan down. |
|

Jake Shifter
Starlight Armada
4
|
Posted - 2013.11.15 19:15:00 -
[731] - Quote
Martin Vanzyl wrote: - Corp deployable only, from at least an Orca or Freighter - As on the tin, allows all toons to walk around in and interact, customizable features, (meeting rooms, bars, briefing halls, entertainment areas, officer quarters, normal quarters etc) - Allows ships to dock completely. - Dust 514 integration, allowing mercs in the corp alliance to walk around in if the HQ is in a Dust system. - Has integrated defenses akin to current POS guns. - Reinforcement timer - Extremely powerful shields. - Standings will determine whether a character can dock and walk around; blues, corpmates, alliancemates allowed by default. Reds vs corp and those with suspect timers, are attacked by HQ guns regardless of wardec or where the HQ is placed (hi, low or null) with no CONCORD intervention. Neutrals need permission from a corp member to dock, but are not engageble by HQ guns unless structure is in null. - HQ guns are controllable by corp characters with their associated gunnery skills or can run by default.
Thats all I can think of for the moment,,, be sure to update when more stuff hits me.
I second this idea, hard to implement though it may be. Make it only orbitable around planets, to prevent hidey-holing it somewhere ********.
________________ I had an idea that may be interesting. A special ship called a "Mobile Custom Starbase". It functions like a normal T1 ship untill you click "construct base" and: IT ejects you into space, along with another ship you can store in the Base so you can hop into it right away. Maybe make it big enough for a cruiser, so i can have me some Stratios love. IT then, after say a 5-minute timer, transforms into a small base maybe 500 M axis, but what sets it apart is that any modules you have equipped to the base-ship get transferred and are now part of the base's abilities. Allow it to fit command modules, and have 6 weapon slots of up to Battleship variety for fending off intruders. Any active or passive tanks will be used by the AI as dictated by the combat flag and number/ship grade of enemies, and the DPS average. IT's like a ship in space that becomes a ship that nobody can fly but still can fight and salvage and passively scan for hostiles, the whole nine yards. Make this only anchorable around planets, though, to keep POS's in action and prevent spamming them around every moon. Oh, and make them expensive. |

Nikuno
Atomic Heroes The G0dfathers
155
|
Posted - 2013.11.15 20:15:00 -
[732] - Quote
CCP Fozzie wrote:Let us know what you'd like to see out of the future of our new space structures!
I'd like the activation delay on the mobile cyno jammer to be reduced to 20s. As it stands on release, at 2 mins I can see it mainly being used to prevent drops on larger operations that plan to be in 1 place for a long time (gate camping, shooting pos, etc). This is a small twist making it SAFER for these ops. I'd hoped that this module would bring more surprises and DANGER to flying around looking for a fight. I want to be able to see what I think is bait with a cyno, get close to him and poop this module to spoil his day. I want people who fly cyno bait to have to think more. I want NEW gameplay, not less risky OLD gameplay, and a long activation timer doesn't give this  |

Randy Wray
Euphoria Released Triumvirate.
120
|
Posted - 2013.11.15 20:50:00 -
[733] - Quote
Nikuno wrote:CCP Fozzie wrote:Let us know what you'd like to see out of the future of our new space structures! I'd like the activation delay on the mobile cyno jammer to be reduced to 20s. As it stands on release, at 2 mins I can see it mainly being used to prevent drops on larger operations that plan to be in 1 place for a long time (gate camping, shooting pos, etc). This is a small twist making it SAFER for these ops. I'd hoped that this module would bring more surprises and DANGER to flying around looking for a fight. I want to be able to see what I think is bait with a cyno, get close to him and poop this module to spoil his day. I want people who fly cyno bait to have to think more. I want NEW gameplay, not less risky OLD gameplay, and a long activation timer doesn't give this  2 minutes is not so long when calling in backup, unless backup is already formed up it's pretty much impossible to aid tackled caps and what not within 2 minutes. Small gang hot drops should be risking something too, 20 seconds would make it pretty much risk free for everyone to hotdrop aslong as you're aware of cloaky enemy tackle and stuff. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Disco Pappotte
Fairweather Ice Cream Co Insidious Empire
2
|
Posted - 2013.11.15 21:08:00 -
[734] - Quote
Chigurh Friendo wrote:Disco Pappotte wrote:Graviton Detector Units
A Proximity Detector has already been proposed but here's my more specific idea for one:
This unit would detects changes in gravitational fields within a certain sphere of space. Changes in gravitational field can be visualized via a graph (gravitational field vs time). Graph can be accessed from anywhere in space. Could be deployed near stargates when roaming to detect possible fleets in pursuit. Could be deployed near POS to detect ships dropping siphons or the siphons themselves. Possibilities are numerous.
I recommend having different sized units that self destruct (or run out of fuel) after a certain amount of time. The shortest lived ones could detect much smaller things or perhaps have larger spheres of detection. Longer lived ones would be unable to detect small objects. Therefore, you can't deploy a Graviton detector that lasts a week near your POS and expect to detect any new siphons, but... you may be able to detect a spike from the actual ship landing to deploy (if the ship is large enough and/or within the sphere of detection). These could come in a cloaked variety to place all over systems in order to detect the presence of cloaked individuals near particular celestials. I like the idea of improved detection and/or visualization of threats through the use of deployable mobile structures. Following this pursuit could be the holy grail that eventually leads to improved visualization and immersion within the Eve space-faring environment... and perhaps even one day obviates the need for local channel intel. I can envision a space-time grid-based sensor overlay that provides a better macroscopic perspective of ships and signatures that would ultimately provide a much-improved at-a-glance sensation of situational awareness than what is currently afforded by the present dscan and solar system view dscan interfaces.
I get the sarcasm and understand there is a local channel, dscan and that large entities often have scouts in many systems. A "graviton detector" would be useful for reasons that Local and D-Scan aren't useful. You can't find a cloaked ship with D-scan. You could with a well placed detector. Small gangs can't afford to leave scouts behind in every system, but they could strategically drop detectors. WH corps can't see things in local, but if they took the time to put them next to the WH entrances they could get an idea of traffic coming into and out of their system, even while not logged on. Granted there is always a 1 sec window to d scan someone coming into your WH but I get little enjoyment from spamming the scan button on d-scan for hours on end. I'd rather place 3 detectors near my WH entrances and wait for a spike. I could then put them up at celestials in the the system to see where they warp to and cloak up. |

novellus
Aliastra Gallente Federation
14
|
Posted - 2013.11.15 23:13:00 -
[735] - Quote
A mobile structure that, when anchored, decreases the amount of time it takes for POSes/SOV structures (on grid) to come out of reinforcement mode.
You could call it a "Strontium-Lattice Destabilizer"
Good for faster grinding of undefended systems. If you (the defender) wont even show up to kill some easily-destroyable mobile structures... You deserve to have your timers reduced. Fo-shizzle. |

Draekas Darkwater
Frank Exchange of Views
19
|
Posted - 2013.11.16 02:26:00 -
[736] - Quote
You can start with any station service and make a mobile structure of them all that make sense, like refining, research, ect. Then move to stuff you can do at POSes if possible, except any form of resource extraction.
Refine stations may obsolete Rorqual compression, but that's ok, just rebalance them during the ship pass. May hit nullsec station taxes a bit, could add a sov holder option to tax these automatically where the taxed minerals appear in station or in a new corp based mobile module or a POS module.
Repair stations slowly repair your ship and drones if out, but only if you have no combat timers.
Mobile salvager. Salvages but leaves the jet cans of loot behind. Opposite of the new mobile looting device.
System wide cloak destabilizer, that only lets you then scan down cloaked ships with ship scan probes or new cloaked ship probes. Getting a warp point would warp you to a random place around the actual target, say 0-50km or 5-50km. You would then have to manually search the area with the usual decloaking tactics.
I don't like any of the ideas that would provide passive income, and its one reason why I think the siphon unit is silly. So please no mining units, ect. Mining assist units such as those that tractor jetcans and have large ore holds would be ok though for those newer players without orcas and the like.
Mimic units, of various styles that would appear as something else entirely on a D-scan or probe scan, including the ability to name them. From ships, to Pos mods, to other mobile structure types, to cosmic sigs, wormhole sites, ghost sites, ect ect. And yes, It's a Trap!
Local cloak generators. One shot use. Removes ships and itself from D-scan and regular scan probes within 15 km. Pairs well with mimic units.
Jump bridge units. Basically a single use, one way titan bridge to a cyno. Available in squad, wing and fleet sized versions. I don't like bridging at all, but if its going to stay, then don't leave it as a niche activity for the rich and powerful.
Wormhole bridge. Bridges the group into a random wormhole system. If its random would any one use it? If its not then its surely OP or destroys WH as we know them. Dunno about this one.
Mobile vending machines. Lets you put stuff up for sale with them. Either to everyone or based on standings, corp, alliance, ect. Similar reinforce mechanic to the mobile depot. Be awesome if they showed up on the market as well, but dunno how feasible that is.
Corporate mobile depots and other corporation based units.
Mobile billboards. I'd probably hate it, but folks do it with jet cans and the like anyway, so may as well formalize it.
|

zerquse
Fallen Soldiers of Perseverance From Ashes.
5
|
Posted - 2013.11.16 05:06:00 -
[737] - Quote
mobile repair pod. makes repairs to ships/ modules for a price or fuel etc. out of combat only |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
66
|
Posted - 2013.11.16 05:28:00 -
[738] - Quote
Off the top of my head that drug lab and some sort of mobile gas/reactant/booster dedicated storage tank come to mind.
A bigger deployable secure storage container would be nice. Make it be like warehouse when compared to the garage that are yurts. Maybe make a T2 variant with ore compression to enable the inexistant mining frig roams and/or ninja short term wormhole mining. |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
66
|
Posted - 2013.11.16 05:30:00 -
[739] - Quote
NextDarkKnight wrote:Player Ghost Structures - Labs / Manufacturing / Research
They are scannable while deployed but not active,
Once active they are not scannable by probes.
When they are done the lab / Manufacturing/ Research cycle they become scannable again , and anyone can loot from them with some minor hacking.
(Remember.. all activity with a deployed ghost structure adds a suspect flag.. )
All these can be deployed in HS.
Maybe not highsec, but I could see this breathe life back into lowsec big time. |

Lupo diCotze
Federal Navy Academy Gallente Federation
2
|
Posted - 2013.11.16 07:25:00 -
[740] - Quote
So far it's all been about single deployables - drop it - it does something.. How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..
An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within. |
|

Lupo diCotze
Federal Navy Academy Gallente Federation
2
|
Posted - 2013.11.16 07:31:00 -
[741] - Quote
Here's one for corps & training newbies..
A deployable beacon - that spawns 1-5 npcs with no bounty, loot or salvage - but provides corp loyalty points. Used for training purposes - can be dropped for corp only based on some role. If the modular/T3 style of deployable was implemented - allow slots to determine type & role of npcs |

cuoredipietra famedoro
The Fated E.Y
7
|
Posted - 2013.11.16 08:22:00 -
[742] - Quote
Nice way to remove local in null
Those interested in knowing who is moving through that space can always deploy a cluster of such units and get the intel. At the same time the units can be destroyed to negate local intel.
Keeping alive / Trying to destroy this intel capability would give strategic and tactical meaning to all small scale pvp warfare in null.
PavlikX wrote:First Local radar unit (with operating radious). Operating in 0 sec systems. Gives list of players in the system (aka local) to the friends only. Caeci caecos ducentes-á |

Scatim Helicon
GoonWaffe Goonswarm Federation
2629
|
Posted - 2013.11.16 11:24:00 -
[743] - Quote
Lupo diCotze wrote:So far it's all been about single deployables - drop it - it does something.. How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..
An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within. I'm assuming at this point that linked deployables are basically POS 2.0 once all the various versions are introduced. Plonk down a Forcefield Deployable, a Sentry Gun Deployable, and a Corp Mobile Depot Deployable in the same place and link them together and you essentially have a POS in all but name without having to dive into unravelling decade old code that nobody currently working at CCP knows anything about any more. CCP: Not out to ruin your game, out to ruin their game. |

NekoKitten
Neko Industry 'n' PvE Apocalypse Now.
20
|
Posted - 2013.11.16 11:26:00 -
[744] - Quote
A T2 version of the cyno inhibitor, preventing covert ops cynoing as well. Decaying time should be longer than 1 hour, say 4 hours. Or extend the decaying time through the use of a specialized skill trained by the deployer. |

Yummy Chocolate
Brutor Tribe Minmatar Republic
2483
|
Posted - 2013.11.16 11:29:00 -
[745] - Quote
personal depot with both an item hangar and ship hangar. Frostys Virpio > CCP: Continously Crying Playerbase Felicity Love >... was thinking "moar popcorn"... but now, seeing the truly awesome contribution this thread is going to make to the Greater Glory Of EVE.... imagonnamakkadapizza.... |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
35
|
Posted - 2013.11.16 11:36:00 -
[746] - Quote
Lupo diCotze wrote:So far it's all been about single deployables - drop it - it does something.. How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..
Yes. This!
Have a look a my shield wall proposal https://forums.eveonline.com/default.aspx?g=posts&m=3873262#post3873262 for example.
Do you have more ideas like this? See you at my blog: http://spindensity.wordpress.com/ |

Droidyk
Maniacal Miners INC No Safe Haven
41
|
Posted - 2013.11.16 11:43:00 -
[747] - Quote
Alphaomega21 wrote:When do I get my modular POS? Ideally I would like to see a modular structure I can put some silos, a reactor, labs and some build slots on for industry. Maybe if you are even feeling like going the extra mile some where I can park my giant phallus?
^^ They actually are developing a totally new code that is separate from POS code from what I ve heard in last feature preview on twitch. And all these mobile deployable structures will probly be used in a modular POS. |

Lupo diCotze
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.11.16 11:57:00 -
[748] - Quote
Chirality Tisteloin wrote:Lupo diCotze wrote:So far it's all been about single deployables - drop it - it does something.. How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..
Yes. This! Have a look a my shield wall proposal https://forums.eveonline.com/default.aspx?g=posts&m=3873262#post3873262 for example. Do you have more ideas like this?
sip - exactly. Sorry I missed your idea - 30x pages of skimming..
I was wondering with this type of thing (and including the approach of these things taking some kind of fuel/ammo to keep running & hence needing to be maintained to continue operating) about the 3D nature of space and tactics.
Assuming the shield generator unit was cargo-scannable - so you could see how much fuel was inside.
Say you link 8 of them at the corners of a cube and created a shielded box - attacking one face would consume the units fuel faster weakening that side. Later you might take advantage of that weakened side when there are assets on-grid.
As Scatim mentioned - it apepars that ccp are looking for these modules to replace the current POS system. With the approach we're talking about - this would make POS warfare more tactical - rather than the current "everybody shoot the tower". |

Abdiel Kavash
Paladin Order Fidelas Constans
1874
|
Posted - 2013.11.16 12:11:00 -
[749] - Quote
Lupo diCotze wrote:So far it's all been about single deployables - drop it - it does something.. How about ones that work in concert - ie - drop a few, link them in some way - and they provide some function within the area they enclose..
An example would be dropping 4 at the corners of a cube in space - which then emits a pulse every 300/600s decloaking ships within. I want a deployable Tholian web. |

muhadin
Origin. Black Legion.
165
|
Posted - 2013.11.16 12:41:00 -
[750] - Quote
A couple different ways revovling around wormholes. Don't mind if they have been mentioned before, if they have good job these are good ideas.
Wormhole Generator - This is straight forward, generates more roaming holes randomly, maybe different more expensive sizes of this structure that are shown as a beacon inside of a wormhole or kspace.
Wormhole Exit Magnet - Works like the above except that it attracts exits more, but ever wanted a module that screams "Come at me bro"? Although this could be abused, so would need to make it only chance based.
Wormhole Sight Structure - A Timed Structure that shows all wormholes in system as beacons and are warp-to able by anyone, or blues/alliance/corp only or as anomalies(100%), make it cost say 20-100mil build cost.
Micro Jump Drive Bubble Structure - I know ccp was planning on adding anti-MJD bubbles, but never did. PLEASE FOR THE LOVE OF GOD ADD THIS. "Love the Life you Live, Live the Life you Love" |
|

Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
76
|
Posted - 2013.11.16 16:22:00 -
[751] - Quote
Also maybe a Mobile Structure that is a cyno, be nice to not also have to sit in a ship and wait to get taken out when one is doing a cyno. |

Corben Arctus
Future Corps Sleeper Social Club
15
|
Posted - 2013.11.16 17:13:00 -
[752] - Quote
Mobile smartbomb launcher, AKA Mobile Energy Pulse Emitter I. |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
22
|
Posted - 2013.11.16 17:15:00 -
[753] - Quote
Scuzzy Logic wrote:NextDarkKnight wrote:Player Ghost Structures - Labs / Manufacturing / Research
They are scannable while deployed but not active,
Once active they are not scannable by probes.
When they are done the lab / Manufacturing/ Research cycle they become scannable again , and anyone can loot from them with some minor hacking.
(Remember.. all activity with a deployed ghost structure adds a suspect flag.. )
All these can be deployed in HS. Maybe not highsec, but I could see this breathe life back into lowsec big time.
I'm just looking for highsec PVP.. Interact with a Player Ghost site and instant suspect flag.. PVP time |

Mikhem
Taxisk Unlimited
71
|
Posted - 2013.11.16 18:07:00 -
[754] - Quote
Long time ago I made idea of roleplaying building that could allow you to anchor habitation module around planet orbit. This roleplaying building could have editable description that allows you to bring your EVE fantasy place real. Description can contain internet links where you could place drawn sketches to make this place more alive. This building would open limited range chat channel. This building would be visible in overview but you need to warp to it before you see description.
This place could be attacked and defended. It could serve as meeting point. These buildings could allow you to explore space since there would be (evil) fantasy places everywhere.
I have seen people to create fantasy places in forums and this building could make them visible in EVE.
You could only anchor one roleplaying building around planet orbit limiting amount of roleplaying buildings / solar system. Mikhem
Game improvement ideas. |

Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 18:41:00 -
[755] - Quote
Proposal: Moble Medical Facility
Mobile Structure that gives Medical Facility operations and functions in-space to update / upgrade clone type, change stations, and create jump clones all from the confines of the cold, dark, and vast reaches of space.
Can be deployed in all bands of space to include wormholes.
Can accomodate the clone [and jump clone] inside the Mobile Medical Facility only if deployed inside Wormholes, otherwise, the player utilizing the station must assign his clone to a nearby Station or Outpost within a specific and fixed range, in AU.
Players can use the Mobile Medical Facility to store and switch to their jump clones but only in Wormholes. For example, from High/Low/Null > Wormhole jump clones and vise-versa, but only to another jump clone.
Can only be used by members of the Corporation in which the Mobile Medical Facility launched this mobile structure.
The cost of Medical Facility operations will increase slightly due to the convenience this moble structure provides. Exact amount will defer judgement to CCP and the feedback of other players. Thinking of a penalty of 15% + the Corporation's effective Tax Rate %.
When members of the corporation use the Mobile Medical Facility a portion of the payment paid will be deposited directly to the Corporation Wallet in the amount of the effective coroporation Tax Rate %. For example, current cost of changing clone's station + convenience penalty + Corporation Tax Rate % = Final Cost
One-Time Use: No
Scoopable: Yes
Cannot be deployed or scooped while in a active or pending War Dec but can be used at all times.
Destructable: Of Course, but should be relatively tough but not impossible for a small opposing fleet to destroy.
Special Reinforced Mode: Yes | No - Deferring judgement to CCP and the feedback of other players
Alliance-use: No, specific to one corporation while anchored in space but can be transfered to other corporations within the same alliance, similar to the transfer of POCO's.
Incorporates the same proximity limitations of mobile structures: cannot be too close to a gate, station, or starbase.
Minimum Distance from Gates, Stations, & Starbases: Thinking something like 25-50km, but defer judgement to CCP and the feedback of other players. Can also see a 1 - 2 AU minimum distance too that could give way to mobile weapons to automatically protect other moble structures that can use Fuel Blocks to power but in small amounts.
Benefits
Promotes Exploration and creates a permanent home for people to live in Wormholes and defend their space.
Provide Medical Facility to remote regions of space like wormholes and other areas where a Medical Facility is a good amount of jumps away.
Accommodates corporations that operate in areas of space where a NPC Station Medical Facility does not exist.
Makes systems that do not contain a NPC Station Medical Facility more appealing
Won't restrict players to a cluster of systems and will support players to spread out and explore the vast reaches of space.
Gives another way for Corporations to increase cash flow. |

ihcn
Life. Universe. Everything. Clockwork Pineapple
212
|
Posted - 2013.11.16 19:35:00 -
[756] - Quote
wormhole stabilizer drop it within 30km of an unstable wormhole and it'll extend its lifespan and cumulative mass limits by 100%. one time use only. if destroyed, the wormhole's limits will go back to normal levels, and if the current time or mass is over its original, it will collapse immediately
wormhole creator drop it anywhere and it'll open a normal unstable wormhole 250km away. one time use only, and it should cost like 100m isk to make. if destroyed, the created wormhole's collapse timer is set to 30 minutes (if it is not already below 30 minutes) |

Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 20:26:00 -
[757] - Quote
Caleb Seremshur wrote:Don't know if this has been mentioned yet but -- a mobile dispenser.
Think of a vending machine: now you fill it with whatever you want to dispense BUT it must be a charge of some kind. Like cap booster or ammo or whatever. The dispenser should have a cruiser signature, require starbase charters to anchor in highsec - and - have a very minimal amount of EHP ie 5k or so.
...
Co-Sponsor Proposal: Mobile Collection Point or Mobile Dispensary
I definitely like and second this idea of having a "vending machine" that you can deploy in all bands of space. Make them pubically avaliable so anyone can fly to it once they probe it down and purchase stuff. Also, I like the idea of having Charters for High Sec and using a small amount of Fuel Blocks to keep it Online. Or better yet, let the owner decide if they want to keep it hidden (only can find the structure by using probes or getting lucky) or make it pubically accessible. In order to buy anything from this "vending machine" mobile structure you have to be within 100km of the structure itself in space; that way customers are also vulnerable and is up to the owner to protect their customers.
They should also be destructable too so that an opposing force can destroy or hack this mobile structure to blow it up or steal the loot, respectively. That way it not only adds some danger elements to this but is a drawback from using a mobile structure. Also, make it a one-time use so that it is not scoopable but it lasts permanently, until its destroyed, or implodes / drifts away when the fuel is empty for over 24-48 hours....whichever comes first.
Also, they should have a Centralized Management Console (CMC) so that you can drag and drop items you want to sell and assign them to specifc mobile structures that you own, your corporation owns, or that your alliance owns. The backstory or lore could be explained by having slaves or robots that take the items from the source location (where the item resides at in station) to the destination (where the mobile structure is located at). Also, create new skills that allow longer distances to give remote access to manage these moble structures through the CMC, a skill that allows the owner to improve the hacking defenses of the mobile structure that are applied only upon launch / deployment of the structure, and maybe a skill that allows for more contracts a person, corporation, or alliance can create. Then you can deploy and link a specialized Depot to give fitting services to your customers at the Mobile "Vending Machine".
Should also be totally customizable so you can restock your supply from where you make your stuff or live at, set prices per item, restrict usage based on standings and security status, give discounts to other players based on editable list that you can get on if your added or meet certain objectives like spending x.xx amount of cash per month, link other owned of similar mobile structures together to create a vast trade network, and monitor online fuel time so you know when you need to fuel them that is all controlled and viewed through the use of the CMC.
Also, you could allow the owners of this mobile structure to setup Courier Contracts to request items, and Fuel Blocks, to be brought to the mobile structure which would revive the existance and purpose of Courier contracts.
Maybe even have it where people can donate / give items they have and get money back only if the owner has it setup to buy those items they are willing to buy (and defined price for each item) by dropping those items, similar to importing PI from customs offices, that way the owner can setup, if he/she wishes, to buy items from people but a customer cannot give any item and get money automatically. This information can be delegated in the CMS on a tab called "Collection" . By default, the "Collection" tab would not list any items that way the owner has to knowingly add items to this list but always remains optional.
The money can come from a linked wallet within the CMC: Personal Wallet (if Owned Individually) or Corporation Divisional Wallet (if Owned by a Corporation). Inside the CMC is where you would define which wallet is to be used and a section that can be enabled or disabled to define how much of the profits is to go to the Master Wallet of the Alliance Executor Corporation; the owner can then select if he/she wishes to share profits with their Alliance. The valid profit sharing range should be from 0% - 100% |

Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 20:52:00 -
[758] - Quote
Steve Ronuken wrote:Customs Station. Scans passing traffic and notifies about contraband. Initially low sec and sov null only.
In low, pilots go suspect, depending on the empire's policies
In sov null, the sov holder can mark things as contraband.
Ah nice, I second this idea for a Mobile Structure that scans passing traffic, notified about contraband, and works with Concord and Police to obtain this data so that it will not only scan traffic but also be aware of known activity to make it smart.
The owner would recieve a notification or report per day or per week of what the unit found. If destroyed no notification or report is generated.
Each mobile structure of this type would only work in one system at a time but would be aware of major events if reported to Concord or the Police. For instance, Police detects contraband from a person and has flagged that person they would have a specifc time period in which all of these mobile structures would be notified within the same region or constellation then reported to the owner.
Have a Console that the owner can setup certain filters or criteria in which you are looking for, for example, if any War Targets or people with negative standings come into said system and which ship did they fly in, at what times during the day did the fly into the system, and how often or how many times did they enter/exit system.
Make it scanable and hackable to influence what gets reported or to remove the entry of yourself into the system. Mu-hahaha!
|

unimatrix0030
Viperfleet Inc. Disavowed.
51
|
Posted - 2013.11.16 20:52:00 -
[759] - Quote
Gate disruptor Disabling all gates in a system for a day. Only way to get in or out of that system is to use wormholes or destroy the disruptor. Doubles the chance of having wormholes in system. You need a probe launcher with probes to find it.
Disabeling system bountys Up on anchoring it disables all bountys in a system for a day or when it is destroyed. You need a probe launcher with probes to find it.
local inhibitor disables the local chat in the system untill destroyed. You need a probe launcher with probes to find it.
Clone swapping facility Can only swap clones at this facility no jumping from and to a clone. Is to be used to swap clones with diferent implants. Same amounts of uses like the jumpclones though.
remote camera unit Very cheap thingy that only looks into one direction can be accesed by tablets Is usefull for keeping eyes on wormholes, gates, stations,... One downside if a char is using it, they can't be logged into eve .only by tablet. If viewer leaves it "dies". Can be killed and shows up on overview
remote fleet commander viewpoint unit that can target, boadcast to fleet and see the grid. usefull for FC's that have been shot of the battlefield can help train junior Fc's if manned by experianced Fc's Maybe also only by tablet. Can be shot of the field.
remote web unit tablet users can help people web
remote target painter unit tablet users can help people shoot stuff |

LuckOfCauthon
International Unification
2
|
Posted - 2013.11.16 21:01:00 -
[760] - Quote
Read about 10 pages before skipping to the end so I apologize if already suggested. (just brainstorming, so don't be too aggressive if you disagree with something)
-Mobile ECM Burst Similar to the ecm burst modules but deployable. Effects all ships in range.
-Mobile Scrambling Disruptor Prevents scrams/disruptors from working in its radius (not deployable near mobile warp disruptors?)
-Mobile Sensor Interference Increases lock times for all ships in radius
-Mobile Drone Signal Repeater If within a ship's drone control range, extends that range in a radius around the repeater.
-Mobile Drone Unit (For POS's: I know thats not what this thread is for, but w/e) Like all the other pos weapon turrets, except it uses drones.
-Mobile Covert Cloaking Device Conceals all ships or other deployables inside its radius, but it is visible and can be shot. If you are within the radius you can see everything else being cloaked.
-Mobile Distress Beacon Provides a warpable beacon on grid which any player in system can warp to. Works anywhere. (including wormholes)
-Mobile Scanning Unit (as many have suggested, not sure if anyone has suggested this possibility for it) Automatically clicks the d-scan for you xD
-Mobile Missile Defense System Shoots down (some) missiles with lasers.
-Mobile (Wormhole Environment) Projector Effects ships within the radius with whatever type of environment the deployable is. For instance: Mobile Pulsar Projector: (c3 stats?) effects ships with +55% shield, targeting range, and sig radius. -27% cap recharge, -22% armor resists
-Mobile Salvager Goes with the new tractor deployable. (too easy?)
-Mobile Cargo Unit (more literal sense of the word "Mobile") Holds cargo. Can command it to stay put, follow you (in grid), or warp to you (out of grid). Cannot use jump gates or go through wormhole entrances.
|
|

Jan Toras
Introduction To Agony
0
|
Posted - 2013.11.16 21:21:00 -
[761] - Quote
I'd like to see a "Sonar Buoy".
Option 1 Have it take 5 minutes to fully deploy, and create a beacon while doing so. Once deployed, it sends out a ping that travels system wide, deactivating all cloaking devices for the next 5 minutes.
Option 2 Limit 1 per system. It sends out a ping every 5 minutes. After being hit by x pings, a ships cloaking device is disabled for 5 minutes. |

Chloe Celeste
Net Effect
44
|
Posted - 2013.11.16 21:22:00 -
[762] - Quote
Many people have suggested, hinted, or thinking the new mobile structures we have been suggesting in this forum are, or may be, replacing the traditional POS Starbases as we have grown accustomed to. I can't say I know the answer but it is my opinion that POS Starbases are here to stay and that CCP will finish the long task on improving them for the long haul. It will be hard work but I believe that people will need POS Starbases and this is a way of strengthing that relationship while making them more useful and the management much easier.
It is hard to imagine that eventually future expansions will completly remove the traditional POS Starbases forever -- but they may get changed in a way that will be more beneficial. Instead I see the mobile structures being an extension of the POS Starbase system and being able to interact with mobile structures in a way that we never imagined. Each mobile structure doing a specifc thing or task but being able to combine them in such a way they will work in-concert with each other.
Mobile structures also provide a way of having a personal POS Starbase one that was never fully developed in a meaningful way. Will there be a Moble Research Lab outside of a POS? Maybe, but they will be limited in what they can do so they aren't more useful or better than the Research Lab you launch for your POS Starbase. Plus, mobile structures don't have to orbit a moon so gives more ways we can use "Structures" to add more meaningful experiences in game.
For the justifcation of my opinion, as expressed, I note what the first four of the new mobile structures are and what they do 1) a hanger and fittings service, 2) tractoring wrecks and auto-looting, 3) stealing resources from Silos from POS Starbases, and 4) Cyno Jamming. It would seem that there will be offensive, defensive, and helper Mobile Structures to do various things and accompish various tasks. The mobile structures so far that have been put out in SISI and for the first expansion of Rubicon on Nov 19, 2013 have all been to aid a particular activity in game. Plus, why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??
Additional Proposals
Mobile Medical Facility https://forums.eveonline.com/default.aspx?g=posts&m=3883653#post3883653
Mobile Collection Point/Unit | Codename: "Vending Machine" https://forums.eveonline.com/default.aspx?g=posts&m=3884000#post3884000
Mobile Intelligence Gathering Unit https://forums.eveonline.com/default.aspx?g=posts&m=3884092#post3884092 |

Elmnt80
Life. Universe. Everything. Clockwork Pineapple
9
|
Posted - 2013.11.16 21:52:00 -
[763] - Quote
Mobile Cyno Beacon - Deployable object with a 12km3 cargo bay. Uses 500 Liquid ozone per minute to keep running and will have a cyno beacon activated so long as there is fuel in the cargo bay. The people able to jump to the beacon is controlled in the same way as a pos based cyno beacon, has approximately 50k ehp, no resists, can't be anchored within 15km of a station or pos shields or gate, no reinforce timer, takes 30 minutes to anchor and online. To anchor and online requires anchoring V and Cyno V.
The idea is giving lowsec and npc null an option for increased logistical capabilities since you can't deploy a cyno beacon in those types of systems. It'll give them an hour to do whatever with a fully fueled beacon and might be useful for blops groups when returning to a staging system after a gank/fight/siegefleet thingy. I'd also be happy to see a covert option available if the blops group is being heavily considered with this. |

Kalissis
42
|
Posted - 2013.11.16 21:52:00 -
[764] - Quote
MOBILE MARKET HUB
Open your own shop in the universe!
Place Offers/Orders
Customers buy/sell(when allowed) at the hub
When destroyed, loot drop (or whatever ISK?!)
Make it more work as normal station markets (like introduce PICK UP ISK after sale)
GREAT FOR WORMHOLES!!!
Make your own system even more attractive (even with no stations! NPC 0.0 yeah)
WIN |

Kalissis
42
|
Posted - 2013.11.16 22:06:00 -
[765] - Quote
MOBILE CLONE BAY
Clone jump, get into action!
Great for systems with no stations/clone bays
Drop IMPLANTS when destroyed (and for you cadaver fans out there corpses, too!)
Make Rorqual still useful (add fuel or any other costs!?)
WIN
EDIT: Similar to >> Moble Medical Facility << Except, no way in WH space, this will break A LOT. |

Scuzzy Logic
Midnight Elites Partners of Industrial Service and Salvage
67
|
Posted - 2013.11.16 22:24:00 -
[766] - Quote
Deployable 50'000 and bigger m^3 hard-to-probe storage would just be great. Seriously.
Could be dedicated bays like the new T1 indies not to completely replace the corporate hangar array.
Chloe Celeste wrote:Why put out a mobile structure that can steal from Silos on a POS Starbase and then a few years later get rid of the entire POS Starbase??
Make us hate it so nobody will miss it? |

permion
I Sneezed Nerfed Alliance Go Away
6
|
Posted - 2013.11.16 23:17:00 -
[767] - Quote
Deadspace anchor.
Placed in site clear of hostiles, when site despawns it instead keeps that specific room up and the acceleration gate to it up.
__________
All these silly claims about taking power away from the empire, when anything that opposes empires uses dead space... Which is the only space players have no control over, instead only ever being used for for silly PvE hunting safaris. |

Nimrodion
Globaltech Industries Yulai Federation
12
|
Posted - 2013.11.17 00:41:00 -
[768] - Quote
How about a mobile unit that pulls in and scoops corpses? :) |

Michal Swiostek
Unseen Nomads Exiled Ones
1
|
Posted - 2013.11.17 04:13:00 -
[769] - Quote
So many good ideas floating around here, things I would like to see:
* anything that can interact with decloacking ships on grid,
* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...
* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,
* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1142
|
Posted - 2013.11.17 04:40:00 -
[770] - Quote
someone on failheap suggested a cyno trap
directs any incoming cyno traffic to a system to itself instead of the chosen cyno We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1142
|
Posted - 2013.11.17 04:43:00 -
[771] - Quote
a flare that has a chance to be targeted by missiles instead of their original target We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Gilbaron
Free-Space-Ranger Nulli Secunda
1142
|
Posted - 2013.11.17 04:55:00 -
[772] - Quote
timer sync thing
syncs timers across systems, unblob the blob We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Chloe Celeste
Net Effect
44
|
Posted - 2013.11.17 05:23:00 -
[773] - Quote
Michal Swiostek wrote:So many good ideas floating around here, things I would like to see:
* anything that can interact with decloacking ships on grid,
* stabilising wormholes to give them either more time or mass, ie. pair of units on both ends of WH will make the WH more stable but consume fuel be easy to destroyed etc...
* generating random wormhole, drop and anchor an object and in few minutes, presto, we have a WH generated either specific to the module we dropped, or completely random in terms of mass lifetime and target system,
* any type of anchoring defensive or offensive guns (like gate guns) or towers (neuting/webbing etc) so that we can put them to defend our precious mobile structures,
All great ideas but I specifically like and second the use of a mobile structure that will decloak ships passing in the vacinity or passing through what it creates. From some of the other previous posts and the one about a Shield Wall instead of a shield make it so that the owner can use multiple of these mobile structures to create an invisible layer that is a sensor field or something that emitts a partical that destabilizes any cloaked ship while within a specific proximity but also for a brief period of time after leaving the Sensor Network.
Incorporating previous posts and ideas the mobile structure itself would only be useful in multiples of three that are used to triangulate a field or layer of sensor or emitting particles that way based on the positions of the other three mobile structures you have the X-axis, Y-axis, and Z-axis which multiple coordinates can be use to create a 3-deminsional object made up of the sensor or particle field to create the entire network or object around in which you want to protect. It is also flexible so that you can create a barrier at specific points instead of a 3D object so passing ships that are comming out of warp, if cloaked, are able to be seen from a celestial point in space.
Of course this mobile structure should be scanable with probes but not seen on the Overview by default. Also destructable but a one-time use that has a similar lifespan of the Cyno Inhibitor that is comming out on Nov 19.
The only thing that worries me about this idea for a mobile structure is that it is too similar to Moble Warp Distruption bubbles and that it may be easier to make those bubbles decloak ships as a feature rather than create a whole new mobile structure item and far shorter time to make that change I presume. Might be a good idea to do so and even though it is not invisible having the ability to decloak ships in its entire bubble range and maybe a brief period of time after it decloaks, like some kind of delay, may be better and more efficent overall -- plus we could get another new mobile structure in its place.
Bottom line, I think the people want something that decloaks enemy ships.
|

Seabronc
Valkyrie Professional Resources I Whip My Slaves Back and Forth
1
|
Posted - 2013.11.17 06:32:00 -
[774] - Quote
Webifier mobile structure Used for gate camps. Used for warping friendly industrials faster . |

Chirality Tisteloin
Zervas Aeronautics The Unthinkables
36
|
Posted - 2013.11.17 07:17:00 -
[775] - Quote
Lighthouse (limited decloaking) Since many people would like to see some decloaking ability here is this:
The light house emits a focused cone (20 degrees opening angle?) of radiation into space, visible through a nice graphical effect. Range: The whole grid. The cone slowly rotates along an axis chosen when anchoring the lighthouse. Cloaked ships that get into the light cone decloaked. T2 Version has larger opening angle or faster speed of rotation.
It would be cool if the lighthouse would not shut down the cloaking devices but just nullify the effect for duration of the ship being inside the light cone. Thus illuminated ships would not be lockable but appear on the overview and in space. Real decloaking would still have to be done with interceptors. Also the illumination effect may be chance based with diminshing chance of being uncloaked with larger distance from the lighthouse.
I realize this would be a b**ch to implement.... well... challenge! See you at my blog: http://spindensity.wordpress.com/ |

Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 07:55:00 -
[776] - Quote
Since there are so many crazy suggestions, I get to be crazy too...
Mobile Slot Machine Structure:
A passive way to make money and allow others who are bored to make money as well.
The owner would set: Chance of Winning (5-100%) Payout Cost Open to all vs Based on standings
This would include a Gambling skill as well. Each level of the skill would increase your chance of winning by 5%. So a machine set to 50% would suddenly have a 75% chance of payout if a pilot with Gambling Lvl 5 played it (this would be a social skill).
It could be dropped in asteroid belts to entertain bored miners or it could be combined with other future Gambling Structures (Poker, Roulette, etc) to create "Casino Systems".
To further expand it, you could add that it drops an "ISK Voucher" when popped or when someone wins and that it could be ninja'd or destroyed to steal the money from it.
|

Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 08:01:00 -
[777] - Quote
New Structure: FW Button Blocker
This is a fairly simple structure. Drop it in a system and it stops cloaks and warp core stabs from working in FW sites. |

Darius Caliente
Certified. Moon Warriors
40
|
Posted - 2013.11.17 08:10:00 -
[778] - Quote
Concord Spawner
Dropping this structure in high-sec would force all Concord in the area to respawn on the structure and attack it, assuming it was a criminal that needed to be dealt with. Only after the structure is destroyed would Concord react to other criminal activities in the system.
This would allow gankers extra time to pull off a gank (requiring fewer ships) but the trade-off should be that it would cost more to deploy this structure than it would to use the extra ships.
Let's say it makes it instead of 8 catalysts you require 4 catalysts... then the structure should cost at least as much as 8 fully fit catalysts (2 x the reduction (4)).
You would have to determine the maximum effect that it would have based on the time it would take concord to kill it and how many additional volleys attackers could get off to determine the full cost I'm guessing somewhere in the 150-200M mark.
It could also be that there are multiple versions with varying amounts of hitpoints with an increasing cost.
Small -- Delay Concord enough that a Catalyst can get off double the volleys Medium -- Delay Concord enough that a Brutix can get off double the volleys Large -- Delay Concord enough that a Tornado can get off double the volleys |

Zhoon
ZHOON PROVOCATEUR
12
|
Posted - 2013.11.17 10:14:00 -
[779] - Quote
Quote: "decoy structure that imitates a specific ship on probe and d-scan" that's an awesome idea!!! looking forward...  |

Zaknussem
Everybody Loves Donuts
54
|
Posted - 2013.11.17 10:41:00 -
[780] - Quote
While I took a minute to skim through this thread, I obviously didn't read all of it. The only idea I have that I didn't see is the Mobile Drone Orphanage, a structure that scans for and automatically retrives "lost" Drones within a set radius, like on-grid or even up to 1 AU. This could also be a secondary function of some other mobile structure.
Beyond that, I second the ideas for mobile structures that:
# Allow for trade. # Allow for ore compression (with some loss). # Allow or a beacon to be deployed. # Allow for a player-controlled billboard to be deployed.
|
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
778
|
Posted - 2013.11.17 12:35:00 -
[781] - Quote
My own stargate that does not show on overview. And when I deploy I can link to another simmilar gate in another system within 5 Ly). Cost 1 bil isk. Use pos fuel to continue working.
Cannot be deployed by characters in NPOC corps. THe deployed gate is linked to the corp not the player)
damm that is a jump bridge already :P dammm
Except I can put it in High sec and low sec :) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Droidyk
Maniacal Miners INC No Safe Haven
42
|
Posted - 2013.11.17 15:38:00 -
[782] - Quote
Syrias Bizniz wrote:Stargate Inhibitor - Basically, like an SBU, but not for SOV. Needs to be placed on both sides of a Stargate. Once both are online they will shut the stargate down. Low Hitpoints, but comes with a Reinforce-Timer (up to 1h). So you CAN deny access to your territory, and you CAN deny movement in hostile territory just to harass the inhabitants. And you can use them to get rid of people chasing you. Only one per System can be active.
Fancy-Shmancy-Unit - Creates stuff. Like, non-mineable asteroids. Stuff to make space pretty, you know. So you can put your other Units and Deployables there. So it looks like one of those Pirate-Hubs.
Deflector Unit - Hides itself and all other Deployables in it's vicinity from D-Scan. So you can hide your base from D-Scan, but people with Probes (Combat?) will still be able to scan you down - and then wreak havoc.
Pleasure Hub - You can dock your Non-Capital Ship(s) here. Has a Bay, so only a limited number of ships can be docked. You can set access by granting access to certain players, to your corp, to alliance, to Standings, or none at all. Has a Captain's Quarter with a Window, and will start shrieking with sirens and flashy red light (you know, flashy red, because the Pleasure Hub already has Red Light in it by default) if people who are not on the allowed list land on grid. Requires fuel: 'The Damsel' 0.05/h, Exotic Dancer (Male or Female) 2.0/h. And some other stuff. Has an amount of slots for:
Mobile Protective Sentry - Can only be deployed to a Pleasure Hub. Will start shooting people who land on grid of the Pleasure Hub without being on the allowed list.
^^ All are pretty awesome ideas! |

Silvia Heart
Thirteen Enterprises
0
|
Posted - 2013.11.17 17:35:00 -
[783] - Quote
Yet another mobile cloak disruptor:
-range 80km -T1 will decloak ships moving faster then 250ms lvl1 A required -T2 will decloak ships moving faster then 125ms lvl3 A
T1 worth about 25mill, T2 worth about 200mill
scoopable, 30k EFH, 200m3 size (sorry to miners), affects ships warping in |

Tora Hamaji
Republic University Minmatar Republic
11
|
Posted - 2013.11.17 19:32:00 -
[784] - Quote
--Magnetic Field Generator--
Ignore the jargon name, the idea is a structure that multiplies the mass of ships within it's field by x5 (or reduces their inertia), making them take much longer to align/warp and maneuver.
|

Terranid Meester
Tactical Assault and Recon Unit
187
|
Posted - 2013.11.17 20:21:00 -
[785] - Quote
Some kind of mobile microjumpdrive structure which can boost even non battleships forward 100km. Has a certain range where it can be activated and when activated boosts you 100km in the direction you are pointed. |

Vanja Mojisola
Red Dwarf Mining Corporation space weaponry and trade
2
|
Posted - 2013.11.17 22:25:00 -
[786] - Quote
I would like POS permissions to be fixed. They are very difficult to work with and do not support separation of responsibilities very well.
ACLs would be my preferred method. I should be able to say that a mobile lab is accessible by Corporation A, Corporation B, and by Bob, who is a friend not in the corporation.
My (hisec-based) CEO should not have to get involved every time I want to give someone access to POS services.
Also there should be a Personal Ship Maintenance Array similar to the Personal Hangar Array. Or, allow all structures to have a "personal" section; the Component Assembly Array should be able to store my stuff as well as storage for corp divisions. |

Randy Wray
Euphoria Released Triumvirate.
121
|
Posted - 2013.11.17 22:29:00 -
[787] - Quote
"Mobile warp drive inhibitor"
Slows down acceleration and deaccelerations of ships warping on and off grid by a fairly large amount. Can be anchored on gates in lowsec and nullsec. Main use is to slow ships down to make them easier to hit with smartbombs as they land.
This would make lowsec pipebombing FW fleets a thing. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

galba
Search For The Greater Good
0
|
Posted - 2013.11.17 22:49:00 -
[788] - Quote
A Passive Electronic Warfare module which detects active scans ie DScan and scan probes providing classification of scanner type ship class and localisation of active scanner(s) acuracy relative to skill level required for passive electronic warfare. |

Kesthely
Fleet of the Damned Ace of Spades.
56
|
Posted - 2013.11.18 02:05:00 -
[789] - Quote
A few Ideas:
Highsec:
Mobile Billboard: Billboard that lets you advertise stuff (no more advertisement with silly containers)
Low Sec:
Gate gun Sensor Scramblers: Delays response time of Gate guns by x seconds Station gun Sensor Scramblers: Delays response time of Station guns by x seconds
0.0:
Ecm Module: Periodicly pulses an Ecm Burst
All:
Acceleration Gate Lock: Locks the Acceleration gate within 2.5 km unless you have the password. Hackable for password. Link Suppressor: Blocks all command links from working in a predetermined area |

Obsidiana
White-Noise
226
|
Posted - 2013.11.18 02:52:00 -
[790] - Quote
WH Map Anchors: They allow detection and mapping of areas of WH space by the players.
Ya, easier said then done, but creating them and destroying them would be... interesting. |
|

Esmanpir
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
0
|
Posted - 2013.11.18 03:14:00 -
[791] - Quote
Quote:Idea 2: Player Created Incursion Device -- Something that you anchor then online in a quickish time frame (15-20 minutes). Have the device create a cyno-like beacon for all in system to notice and warp to if they like. It should also be a low EHP device (~50k EHP or less).
-- Once onlined, it creates incursion like penalties in System (Reduced ship damage, Reduced ship resistances, Reduced bounties, etc). These penalties last for several hours, and offlining or detonating the incursion-device will not cease the system penalties. [don't inhibit cyno's though, as that makes this too potent]
Why? It's a device to encourage the locals to come out and fight, and if they don't, they have real consequences. Currently, there is very little reason for a group to actively defend their space beyond sov / tower attacks, as it is generally more prudent to stay safe until an enemy leaves system and then commence normal activity. 
OK - I'll bite. -How about a module that "encourages" PVP'rs to have to mine or PVE else they take serious PVP penalties? -We could have another module that "encourages" Gankers to have to Carebear -How about a module that "encourages" gate campers to strip naked and run through five systems flying only an unarmed hauler while chanting the Lord's Prayer? -Or how about a module to "encourage" non-excursion players to have to step into an excursion or suffer serious penalties?
Better yet, how about we recognize the different facets of the game and individual players preferences and not try to meta-game others into playing the game the way we want them to? Yes, it's a pain to fly through 20 systems and not find anyone out and about to pew-pew because they're all doc'd up and doing other things. Or maybe they just don't want to bother with a nuisance patrol. But more than likely, they're smart (and / or outgunned) and don't want to fight on someone else's time table and terms.
What I would like to see: I'd like to see a mining deployable that has a small shield (w/100k hit points), large enough shield radius to protect a ship, and requires the operator to manually target and initiate the mining of the asteroid (similar to a POS gun platform targeting and firing). 1.It should have a range of 60km and be able to fit mining crystals 2.Shield and ability to operate mining platform is accessible by the owner not corp or alliance 3.The player ship when inside the shield can not activate any ship modules 4.The deployable should have a large cargo space (80k m3) 5.1 mining laser - Small, 2 mining lasers - Medium, 3 mining lasers - Large 6.It should require POS fuel to online and operate the shields 7.Restricted to .4 or less 8.Can only be dropped within 50km of a mining belt 9.Ignored by NPCs even when ship is within it's shield 10.Can be unloaded when offline 11.Can be scooped and reused 12.Designed to prevent bot mining and reduce chance for AFK mining. Perhaps requiring the operator to enter a random 3-digit access code when activating the mining laser each cycle (which runs for 5 min / cycle)
|

Cptn Bagel
Strategic Fighters Association
5
|
Posted - 2013.11.18 03:39:00 -
[792] - Quote
I'm just gonna dump some ideas here. some of them may be good, some of them may be awful.
1- a deployable sensor that reports to the owner of the structure when a ship comes on grid with it., acting as a sort of tripwire. The tech 2 version can tell you the number of objects that are on grid (not counting those that were present when it was deployed) The idea of this is so that you can keep an eye on the door when you have a feeling someone is trying to kill you. (note- they cannot sense cloaked ships, and can be fooled by placing a drone or cargo container on grid) These structures are relatively small in size, and do not appear on overview, meaning they must be spotted by eye, and targeted by mouse. The tech 2 version is a bit larger than the tech 1 version, making it a bit easier to notice at a glance. There will also be a limit on how many of these structures can be used at a time by each player, let's say 3 for fun.
2- A deployable automated barge that can be given a destination in the form of a station, planet, bookmark, or fleet member (though they must provide permission via pop up window). These transport drones will be fairly easy to destroy, will only be able to make one way trips (point A to point B, but not back to A), and will only have a cargohold of about 500 cubic meters. will The idea behind this is not to replace couriers or actual hauler pilots, but to be able to send packages to yourself for future use that are too small for a courier contract, or to another corp mate. Example A- My corporation scheduled a ice mining operation near our home system in the middle of nowhere, set to begin tomorrow afternoon. I have a barge there, but it has strip miners on it. I'm busy running missions in another empire, and plan to jump clone out to my barge, but need to have ice lasers transported there as well, so I buy some lasers and place them onboard a transport drone, which makes it's way out to the station my barge is at. Example B- my corp mate says he's missioning somewhere far away from a trade hub, and is low on ammo. I'm next to Rens, so I fill up a transport drone and send it off to him. Additionally, an Interbus version will be available to be purchased with Interbus loyalty points, which will have a slightly higher velocity, and an 800 cubic meter cargo bay. This can also be used to discretely transport small, valueable cargo, either by sending it in a single, inconspicuous transport drone, or by sending out a small fleet of maybe 10 drones so that thieves will have a harder time catching the one carrying the valuable cargo. Attacking these drones is a criminal offense warranting Concord intervention, though their destruction is easy to achieve. Additionally, to prevent them from being used in ludicrous numbers to replace freighters, each player can only have a maximum of 10 transport drones in space at a time. (They will require a skill to operate, each level allowing the operation of 2 additional drones)
3- A structure can be anchored near an offline tower or POS module that after 72 hours will allow the owner of the deployed structure to unanchor the tower or modules. In hi sec, you must be at war with the owner of the target to use this structure.
4- A "sleeper beacon" that mimics a sleeper drone distress signal, and when activated may cause a fleet of sleeper ships to warp on grid after a random amount of time. These modules are expensive to produce, difficult but possible to scan down, can be taken by anyone, and will turn off after 48 hours. These modules can be used to acquire more sleeper components, make the other side of a wormhole very dangerous, or even used to launch an attack on someone's POS. Obviously, these structures only work while inside a wormhole system, and if the sleepers are not destroyed after 24 hours, they will go home with your beacon
5- A large, mobile generator structure that can be used to recharge your ship on the spot. It can only hold a limited amount of power, but it does recharge at a decent rate. When deployed, it's power reserve is completely empty, but starts to fill up immediately. When attacked, it will enter a 24 hour reinforced mode during which it can be unanchored, but cannot be used. |

Ferrocerium Spark
State War Academy Caldari State
10
|
Posted - 2013.11.18 09:54:00 -
[793] - Quote
Mobile Sentry Drone Exterminator? Device that disables/destroys all sentry drones on grid? Or something similar that could counter slowcats and drone assigning tactics... |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 09:59:00 -
[794] - Quote
Cyno BAIT !!
Any ship jumping within 5 L.Y have a chance of beign dragged to this system in a random location of the system. (that would make massive capital fleets movement a bit more problematic).
The module shoudl show active in map as a RED mark on the cynos active option "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 10:00:00 -
[795] - Quote
Ferrocerium Spark wrote:Mobile Sentry Drone Exterminator? Device that disables/destroys all sentry drones on grid? Or something similar that could counter slowcats and drone assigning tactics...
how about using ... Halo Set and 10 MN AB wolfs for that? :P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Gosti Kahanid
Farstriders Apocalypse Now.
33
|
Posted - 2013.11.18 10:52:00 -
[796] - Quote
Mobile Beacon-Unit: Like a NPC-Beacon which allows other Ships to see it in the overview through the whole system and warp to the beacon. This could be used to signal a friendly fleet where to warp to, but the enemy could also use it. Of course you should be able to name it bevore deploying.
Mobile eWar-Units: Units who apply different Types of eWar to friends and enemies alike like a bubble (Like 10% Web, Damping, Tracking disruption...) |

Transcoreis
Deutsche EvE Lehranstalt
0
|
Posted - 2013.11.18 13:40:00 -
[797] - Quote
Maybe :
A Portable Scan Unit : Only Scan the amount of Signiture and Ano-¦s Not the Kind ( maybe with high skills posible if the owner is in the system ) acessable from the sience & Industries tab ..
Mobile Lab / Factory Rentable and limited ..
The Bilboard Idea is also nice Maybe a kind of disc to put the info-¦s to the avalible ones
Trading outpost sounds also nice
Maybe a Sunray collecor array that loads / reloads capbooster / stationbatteries for deployables .. must be anchored in range X away from sun ..
|

Altered Ego
We Love Unicorns EveryoneVersusEveryone.com.
30
|
Posted - 2013.11.18 14:21:00 -
[798] - Quote
Some of the stationary cloak posts seem very OP, a 100km range is designed for hiding a huge fleet when this kind of module should focused on small gang/skirmish style play. This would be great when combined with a decoy device.
Stationary cloaking field GÇô small/medium/large/T1/T2 - smallest version should fit in a frigate hold and be able to hide something like a single frigate, while the largest version should fit a BS hold and be able to hide a single BS. Also, nothing should be unscannable unless itGÇÖs equipped with an active cloak. So a mobile cloaking device should remove itGÇÖs ships from D-scan and make them unscannable, while the structure itself should have a fairly low scan res making it difficult, but not impossible, to scan down. Only one unit my be deployed on grid at a time.
Decoy structure GÇô one time disposable structure that can imitate a number of items, depending on the skill of the user (lv 1 = 1 item, lv 5 = 10 items). These items will show up on scan probes/d-scan/overview as the item in question, but a visual inspection will show it the be a deployable structure. Only one decoy may be deployed on grid at a time. |

Karynn Denton
Clan Katanga Caravan
12
|
Posted - 2013.11.18 15:46:00 -
[799] - Quote
CCP Fozzie wrote: Would you like to see a mobile drug lab with a meta version called the 'Winnebago'?
Oh god yes!
|

Solutio Letum
Rogue Clones Yulai Federation
202
|
Posted - 2013.11.18 17:02:00 -
[800] - Quote
A modular Mobile Depot
Different Version Exist. Small (3 Slots) Medium (6 Slots) Large (8 Slots)
They are a Basic Struture that you can refit or put stuff into like mobile structure's But each slots lets you put stuff on it to upgrade it like a ship.
Also Slots lets you put Hangar's on it to store a ship, for say, Large Modular Hangar (takes 4 Slots) Then you see it strapped onto it.
You could also put trading hubs where people can go and buy stuff in, with a beacon that display it in system. For Wormholes really. But you can still destroy it like mobile depots.
You could also to things that POS's can do in general, compressing minerals for ninja mining and so on. Like a little mobile home. |
|

Ju0ZaS
Mentally Assured Destruction The Pursuit of Happiness
33
|
Posted - 2013.11.18 17:25:00 -
[801] - Quote
Ju0ZaS wrote:Mobile siege turrets that can fit one capital gun on them to make pos killing easyer, since marauders are not getting dps increase from bastion. I guess essentially being able to deploy a sentry turret with out your own POS to shoot a POS.
You know how in the middle ages armies would use catapults and **** to attack a wall of a castle, well this would be a similar deal with a POS. I just thought about this equivalent, it makes so much sense. Must have in next expansion, CCP. :) Are you going to fight me or do you expect to bore me to death with your forum pvp? |

HazeInADaze
L'Avant Garde
70
|
Posted - 2013.11.18 17:36:00 -
[802] - Quote
Faction war structures. Bought with LP. Different sizes, from small and cheap to large and expensive. Deploys immediately but has HP amount and unachoring times proportional to size. Unachoring structure redeems LP based on value of enemy ships destroyed, up to a maximum determined by structure size. Destroying the structure is worth LP to the opposing side based on the LP cost of the structure. Ultimately this is a bet by the player that he can hold the field and redeem extra LP.
The risk is on the side of the structure owner, so the most profit should be there too. And after the fight is over the victor must unachor or destroy the structure: giving opportunity for the losing side to reship or call for backup. Or maybe even give a pirate the opportunity to |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
19
|
Posted - 2013.11.18 18:50:00 -
[803] - Quote
A dyson sphere, though I know someone must have mentioned it. Dark solar systems would be epic (perhaps its not allowed where there are inhabited class M planets). Then player fusion units that look like miniature stars, I'm sure someone can figure out uses for them (perhaps they decrease scan strength around them because of nuclear fusion interference). And I think the stars are a bit too small, they're HUGE and the ships seem a bit too big in comparison. Huge gas giants also.
Other than that, I can only say that I want to see something grand. Like huge spinning rings, massive citys of POS's (like the Borg HQ), not only made my players, but made by NPCs by the help of players (fex missions done in a system contribute to the size and complexity of the local floating ++bercity). With no gravity there's no limit to the size of structures, so I'd like to see stuff the size of moons that are built over time by the effort of hundreds of players. Things that can and is destroyed from time to time, but also some things that remain forever. Also, I would really like to see more things that look a bit more dark and sinister but also more bright and modern, more real than cartoonish, the new ships display that I think. White is also a darn good color in space, so huge white structures and ships would be epic. Perhaps domed city's with waterfalls and everything, manmade planets with artificial gravity and no atmosphere, everything in good sci-fi books. Everything epic. Its a digital world, you can do everything, 1 000 000 meters huge and 1 000 meters is just as easy. |

Robby Altair
60
|
Posted - 2013.11.18 20:40:00 -
[804] - Quote
Mobile Starcake Easy-Bake oven. Entertain your friends with cake.
Mobile T3 Depots, with new & improved subsystems . Collect the whole set.

P.S. Just make it fun. It is GIGO application development. |

Lemming Alpha1dash1
Lemmings Online
20
|
Posted - 2013.11.18 21:49:00 -
[805] - Quote
Biomass processing plan; meat goes in one side, medical grade materials comes out the other. Selling the processed DNA material to station clone services will lower your (corp/alliance) medical clone contract costs
PS: for DJ LMP it of course raises the clone contracts, he is a Biohazard  Information is Ammunition,
War does not tolerate Ambiguities.
|

Zothike
Deep Core Mining Inc. Caldari State
10
|
Posted - 2013.11.18 23:38:00 -
[806] - Quote
Minefields, managed like bubbles to avoid loading server with thousands of objects Would be awesome 0.0 warfare tool
Minesfield from Galaxy Quest
|

shelalily
Goat's Milk Galaxy INC.
0
|
Posted - 2013.11.19 01:39:00 -
[807] - Quote
Covert OPS Reveal UNIT.
Mobile Unit with 10% chance of uncloaking cloaked ship.
Cloak is Invulnerable and you can't take that away from active cloaky Pilots.
Cloaked for 17 hours AFK should be punished just like The Mobile Siphon Unit now punishes AFK Moon Mining POSES. |

Yeshuar Antarea
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.11.19 10:25:00 -
[808] - Quote
Quinn Oron wrote:Let us deploy a deployable that prevents other deployers from deploying deployables.
Then, Sir, we would eventually have to deploy a deployable that prevents deployers from deploying deployables that prevent deployers from deploying deployables.
An anti-antideployable deployable, perhaps. |

Bloodredss
Viziam Amarr Empire
0
|
Posted - 2013.11.19 11:34:00 -
[809] - Quote
I would like to see a personal station building that you can store items and ore and have the ability to sell them while in high or low sec space that has the ability to defend itself but with an upkeep fee for the defense purpose. |

Yeshuar Antarea
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.11.19 11:35:00 -
[810] - Quote
-Mobile Wormhole stabilisation array
A structure that can be built on a wormhole to keep it open. Would need to be built both sides to activate. Possibly restrict it with fuel requirements / stront or nanite (such as a hauler or two's worth every few days), after wormhole collapses structure is destroyed but provides a wreck that can be salvaged
or
Structure stabilises wormhole but requires cap transfer to the array to activate wormhole portal - good way for a corp to claim WH territory.
-Deployable Capacitor batteries
Transfer capacitor to owner, very short range, different sizes. Last for 2 minutes, transfer charge size amount of battery every 5 seconds (so a Cap booster charge 100 battery would transfer 100Gj every 5 seconds as long as you were in range). For ships that cant quite fit cap charge boosters. Explode like a micro smartbomb for Thermal damage equivalent to charge size when destroyed. Large mass (takes up cargo) so pilots aren't dropping hundreds of the things
-Mobile Repair Depot
Pretty much your Mobile Depot with Repair facilities. Feed it with Scrap metal or Tritanium to fix your stuff.
On another topic, I think it would be awesome to have a "deployable ore hold" for mining barges that they could haul behind them. So when ore hold is full, pop out an ore container and hook it up behind you, repeat until all are full. Max 3 per barge, can't travel through gates but can be towed behind the barge in warp to station for processing. The catch is that your ore is sitting outside your ship, people can see that you have x amount of full containers, and you would move / warp slower by 20% per container. |
|

STSxLight
Corporate Scum Northern Associates.
69
|
Posted - 2013.11.19 13:29:00 -
[811] - Quote
A small structure (such as the cyno jammer) that can be launched only in deadspace areas such as FW plexes.
10 second activation timer
It basicaly emits a pulse that shuts down all cloaks, and has the efect of reducing the warp core str to 0, on a 100 km radious.
I think this will be a benefic, awesome idea for fw :D (lets put the farmers to the test)
Now if you dont like the shut down cloack thing then just keep the "warp streght to 0" should be enough if you just decloack them
 "Oh, you think nullsec is your ally. But you merely adopted nullsec; I was born in it, moulded by it. I didn't see the light until I was already a man, by then it was nothing to me but BLINDING!"
my eve youtube channel-á http://www.youtube.com/user/stsxlight/videos |

Bandua
Domination Heavy Industries Atrocitas
1
|
Posted - 2013.11.19 16:03:00 -
[812] - Quote
1. Stealth triangulation structure . Requires a minimum 3 structures, paints targets in say an area of 5AU between the structures. Smaller the cloaked ship, the more structures required to paint it.
2. Temporary deployable gate and station sentries (sov warefare)
3. Structure repair units.
4. Personal POCO |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
19
|
Posted - 2013.11.19 16:16:00 -
[813] - Quote
Yeshuar Antarea wrote:-Deployable Capacitor batteries
Transfer capacitor to owner, very short range, different sizes. Last for 2 minutes, transfer charge size amount of battery every 5 seconds (so a Cap booster charge 100 battery would transfer 100Gj every 5 seconds as long as you were in range). For ships that cant quite fit cap charge boosters. Explode like a micro smartbomb for Thermal damage equivalent to charge size when destroyed. Large mass (takes up cargo) so pilots aren't dropping hundreds of the things So you nerf it? Why add it at all if it does not mix things up?
procedural stations, personal stations, corp stations, alliance stations, would be epic. The really rich players would have something like a huge artificial planet or moon with its own sims/simcity minigame. Really rich alliances would have hundreds of them in a grid. The stations have their own populations which give income in terms of taxes, like a huge simcity economy. Can interconnect economies to other such stations. Perhaps you must start with a personal station and then grow it up to alliance size (deathstar size) by upgrading more and more and building more and more. People go there to get jobs both in private sector and your "government" sector (decide yourself if you offer medical services etc, it decides if people want to live there and work there). And you can decide what cut you take in each portion of the economy (tolls, income tax, profit tax, service fees (food, water, sewage, power, artificial gravity, medical services, education services, law enforcement services, defense services, etc)).
Gates! Drop gates and supply them with fuel and pair them however you want (more fuel the longer the travel is). Different features for payment of those who use them (with option to for example not allow anyone but your own corp/alliance use them, or not allow enemies to use them but everyone else can use them, and lots of other variations). Fees would decide where players go (autopilot would need a "cheaper route" also), so anyone who try to charge an arm for passage would get left with an unused gate system. 48 hour reinforced timer on gates, can be remotely controlled from the other gate in the pair, also jumped to the other pair (so you can for example put a gate right into the enemy territory, and when it is found, you can jump it back without risking limbs).
Covert ops gates. Gates that can be placed so far away from the center of a solar system so that it is less likely to be probed, and don't easily get found.
Supercap stations. The size of moons (or deathstars), can fit hundreds of supercarriers, dozens of titans. No reinforced timer, but a lot of hp and a fairly decent turret system (both dps and logistics) that can be manually controlled by in-station players. But the turret system is just meant to buy time (you can repair the turrets and/or the station itself with the logistics turrets). Huge drone bay (so it can kick back lets say equivalent to 100 bombers in space at one time, testing would decide final numbers though). Perhaps alliance size procedural stations would be able to then upgrade to get the ability to dock supercaps. Then upgrade the number of each type of ship that can be docked, how much ore storage etc.
I could write a book honestly, but then I sort of need more than just a few likes 
EDIT: On the economy bit on the huge stations, I'm gushing over with ideas about that which add gameplay without wrecking things, and is within the plan of "more player control over the universe". Would love to take a few months off to flesh it out really well. |

Rek Seven
Probe Patrol Polarized.
1036
|
Posted - 2013.11.19 18:21:00 -
[814] - Quote
Sleeper homing beacon +1 |

Jace Bowen
The 4th Legion DARKNESS.
2
|
Posted - 2013.11.19 19:13:00 -
[815] - Quote
Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes. |

Liu Bin
State War Academy Caldari State
1
|
Posted - 2013.11.19 20:36:00 -
[816] - Quote
Jace Bowen wrote:Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes.
I was wondering if the camera structure could feed a twitch.tv stream. That would allow a gang to all access it.
Tricky to balance though. Hard to avoid killing fun with it. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
20
|
Posted - 2013.11.19 21:04:00 -
[817] - Quote
Liu Bin wrote:Jace Bowen wrote:Mobile Camera Platforms. Once anchored, you can switch your "camera drones" to see what the mobile camera sees/hears. It would be great for watching gates/wormholes. I was wondering if the camera structure could feed a twitch.tv stream. That would allow a gang to all access it. Tricky to balance though. Hard to avoid killing fun with it.
I find it hard to NOT have fun with this. I envision huge swarms of spy drones that fly around controlled remotely, streaming over twitch to those responsible for viewing them (FC's would only watch those that have something interesting on them, interesting being decided by those who's job is to watch all of them). Perhaps this would allow us to remove Local and replace local by a radio-system (send out a message, others then see you are in system, you only see those that have sent out a message while you have been there, or while you have had a spy drone there). perhaps the spy drones can be scripted, and scripts can be bought and sold on the market, so lets say they begin streaming and message people etc when certain things happen (fex if they see gate activity or are shot at). And maybe they can fly around in-system automatically, patrolling. Maybe they can form square grids with drones 4 km from each other and trawl around gates for cloaked ships. Maybe they can surround gates so cloaked ships are decloaked when warping away from the gate.
I'd really like to see asteroid-gathering equipment. Meaning you drop a small station that tractors in asteroids from far away with drones, making asteroids show up around the station (they would not gather asteroids from around the station, but make asteroids spawn as if warping to the station, then the drones take off from the asteroids and warp out to get more). This would make asteroids be able to be finite, but yet infinite, if you just have enough gathering stations. They would of course be able to gather only the resource you tell it to gather (perhaps you can change it once a month or it costs a starbase-charter-ish fuel to change it). The upgradedness of the station would determine how much asteroids it can gather before it stops to await someone that mines it, and how fast it gathers the asteroids, and how big asteroids it can gather, and how rare asteroids it can gather. Lots of skills can be thought up. Maybe you can drop this anywhere, like depot, so you can have a mining place right on your doorstep. Perhaps it can find wrecks that are not picked up after a while from across the entire system and then placed around itself like asteroids and ice (I think rigs are a bit too expensive, more salvaging is needed). |

Angus McRothimay
Ordo Aetemas Noctis
4
|
Posted - 2013.11.19 21:25:00 -
[818] - Quote
I would like to see a Small Mobile Siphon Unit -
A non-disposable version that you can SCOOP into your cargo hold when you want to.
|

Savnire Jacitu
FRONTLiNE GRP.
204
|
Posted - 2013.11.19 21:47:00 -
[819] - Quote
That's no moon...... <corrupt> |

Lifelongnoob
The Motley Crew Reborn End of Life
16
|
Posted - 2013.11.19 22:21:00 -
[820] - Quote
booby trapped mobile hangar
like the mobile hangar introduced today but rigged with huge explosives when someone tries to steal from it |
|

Lethin
Aliastra Gallente Federation
0
|
Posted - 2013.11.19 22:23:00 -
[821] - Quote
Habitat module, houses 1 clone, One can be dropped in a system. Local only, will supply your next clone if podded in system. |

Lifelongnoob
The Motley Crew Reborn End of Life
16
|
Posted - 2013.11.19 22:28:00 -
[822] - Quote
standings scrambler module
when deployed it messes up the standings colours in local by randomly assigning nuetral, orange and red tags to players in local
that would be fun to see in the big blue donut |

Dremmell
D.M. Black Heavy Industrials
1
|
Posted - 2013.11.19 22:43:00 -
[823] - Quote
My idea is for a mobile cloaking field. When deployed it can cover a 5k radius to hide ships. Would be great for gate camping. This device would unable a fleet to stay close to the gate without being exposed to a large fleet.
Larger storage facilities that offer miners a place to store ore.
Ore compressor was also a great idea. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
21
|
Posted - 2013.11.19 23:23:00 -
[824] - Quote
I'd like to see a mobile depot with more than 3000 and 4000 m3 space. Unless you want to see servers handle millions of the darn things.
Since the depot disappointed me a tad on the "there's many like it but this is my own" front, a personal POS would be good. Would need its own place on the UI so its not mixed with the other POSes and NPC-Stations.
Dremmell wrote:My idea is for a mobile cloaking field. When deployed it can cover a 5k radius to hide ships.
Why hide your accomplishment? |

Arthur Aihaken
The.VOID
614
|
Posted - 2013.11.20 00:32:00 -
[825] - Quote
Mines. I am currently away, traveling through time and will be returning last week. |

Alskari
Hammer Holding Moon Warriors
0
|
Posted - 2013.11.20 01:15:00 -
[826] - Quote
I've glanced through the thread and I haven't seen either of these ideas so far:
+ Shooting Range A structure that creates false targets to shoot and then outputs the combat log nicely. Generic ship class, speed and distance could be set. It could even run a simple kill report type feature showing who did top damage and such. Consider that if not for EFT or pyfa you never get close to this kind of info without logging onto the test server, and digging through combat logs. Use it to test fits or keep your fleet entertained while waiting for the cyno-bait to be taken. Corp owned ones could have a leader board for gloating. (An exciting variant could use corpses for ammo. It could jettison corpses for you like a clay pigeon thrower.)
+ One-Armed Bandits Player managed slot machines. Set the costs and rewards and watch all those gambling addicts hand you isk while gankers lurk and wait for the unlucky winners. Corp specific varieties could factor in standings to provide cheap entertainment for blues. Also I figure hacking or something like that could be incorporated to manipulate player input odds or payouts.
Let me be the first to say that I don't think these should be anywhere near the top of the list priority wise. A full replacement for the POS system and all that jazz should come first. However I think modules like these could ultimately be cool and help make your own little piece of space more unique. A lot more ideas along these lines, including memorials, might prove to be an easy way for corps/alliances to flaunt wealth and achievements as well. |

BEPOHNKA
The Scope Gallente Federation
95
|
Posted - 2013.11.20 03:18:00 -
[827] - Quote
Hulasikali Walla wrote:An ore mining/refining/compressing structure for ninja mining 
fail rorqual for... |

Annrea
Medic.
0
|
Posted - 2013.11.20 03:58:00 -
[828] - Quote
First of all, I am really happy with these new space structures and the t3 subsystem change is great.
A tracking structure of some sort. Maybe along with removing local player listing and some cloaking changes add a structure that tracks and reports the all ships and names it catches on its scan. Set a scan range and allow reports to be accessed by the deploying pilot or corp anytime. Scanning reports would be on a real time basis but wouldn't always include names unless.......
Next part of my idea......The pilots ship now includes a transponder that reports the pilots name to the scanning array. This would allow pilots to see who is friendly and many other possibilities besides that. |

Me ofcourse
nul-li-fy Nulli Secunda
100
|
Posted - 2013.11.20 06:25:00 -
[829] - Quote
Mobile stasis web structure;
randomly web's any target which is hostile to the person who deploys it |

Naomi Knight
Imperial Academy Amarr Empire
494
|
Posted - 2013.11.20 07:03:00 -
[830] - Quote
Mobile patch negator structure;
would have room for 2-3 ships+modules
anything put into them is immune to devs change ala patch resistant that way we could enjoy our loved ships/modules even after some terrible "balance" patches
|
|

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.20 08:28:00 -
[831] - Quote
Mass Driver/Catcher First, Player deploys Mass Catcher. Then, the player deploys Mass Driver at another place in same system. Those structure link up each other automatically. Mass Driver has 27,500m3 cargo capacity. Owner can put stuff into it. Mass Driver can launch the stuff toward the Mass Catcher. Several seconds later, the stuff get nearby Mass Catcher.
Solar Harvester Solar Harvester transfers capacitor energy to owner's ship. But transfer range is limited to 5km.
IFF Jammer Owner gets blue from everyone in the grid. |

Magic Crisp
Amarrian Micro Devices Yulai Federation
140
|
Posted - 2013.11.20 08:43:00 -
[832] - Quote
How about a structure that fixes bugs? It has to be anchored at different parts of the CCP office, and it starts cleaning up all those nifty jira tickets? Also, implicitly fixes illogical things in the UI. Even more, if it finds a dev fixing important-to-players bugs, it rewards the dev with a cookie. :)
|

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 11:30:00 -
[833] - Quote
Micro Jump Portals - jump ships to another anchored MJP in the system. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 11:50:00 -
[834] - Quote
Rocket Harbor - Receives stuff from planetary launches, sends stuff to any planet's spaceport within a certain range. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.20 12:30:00 -
[835] - Quote
Liam Inkuras wrote:Mobile Gravity Well Unit. Pulls any ship within 35km towards it at an easily counterable rate, but still enough to screw up an orbit.
This, but instead of pulling the ship towards it, it cripples the ship's agility or increases it's mass.
Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Dunkler Imperator
N.F.H.P. SQUEE.
30
|
Posted - 2013.11.20 14:17:00 -
[836] - Quote
This is something i posted in 2012 so i am re posting here in hopes this sees the light of day. Also Fozzie we got drunk together at the pub crawl this year. Just wanted to say thanks for making that trip so much fun.
What i would like to see is a mining colony for LOW sec and NULL sec. it just would be too dame easy in highsec and too expensive to remove.
Needs *low cost * easy to blow up * Passive mining * ore only (no ice) * mines much less than barges(t1) * limit 1 per belt and 1 per account
Keep it simple stupid. how i would make it in EVE (My dream Mine colony)
Looks Use Already produced in game graphics ( Drone infested roid) launches mining drones They pick random roids.
Details when the drones come back they dump the ore into a holding bay in the mine colony ( similar to custom office), Any one can take the ore from this hold. Same aggression mechanics for stealing ore from a jet can.
30-50 k EHP tier 1 50-100 k EHP teir 2
How big the mine colony is in a ship.( UN-packaged ) 4000 m^3 for low tier 8000 m^3 for high tier
lasts until destroyed or unanchored. Automatically starts unanchoring if The hold becomes full.
Hold size ( i don't really know how much ore this would be, Just a shot in the dark) tier 1 10,000 m^3 tier 2 3000 m^3
Tiers
Should be low tier Colony and high tier colony
Low tier mines ore Places it into Hold. Has 5 drones cost 3-4 m
High tier Mines and refines that ore places it into hold. Has 10 drones 5-14 m Refiner has 70 % efficiency + user skills. Refiner will not accept ores from the hold. Only refines what the drones bring back.
Skills
Low tier Requires Anchoring 4 drones 5 mining drones 3 Mine colony 1
High tier ( uses refine skills of the person who anchored it.) Anchoring 5 Drones 5 Mining drones 4 Mine colony 4
It would be nice to be able for individuals to place a mine colony and allow for passive low -end ore production.
I think it would be a nice Farm and fields for Null and low sec. Something i can protect myself or with a friend or two. is a great target for roaming gangs. Something they can Steal from and then destroy without much fuss or any freaking timers.
PVP for miners :)
|

Dan Carter Murray
441
|
Posted - 2013.11.20 20:00:00 -
[837] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
https://forums.eveonline.com/default.aspx?g=posts&t=297791
i just made a post there http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com |

Scatim Helicon
GoonWaffe Goonswarm Federation
2648
|
Posted - 2013.11.20 21:11:00 -
[838] - Quote
Has anyone said personal cyno beacons yet? CCP: Not out to ruin your game, out to ruin their game. |

Joe Risalo
State War Academy Caldari State
659
|
Posted - 2013.11.20 23:00:00 -
[839] - Quote
Wormhole stasis towers.
Requires a tower on each side of a WH.
It WOULD NOT allow for unlimited mass through the WH.
What it would instead do, is keep the WH from fully closing. It would keep the chain open.
The mass would still be limited as it is now, but would be restricted to a 24hr period.
I.E. I can fit 400,000 mass through this hole and it will close
or I can put up WH stasis towers and be able to put 400,000 mass through the WH every 24hrs.
If either stasis tower is destroyed, the WH instantly collapses, reguardless of remaining mass.
This would make WH life more suitable, thus more people would move in.
However, since these structures can be attacked freely by anyone and everyone, you can troll someone, you can trap someone, or you can break corp/alliance chains allowing you to wipe out one pocket without risk of the other pocket responding.
The structure would not have a reinforce mode, but would have enough EHP to give the defend a chance to respond. |

Joe Risalo
State War Academy Caldari State
659
|
Posted - 2013.11.20 23:05:00 -
[840] - Quote
Personalized jump bridges allowing you to jump to any target system.
It would also require a bridge structure on both sides, and is only one way.
I.E., I can jump to a beacon in Jita, but would have to set up another bridge in order to return EXACTLY like how warp gates work in missions.
The only thing i'm not set on is whether it should be limited to personal use, fleet use, corp use, alliance use, or anyone use.
Again, they're free targets so anyone can break the chain. Also, it would be fun to camp these..
POSSIBLY limited to sub-cap ships. |
|

Rovinia
Exotic Dancers Union SONS of BANE
163
|
Posted - 2013.11.21 00:11:00 -
[841] - Quote
Dear CCP Fozzie
On behalf of the Exotic Dancers Union and all the freelancers in our sucessful and among capsuleers very appreciated industry i officially hand in the following request:
The ongoing problem with the station atmosphere decontamination makes it very difficult for our workforce to get to our customers captains quarters. The only way in (and even more important: out) is provided by docking with a spaceship, which puts our employees in an unpleasant situation of beeing extremly dependent on the goodwill of the capsuleer they work for and / or beeing susceptible to blackmail.
We request the introduction of a mobile pleasure hub (preferably colored in red or pink) that allows us to contribute our services in a clean and save enviroment. The cargohold of a spaceship is NOT a appropriated workplace for Union-certified workforce. I'm sure you agree with us.
Please help us to keep and even improve the high quality standards in our business!
Yours faithfully
Rovinia Unionleader |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
21
|
Posted - 2013.11.21 01:06:00 -
[842] - Quote
Why don't the mobile depots have their own type like the haulers? You know, ammo hold, ore hold, etc. |

Caleb Seremshur
Gladiators of Rage Fidelas Constans
133
|
Posted - 2013.11.21 03:05:00 -
[843] - Quote
a mobile MWD disruptor - 20km radius lasts 2 minutes and ONLY disrupts MWD function not warp-out. Deploys in 10 seconds.
Call it a deadspace generator or something Click here for LP store weapon cost rebalancing |

Omnathious Deninard
Novis Initiis
1852
|
Posted - 2013.11.21 03:14:00 -
[844] - Quote
Ok after much though here are some thnigs I would like to see as mobile structures. All would last 1 HR and could not be scooped once launched. They would have meduim HP and require anchoring IV. Volume would be around 200~300 m3
- Mobile Ore Prospecting Array
- Mobile Survey Networks
- Mobile Entrapment Array
- Mobile Pirate Detection Array
- Mobile Quantum Flux Generator
Each would act like there level 3 counterpart. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Kenrailae
Mind Games. Suddenly Spaceships.
49
|
Posted - 2013.11.21 06:22:00 -
[845] - Quote
I really like the idea of mobile, player controlled bill boards, especially given the theme of more player content, less defined walls.
I don't really have a good answer for moderating the content these might see(read: I don't want to warp to a gate and see Goat ****) except maybe a pretty tight filter or banning/muting the owner, but the concept of being able to anchor a bill board on the gate to whatever system I'm living in with our alliance logo or something sounds really cool.
Also, deployable weapons/Ewar/Cap. war. Must, Must, Must.
1-2 per ship, or a skill that modifies it, bandwidth usage and behavior like drones(MINUS assist), and having to remain on field, connected to them.
Possibly also a second variant that does considerably less DPS but tracks fairly well and reaches fairly far that you could anchor and leave, to protect your billboard, for instance.
The Law is a point of View |

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.21 11:12:00 -
[846] - Quote
Mobile Ship Synthesizer It's synthesize Minmatar Ship from junk or other ship. ex. 200 MetalScraps to 1 Rifter. 2 Rifter to 1 Thrasher 5 Thrasher to 1 Stabber 6 Stabber to 1 Hurricane 4 Hurricane to 1 Tempest
Mobile Capital Ship Synthesizer It's produce Minmatar Super Capital Ship from subcapital or capital. ex. 250 Typhoon to 1 Ragnarok |

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.21 11:43:00 -
[847] - Quote
Mobile Mad Scientist Lab *Low-sec only* Player can produce *random* combat booster from one *random* Trade Goods and one Synth Combat Booster using it. ex. Ingredient : Janitor + Synth Exile Booster Result : +3% Armor Repair Bonus +50% Warp scrambler length -30% Turret Falloff -30% Capacitor Capacity
The random combat booster has 0~3 random positive effects and 0~5 random negative effects. It's very very rare that a very very good booster appears. But it happens frequency that a not so bad (useful under a specific situation) booster (like previous one) appears. |

Saeglotakk
Yulai Guard Yulai Federation
3
|
Posted - 2013.11.21 15:32:00 -
[848] - Quote
Hey Guys,
First off, I think you deserve a congrats for Rubicon. There are a few small niggles but it was launched without too much fuss and the features are great. The new ceptors are a bit insane and after bailing out a freighter and seeing a load of PVE kills, I had a couple of thoughts.
How the hell do we protect our indies/PVEers now?
How the hell do we catch an interceptor?
This is where my idea for a new type of deployable come is. Mobile Decoy Unit.
Decoys have long been a part of war. Everything from planes painted on the ground to fool aerial photography to countermeasures from seeking missiles. Yet they do not exist within EVE.
The idea is that the decoy unit can be positioned anywhere in space and it provides false information to D-Scan and Scanning Probes. The unit would have to be powered by something so for this example lets say helium isotopes (though it could be cap boosters whatever...) Whoever deploys the decoy, can choose which ship they want the decoy to represent. The rate at which the decoy uses its fuel is relative to the mass of the ship it is pretending to be. So decoy frigates less fuel, decoy capitals lots of fuel!
The nice idea here is it can be used both offensively and defensively. Mining fleets etc, could put these all over a system returning false positives and therefore making it difficult to pinpoint a real mining barge. On the other hand, covert gangs could use them as bait to lure in potential victims.
Perhaps an extension of this idea would be a decoy unit which returns a null-response for a certain area say 50/100km across. This would mean ships which cannot cloak can effectively hide from D-Scan and Scanning Probes whilst still being visable on grid. On one hand this might give mining fleets a few extra seconds to get safe. On the other, it might keep a hostile fleet out of site until they are ready to strike. (Maybe this is a little OP?)
I think this type of deployable would be an interesting addition and would certainly help with answering my questions last night!
Let me know your thoughts,
Saeg |

Xindi Kraid
The Night Wardens Viro Mors Non Est
613
|
Posted - 2013.11.21 18:12:00 -
[849] - Quote
I would love to see player anchorable gate guns. As much as I don't really care for alliances, it would be cool if there were more ways for them to turn their space into pseodu-empire territory. It should be more involved than just anchor , collect killmails. it should probably require some sort of fuel, and obviously ammo so you actually have to actively maintain your space.
Another idea: Personal ship hangar: MUST be deployed WITHIN 5000 meters of a mobile depot. It functions as a depot add on, when you launch it, the ship hangar rather than being a separate object adding clutter just attaches itself to the depot, giving it a ship maint bay.
Last, I would like to see stationary turrets that function somewhat like a ship. They come in the standard sizes that ships do and use all the modules ships do, but they will function unmanned automatically. You fit them like a normal ship by jumping into them and putting on modules then you can hop into a hauler and place them into the cargo bay (unlike ships).
Then you fly where you want th structure and launch it, and it will carry out functions appropriate to its modules. Put on mining lasers and it will mine any rocks nearby, salvagers will salvage, it will activate tanking modules when under fire and attack hostile targets if it has weapons and offensive drones and heal friendly targets if it has logi onboard.
You could also have a couple modules specific to the structures like refing arrays or labs so they can function as a sort of personal mini pos. |

Rythdar
Jazz Associates Azgoths of Kria
0
|
Posted - 2013.11.21 20:33:00 -
[850] - Quote
Just a brainfart really but... here goes. Mobile refining and mining base. Rorq has its industrial core. Orca could have its own but it only works as a ore storage when deployed(zero speed but increase in tank, we are talking half a million isk ship, not a cheap mobile structure.)
Once the orcas industrial core has been deployed, you could link it with mobile structures
Mobile refiner - a cheap, poorly tanked deployable that would refine. Refining has average yield but takes time(5, 10 mins per patch?) Ore nor minerals cant be retrieved during refining and the structure cannot be repackaged. Only when its idle.
Mobile ore compressor?
A defense structure against belt rats(doesent attack players and can only be deployed in a asteroid field/ice field)?
Mobile CQ for those hulk pilots who want to take a break, har har
But the real brainfart was this; A mobile mining structure. Must be deployed on the surface of the asteroid. Need to be manually operated. Higher yield of ore but more danger. Basically turn it into a mini game. Has its own UI where you have to watch the X-ray of the asteroid, be careful not to bend the drill yadda yadda, overheating, come up with something. Just something to make mining more interesting. Ore goes into a jetcan so it has its danger with jetcan thieves. Only the orca/rorq pilot can operate it or carry the structure. Can be destroyed easily and due to the close proximity of the jetcans, they go too if the structure goes.
Just a brainfart. |
|

Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
29
|
Posted - 2013.11.21 23:08:00 -
[851] - Quote
im not sure if its already posted.
mobile laboratories who can be anchored everywhere. Production lines. shield bubble high amount of shields, no ship can enter when shield is active and gets kicked out when in it and the shield gets activate but it protects other mobile stations. mineral compression unit. cloaking device when in its sphere the ship gets cloaked. "Spaceweb" hacking device can only be anchored in null everybody in its range is invisible to local
some might be reusable other throw it away, but im tired so i wont think to hard about that. |

Lloyd Roses
Blue-Fire
325
|
Posted - 2013.11.21 23:15:00 -
[852] - Quote
I'd love a bookmark-duplicator!
Not just a regular one, but one that works something like this: > Dump Vouchers into hold > (if avaiable, set a password) > Drag'n'drop activation sequence in textchat - > another person anywhere activates another bookmark-duplicator, drops the activation sequence, types the password, waits 5 minutes... voila! Telebookmarking-services! LF EU-wormhole corp. PVP only. I don't mind local reps at all. |

Zamyslinski
Rionnag Alba Triumvirate.
2
|
Posted - 2013.11.22 13:05:00 -
[853] - Quote
Mobile Cloak Field Generator |

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.22 18:05:00 -
[854] - Quote
Mobile Forge It produces random named modules from meta0 modules. ex. Material : 100x Warp Scramble Gàá
Output : 40x Initiated Harmonic Warp Scrambler Gàá 30x Fleeting Progressive Warp Scrambler Gàá 20x J5b Phased Prototype Warp Scrambler Gàá 10x Faint Epsilon Warp Scrambler Gàá |

Vol Arm'OOO
Imperial Academy Amarr Empire
143
|
Posted - 2013.11.22 19:28:00 -
[855] - Quote
Turrets, warp disruptors, energy drain and vamp. Similar to pos defensive items but without the pos and able to float anywhere. Imagine being able to really fortify a gate or a belt or some other location in a system. I don't play, I just fourm warrior. |

Princess Honneamise
Blood And Sand Against ALL Anomalies
0
|
Posted - 2013.11.22 19:40:00 -
[856] - Quote
NAME : EXQUISITE TAILORING BOUTIQUE ( anchorable structure )
STATS : -4000 m3 4000 kg -350,000 PG 25 CPU -100k shield HP, 1.5M armor HP, 100k structure HP
DESCRIPTION: You will need thousands of TRITANIUM pieces if you want to level up TAILORING SKILL. It will cost thousands of ISK to buy the MONOCLES, or if you farm them, it will take a lot of time to farm everything. TAILORING SKILL is good combined with MANUFACTURING SKILL because you will be able to wear " Men's 'Form' Shirt (black)" you craft. If you are low on ISK, I recommend you to try this ISK FARMING MACHINE ( also know as syphon), it can help you to make loads of ISKS. If you are still TRAINING your character or you just started a new alt ( woah its the same !!!), I recommend you to use a leveling guide. You can level your character to level 5 in 70 days . Keep in mind, this Tailoring guide is made to level your profession as fast as possible, so sometimes the Women's 'Phanca' Cybernetic Arm (left) you will make might not be the best items for your level or they won't be really profitable if you want to sell them on the market.
http://www.wow-professions.com/wowguides/wow-tailoring-guide.html E-PLEX : standalone application to live monitoring plex prices in all regions https://github.com/Honneamise/E-PLEX CEMDR : C library to interfacing with an EMDR server https://github.com/Honneamise/CEMDR |

Beta Maoye
Ecstasy Of Gold Corp
1
|
Posted - 2013.11.22 20:14:00 -
[857] - Quote
Mobile punching bag.
Player can set a name on it and give it a short description. It can easily be seen in space and overview. Last two hours in space before it decayed. It cannot be deployed within 200km of another punching bag. It will produce isk when someone pew pew at it and stop producing isk if not receiving hit. The amount produced depends on security level of space. It produces 1,000isk per minute in high sec.; 5,000isk per minute in low sec.; 25,000isk per minute in null sec. The amount produced will be automatically deposited into player's account. |

Che Biko
Humanitarian Communists
524
|
Posted - 2013.11.22 20:50:00 -
[858] - Quote
(Sub-warp) Race Checkpoint
Creates a holographic circle in space (radius around 2.5 km for frigate races) Logs the names of pilots passing through the circle along with the time they passed through.
Depot Signature Diffuser
Can be placed near a Mobile Depot Makes it hard/impossable to pinpoint the location of the Depot and Diffuser using scan probes. Nightmares - A short story by Ch+¬ Biko |

Angus McRothimay
Ordo Aetemas Noctis
4
|
Posted - 2013.11.22 21:30:00 -
[859] - Quote
Capsuleers seem to be striving for independence from the Empires so, how about freeing them from having to use station cloning facilities.
A Mobile Pod hanger with jump clone facilities .
Deployable in both k-space and w-space, after you dock if you jump to a clone the Mobile Pod hanger cloaks and begins to gestate a new clone. Jumping back to the clone in a mobile pod hanger destroys the hanger (other versions could be re-usable) .
The gestation period could be the same as normal jump clones or skill dependent with science, biology and a new clone production skill. Maybe with a skill to determine the number of these that could be deployed. |

Angus McRothimay
Ordo Aetemas Noctis
4
|
Posted - 2013.11.22 22:08:00 -
[860] - Quote
ihcn wrote:wormhole stabilizer drop it within 30km of an unstable wormhole and it'll extend its lifespan and cumulative mass limits by 100%. one time use only. if destroyed, the wormhole's limits will go back to normal levels, and if the current time or mass is over its original, it will collapse immediately
wormhole creator drop it anywhere and it'll open a normal unstable wormhole 250km away. one time use only, and it should cost like 100m isk to make. if destroyed, the created wormhole's collapse timer is set to 30 minutes (if it is not already below 30 minutes)
I like the stabilizer but how about a destabilizer and to make for balanced usage having to anchor a unit each side of the wormhole |
|

Ciba Lexlulu
Stay Frosty.
22
|
Posted - 2013.11.22 23:19:00 -
[861] - Quote
A mobile structure that works 'almost' like a warp bubble. However instead of only preventing people to warping off, it has the added effect of preventing usage of MWD. This means the only escape is via AB prop mod.
Not sure if this will be abused or OP.. but should create interesting gameplay - especially for gate campers. |

Calsilaem Bourvonsur
University of Caille Gallente Federation
0
|
Posted - 2013.11.22 23:43:00 -
[862] - Quote
Gravity Bubble: Deployable around gates and stations but not on top of Large area of effect Increases the mass all ships based upon their distance from the structure Doesn't effect warping Cannot be overlapped Designed to allow Battleship fleets (That don't care about their own mass) to limit the effects of an overwhelming fleet of smaller ships in greater numbers.
Sorry if something like this has already been suggested. |

Temuken Radzu
Bendebeukers
59
|
Posted - 2013.11.23 00:38:00 -
[863] - Quote
Mobile Stargate uplink, a one time use uplink that enables you to link up with a stargate and jump to the next system without using the actual stargate. You still arive 15km from the system stargate after you jumped just like a normal jump.
Can not be deployed within 200 km of a stargate Can not be deployed within 50 km of a pos Anchoring time is 60 sec 50 m cargo
After the owner of the ship is jumped the uplink is destroyed. This module can be used as a emegency getaway when you know the stargate is camped and bubbled. But the 60 sec anchoring time still makes you vurnerable. |

Artrious
Oblivion Amalgamated
0
|
Posted - 2013.11.23 02:49:00 -
[864] - Quote
A mobile reprocessing array with low efficiency, to go along with;
A mobile ammo manufacturing plant. Makes ammo and drones providing you have the blueprint on you.
Would allow people who don't want to use lasers/drones to do more ninja antics out in deep space or enemy space.
And a personal want would be a mobile research lab with 1 ME/PE/Copy/Reverse Engineering/Invention slot. Make them decently expensive material wise, and their max in-space time to 2+ months and that would be great. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
85
|
Posted - 2013.11.23 08:22:00 -
[865] - Quote
An Anchorable Directional scan module, that you can activate from another system |

Axloth Okiah
Future Corps Sleeper Social Club
181
|
Posted - 2013.11.23 09:32:00 -
[866] - Quote
Wormhole Disruptor - can be anchored next to a WH connection (or maybe needs to be on both sides?) - causes random shift in remaining mass of the hole (up to 50% of the original value, can go both ways) - in effect can make the hole carry much more or much less mass before collapsing, thus making intentional collapsing of "disrupted" hole significantly riskier (esp. when using very massive ships) W-Space Realtor |

Bienator II
madmen of the skies
2199
|
Posted - 2013.11.23 11:10:00 -
[867] - Quote
automated orbital bombardment unit.
deployable around district satellites. Responds to bombardment requests automatically. Doesn't have much HP, less effective than player bombardments, makes the district beacon appear on overview. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
69
|
Posted - 2013.11.23 11:25:00 -
[868] - Quote
Ciba Lexlulu wrote:A mobile structure that works 'almost' like a warp bubble. However instead of only preventing people to warping off, it has the added effect of preventing usage of MWD. This means the only escape is via AB prop mod.
Not sure if this will be abused or OP.. but should create interesting gameplay - especially for gate campers.
Really? You aren't sure?  |

Athena Maldoran
Sebiestor Tribe Minmatar Republic
2462
|
Posted - 2013.11.23 11:50:00 -
[869] - Quote
I don't want more mobile structures in eve, i want you to iterate on the current null sec sov situation.  |

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.23 12:01:00 -
[870] - Quote
Mobile Christmas Tree |
|

Sgt Ocker
State War Academy Caldari State
49
|
Posted - 2013.11.23 15:48:00 -
[871] - Quote
Athena Maldoran wrote:I don't want more mobile structures in eve, i want you to iterate on the current null sec sov situation.  What a novel suggestion. It would be nice to see more than the ability to put the biggest fleet together determine sov.
|

Dragonet Xian
German Angels Spears of Destiny
0
|
Posted - 2013.11.23 16:57:00 -
[872] - Quote
Mobile Wormhole Generator
Once deployed, it takes 10 minutes to open a small wormhole to a random system in unknown space (wormhole space). Life time should be very short, like 5-10 minutes, and mass should be low. The generator is not system wide visible, but you can scan it. The wormhole itself should be visible system wide in the overview.
This would allow another exit option for pilots in 0.0 operating deep in enemy territory. Since it can be scanned and later easily found in the overview, it gives no unfair advantage to the pilot deploying the wormhole generator. Pilots who are chasing him and don't scan for it, can follow th escapist shortly after opening of the new wormhole. Both, escapist and hunter, have no idea where they will land in wormhole space.
I think this fits nicely to the risk vs. reward paradigm of EVE |

Flyinghotpocket
Amarrian Vengeance Team Amarrica
201
|
Posted - 2013.11.23 18:23:00 -
[873] - Quote
t2 cyno inhibitor maybe 5 minutes?
also a mobile d-scan scrambler: makes your d-scan give false reports for something way 1 au diameter? lasts 20 minutes
and false reports not as in distance fibbing, but say you have a battleship within the area, it would ly and say its a nyx, or a rifter |

DSpite Culhach
Corp 54 Curatores Veritatis Alliance
202
|
Posted - 2013.11.23 18:43:00 -
[874] - Quote
I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?
Would it be OP to have another Mobile that adds to the structure "stealth" (whatever the number it uses to make it hard to scan down I mean). To keep it balanced it could burn fuel or just scramble the ability of probes to tell what they are looking at - ie show up as a wormhole, not a structure.
I was just thinking that more players - that currently don't leave hisec too much - might decide to play hide and seek in low/null more. If the mechanics and cost of such a thing, coupled with the fact that it might have a mass limit as far as what if can "scramble", might mean many more people might take excursions out of their confort zones.
Pirates could use such a structure as a safe of sorts, especially if it also worked in hisec for them, so they could try and wait out timers in one, while players still have the ability to scan them down if so inclined, just more hit/miss then before.
Anyway, I was just trying to flesh out the idea and possible mechanics, these are only off the top of my head.
I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
809
|
Posted - 2013.11.23 22:57:00 -
[875] - Quote
DSpite Culhach wrote:I agree that the mobile depots are a good idea. Has anyone thought of a deployable structure that could act as a good companion to it?... Any and all current POS mods ought to be enough for most people and purposes, just downsize them some to account for lack of central power generation .. a Mobile Maintenance Array for instance could be "capped" at being able to service BC and down. Then add stuff that wouldn't normally be advantageous to have as a static object such as wreck killers (loot/salvage/kill), WH jaws-of-life etc.
Principal thing I think is to make them exceedingly useful but general liabilities when misused/mismanaged .. making all of the mobile stuff be accessible by anyone is the biggest, best step to that end I think. When at all possible they should not have a direct impact on combat though as there are enough must-spam items already.
Thread title is kind of naff actually .. would have made a lot more sense to ask what we peasants would not want to see as a mobile deployable unit as that list is likely to be considerably shorter and thus manageable than this 
We had covered pretty much all ship and POS modules by page 20 for goodness sake .. hahahahahaha. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
649
|
Posted - 2013.11.24 09:55:00 -
[876] - Quote
Mobile local channel: everyone within a certain range of it (say something like d-scan range) can see everyone else within that range of it in local. If you right-click on it, it allows you to see a 3-D scan of its detection area, giving approximate locations of everyone at a glance (but no warp to links or bookmarks) Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

General Jack Cosmo
University of Caille Gallente Federation
7
|
Posted - 2013.11.24 12:41:00 -
[877] - Quote
ok i don't know if some one has thought of this or not but:
why not have a battle version of Rorqual
have be able to warp in with a covops cyno
have it achor and unanchor itself easier that a tower but: with shields like a large tower when anchored capital shield repers with bonuses when anchored able to fit warlinks maybe? able to heal with certain ranges to it for ships? able to store lots of ammo fitting room and ship holding areas clones bays to help get back on the field sooner with new ships
what do you think? With lord Xanex by my side I can do anything (Atleast with a smile)-á!!!! |

Nag'o
Cuisinart Inc. Insidious Empire
31
|
Posted - 2013.11.25 01:04:00 -
[878] - Quote
Clone Morgue - Can only be anchored to low/nullsec < 2.0 sec. Place a clone corpse inside and after a long cycle there's a small chance of implant retrieval. Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |

Tahn Goldenmane
Cobalt Academy Catastrophic Uprising
2
|
Posted - 2013.11.25 04:42:00 -
[879] - Quote
Dark Energy Pulse Generator:
Basically it works like sonar pulses for hunting cloaked ships and structures. At a set time it sends a pulse out which either is limited to the grid (maybe for a small) or a AU range (medium) or entire system (system). It doesn't decloak ships, but it does allow them to be scanned down within range. It also causes a visual effect not unlike they had a hardener turned on, it should be relatively hard to see on the screen kind of like when the predator cloaked and moved in the movies. This would allow people to 'chase' after cloaked ships but if the ship keeps warping around then it still is extremely hard to catch them. The idea is to not negate cloaking but to allow for more fun gameplay. Also it should be visible to the entire system so that people that are cloaked are aware and if you don't defend it then they could go destroy it while you are probing/hunting them.
Most of the suggestions in anti-cloaking that I have read on here have been a total decloak which is not good since it basically makes cloaks useless. Also the online time on this module would be visible in system so if you're doing a big fleet engagement you might have to peal some small ships away to go deal with it to protect your bombers... |

Draco Draconus
Dracos Dozen
0
|
Posted - 2013.11.25 07:20:00 -
[880] - Quote
I like the Idea of an anchorable Structure that effects worm hole status (Site spawn rates/Wormhole timer changers/increase chance of rarer sites). Similar to Null sec system Upgrades.
Personal structures? some things here make the game too easy for a player.
Decoy ships/traps i could get behind those +1
Mobile tractor units....allow them to tractor Jet Cans ?
Mobile cloaking generator! An object the emits a cloaking sphere that surrounds a small radius to hide a few ships |
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
157
|
Posted - 2013.11.25 14:48:00 -
[881] - Quote
Communication structure that must be deployed near TCU. Without it there is no local in the (sov) system. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
157
|
Posted - 2013.11.25 14:53:00 -
[882] - Quote
Mobile Reactors/manufacturing arrays - using pos fuel while reaction is running - but with limited by cargo hold and production time. Nothing more demanding than 4h can be build/reacted there. This will solve issue with corp level pos access.
|

Rendiff
Funk Soul Brothers High Rollers
33
|
Posted - 2013.11.25 16:53:00 -
[883] - Quote
Probably suggested already but...
Sentry guns for gates, stations, TCU's, etc in null sec. Also deployable during large fleet battles. |

Zerlestes
Mechanized Industrial Warfare Greater Western Co-Prosperity Sphere
5
|
Posted - 2013.11.25 16:57:00 -
[884] - Quote
Radiation shield Shields from any wormhole effect range around 100km positiv and negativ effects |

Trii Seo
Sabotage Incorporated Executive Outcomes
316
|
Posted - 2013.11.26 10:07:00 -
[885] - Quote
Mobile Covert Cynosural Generator
Requirements: - Anchoring 5 - Cynosural Field Theory 5
(It needs to be even harder than Cyno 5 to make it a viable after-cyno-5 investment, not something you could train in place)
+ Burns LO as it goes + Can be scooped
Possibly: + By default it becomes unprobable but visible on dscan (...or not) + When you chuck LO in to start it, the sig radius goes up and it becomes probable
Edit:
"Divine Wind" Mobile Proximity-Based explosive
+ Causes massive racial damage in proximity, like a smartbomb
It's time, CCP. It's time they returned. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
313
|
Posted - 2013.11.26 12:19:00 -
[886] - Quote
Personally I would like to see more "Static" structures like POCO's in game. This way we could have more stuff to actually fight over in space because wars have very little meaning (especially in high sec) at the minute other than GÇ£your mammaGÇ¥.
I think the best way to fix this would be to start moving station services into space and let them be player controlled similar to POCOGÇÖs right now.
The way I would see it is if station reprocessing facilities all got their tax increased or efficiency nerfed. Then systems (not all of them) would have a Facility seeded permanantly in them which can be found via on board scanner (anomaly) and captured by a player/corp/alliance. Once captured and onlined this facility can then reprocess ore at higher efficiency and at a tax rate set by the player which can be variable depending on player standings. This would then become an extremely valuable corp/alliance asset that makes money and is worth fighting over. It would also force competition between alliances to attract miners to their facilities.
To capture one all you have to do is reinforce it similar to a FW hub and then flip it.
You could also specialise these facilities like so:
Ore Processing Facility Ice processing Facility Recycling Facility (turns T1 salvage into T2 salvage) Scrap Yards (for reprocessing modules into minerals) Research Facilities
The station facilities will still be available but would not be as efficient or cheap to use as in space facilities owned by players |

mama guru
Thundercats The Initiative.
164
|
Posted - 2013.11.26 16:08:00 -
[887] - Quote
Salvage Module to use in Cohersion with the Tractor Module.
A buff to the anti hotdrop module. Cyno jammer should cover 500km, the whole grid.
______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Milan Nantucket
New Eden Misfits
85
|
Posted - 2013.11.26 19:38:00 -
[888] - Quote
Hmmm... device that jacks with a station's undocking... seems the docking and undocking is computer based...
Since we are talking about actual player owned stuff maybe something that auto ejects people that are flagged criminal or suspect when deployed and affects the whole solar system and they can't redock until they are no longer criminally flagged or suspects.
Basically an auto eject so the flashy reds and yellows can be shot at.
Works on War Targets too. |

Rael Rastephan
Stuck in Empire
0
|
Posted - 2013.11.26 22:57:00 -
[889] - Quote
Mobile Forcefield Array
Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.
|

Cygnet Lythanea
World Welfare Works Association Independent Faction
302
|
Posted - 2013.11.27 00:06:00 -
[890] - Quote
I like the following:
Mobile Ore Compressor
Mobile Hacking unit (UnAnchors towers that are left unattended for more than 1 month)
I'd like to suggest some revisions to existing structures:
Refining array and it's variants: anchor-able in high sec. Can either refine at reduced efficiency or compress ore.
I'd also like to see POS move to the modular system that has been suggested many times. Or even moved to a system like T3. This reduces lag by eliminating a large number of orbital objects for a single POS station. One that looks more interesting than current, I hope...
The Most Interesting Player In Eve. |
|

NextDarkKnight
Fury Lords Intergalactic Brotherhood
29
|
Posted - 2013.11.27 11:56:00 -
[891] - Quote
Cardano Firesnake wrote:An Anchorable Directional scan module, that you can activate from another system
Remote Dscan!! Sweet!
I also miss this from the old Tradewars game
http://www.classictw.com/viewtopic.php?f=7&t=17457&sid=03a2aae4231c7fc2e5b7fc79ab4090b0&view=print |

Pezazz
Kitsune Corporation
7
|
Posted - 2013.11.27 12:00:00 -
[892] - Quote
I would like to see something that helps bounty hunting. It could be useful to deploy a 'scanner deployable' near a gate or station, that notifies the owner when a certain pilot passes it. That way one could better track a prey. |

Dav Varan
Spiritus Draconis Sicarius Draconis
110
|
Posted - 2013.11.27 15:45:00 -
[893] - Quote
Covert observation post ( Replacement for scout ).
When deployed takes 5 seconds to activate. Unit cloaks and phases out of normal space time so that it can't be interfered with in any way shape or form in fact the unit can not be scooped either its a 1 shot deal. Unit relays data to a covert overview window in the client about what ships are visible on grid basically giving pilot sight onto a second grid. covert overview can be switched between probes.
posts decay after 2 days. As this is basically doing the job of a second account and requires connection to a second grid it may be neccessary to charge for it in a manner that provides the same cash flow as for a second account. If this is the case then it will need to be procured with a plex. 30 units or 30 run bpc per plex. |

Ghost Phius
Tribal Liberation Force Minmatar Republic
162
|
Posted - 2013.11.27 19:11:00 -
[894] - Quote
Rael Rastephan wrote:Mobile Forcefield Array
Let's do away with using a POS for temporary safe spot. Let's just use deployables. Same rules as POS when in the forcefield, but it should be personal. Perhaps allow personal standings to allow others in. Could be way less shield than a small POS, as the main purpose is the reinforce protection.
Make it so Seagull. This "HAS" to be part of the "vision" you prattled on about in the video. Give it to us NAO!!! Please.  |

Jon Marks
Caldari Provisions Caldari State
0
|
Posted - 2013.11.27 22:30:00 -
[895] - Quote
TAckermassacker wrote:Mobile detector array. sends a notification to the owner when a ship enters the grid: includes shiptype and playername and current solar system+ owner defined name of the unit) (maybe max distance to owner (12 LY) cooldown (only 1 notification per 20 min) Special ability: Last Words: send ingame linked killmail of it self if it gets destroyed. 20k-40k ehp to avoid kill through ceptors not cheap 150km detector range at least 20km distance to the next detector array
I was looking for something along these lines. I was thinking in terms of home defense satellite system. The structure would be a central location and it would then deploy its own probes with a range in AU from itself. Any ship that enters this area would be detected as if on directional scanner and the command ship with a communications command module used to communicate with the network could warp to any ship in the area as well ( as long as the ship sat still long enough which would also be dependent on its signature radius).
I also support a mining structure that is similar to the siphon structure.
I also support an upgraded version of the Mobile Tractor Unit to include salvaging the wrecks as well.
I would love to see one time use short range jump gate structures for use in high sec.
I would love to see an upgraded Mobile Depot with a drone bay to deploy long range drones to loot your wreck if you blow up in system.
If it could be balanced I wouldn't mind a Mobile Drone Depot that you could deploy to defend an area. The IFF would be tricky which would lead to this being used only in null sec but the drones would attack anyone not in your fleet, corp or alliance in range.
I think as long as CCP has strict rules on how mobile structures can be deployed based on distances to other structures things like this wouldn't be able to be spammed but provide a useful tool to accomplish some support functions that currently can only be had if in a fleet. |

Adunh Slavy
1293
|
Posted - 2013.11.28 04:04:00 -
[896] - Quote
Mobile refining array - Uses small amounts of fuel, something over supplied, say heavy water. Works about as well as the standard pos refining array.
Mobile POCO siphon - Maybe only useable in low and null, other wise there would be 50 million of them around jita.
Mobile Miner - Uses a t1 mining crystal and can only mine that type of ore, mines at about the same rate as a one t2 miner on a pre reblance mining cruiser. 10,000 M3 ore hold. Once at 10,000 M3, it spits out a regular jet can with 10,000 M3 ore in it. BUT, the jet can has no owner it is automatically abandoned so any one can come by and scoop it up. Only the owner (or anyone with excellent standings with the owner) can scoop from the unit's hold. When deployed, it will mine until down time and then shut down. To reactivate it has to be scooped up and deployed again.
Mobile Contraband Scanner - Will flag smugglers as suspect in a 50 KM range. Can be shot at by anyone, and does not result in concord but will apply a suspect flag to the shooter. Then, get rid of customs agents and let us players deal with the legality of naked chicks using crazy space drugs in Amarrian bars instead of mindless NPC zombies.
Mobile Camouflage - hides anything within 20 KM from probes, but not directional scanners.
Mobile Decoy - When loaded with a 1 run BPC, it will report a ship of that type to directional scanners and probes.
Mobile Store - Can be loaded with up to ten different kinds of items. 20,000 M3 maximum. A player can then set prices on the items. Players may interact with the store and make purchases. The ISK is not sent to the owning player but instead stored as a physical "isk currency" that must be retrieved. Reinforcement rules same as mobile depot. Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.-á-á- William Pitt |

Laner Irondoll
Viziam Amarr Empire
1
|
Posted - 2013.11.28 09:16:00 -
[897] - Quote
Everything needed to spend more time in space and less time docked into a station. |

raawe
Imperial Shipment Amarr Empire
50
|
Posted - 2013.11.28 13:50:00 -
[898] - Quote
Don't know if it was already suggested:
mobile ore/ice refinery, mobile transport pad (jump cargo on cyno or on another transport pad), mobile listening beacon (reports d-scan data), mobile repair array (you can repair your ship in space), mobile cloak detector (detects cloaked ships within X km) |

Rek Seven
Probe Patrol Polarized.
1043
|
Posted - 2013.11.28 16:30:00 -
[899] - Quote
Some sort of Mobile Jump Drive would be nice. You could use two of these to create a two way link or you could just jump the fleet one way to a cyno.
For bridging to be done via a structure and not a piloted ship, the cyno interface will need improving. +1 |

Zvaarian the Red
Evil Leprechaun Brigade
95
|
Posted - 2013.11.28 21:03:00 -
[900] - Quote
Orbital Terraforming Unit
1000 m3 500 million isk target price One use only
Must be deployed on grid with a planet's POCO (if there is no POCO it can not be deployed). Transforms terrestrial planets to other classes of terrestrial planets.
Barren > all other terrestrial types: 7 days All other terrestrial types > barren: 7 days
Therefore any non-barren planet being terraformed to another type of non-barren planet would require two units and 14 days.
These would be attackable without a war dec in high sec, causing pilots to only be flagged as with other mobile structures. |
|

Henk Brombir
Elemental Souls
24
|
Posted - 2013.11.28 23:31:00 -
[901] - Quote
A mobile structure that makes an infinite ammount of apple pie when you put apples in them |

Henk Brombir
Elemental Souls
25
|
Posted - 2013.11.29 07:20:00 -
[902] - Quote
Mobile decoy: Appears on Dscanner and probescanner as a randomized ship to other players. Could be used to ambush other players that arrive on the grid after the structure got scanned |

sytaqe violacea
Circus of midnight
13
|
Posted - 2013.11.29 11:15:00 -
[903] - Quote
Mobile a large chunk of hyper-elastic substance. Anything collide this bounces off faster than before collision. |

xttz
GoonWaffe Goonswarm Federation
345
|
Posted - 2013.11.29 16:13:00 -
[904] - Quote
sytaqe violacea wrote:Mobile a large chunk of hyper-elastic substance. Anything collide this bounces off faster than before collision.
Mobile Anchorable Rubberband Ball |

Imiarr Timshae
Funny Men In Funny Hats
96
|
Posted - 2013.11.29 20:00:00 -
[905] - Quote
Mobile Warp Tunnel Accelerator
Deployable that requires two to function, one at the entry point and one at the exit point. When linked and deployed together they provide a boost in warp acceleration and max warp velocity for any ship passing from A > B or B > A.
Just a thought since the Ascendancy implants are such shite.
Standing Services - Free 3rd Party & Collateral Holding - MD Experiment
|

Bob Niac
Joint Espionage and Defence Industries Preatoriani
26
|
Posted - 2013.11.30 04:41:00 -
[906] - Quote
Did any1 happen to mention sentry guns? It requires sov, obviously.
also: how close can these things be to each other? There is a radial limit, right? I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Obsidiana
White-Noise
227
|
Posted - 2013.11.30 15:15:00 -
[907] - Quote
Scan Inhibitors
Two Types
1) Make it harder to scan down large things (but not much effect on smaller ones).
2) Force sites that you can just warp to to require scan probes if you aren't the first one there.
Naturally you can attack these, esp. #2. |

Obsidiana
White-Noise
227
|
Posted - 2013.11.30 15:16:00 -
[908] - Quote
Another Type
3) Make it harder to scan down worm holes. |

Pic'n dor
Epsilon Lyr Nulli Secunda
16
|
Posted - 2013.11.30 18:07:00 -
[909] - Quote
Mobile slavery Pit :
a mobile array that is used to raise/grow slaves/people etc
It got several type of input : Consumer product items as raw material Passengers items as "decrytpor style item" for population control and multiplication. Industrial goods as "datacore style item" for tweaking population multiplication process
And some sort of farmed slaves as output. Those slaves can be sold on market or in exchange of LP incursion sansha in a special beacon in HQ system of an incursion constellation.
Those LP could be exchange for some fun stuff (sansha / True sansha stuff BPC ? depending of incursion system security system ? better LP store in null?) at that same beacon.
|

Tigerium Volante
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.12.01 08:59:00 -
[910] - Quote
So far the best idea i've seen is the modular POS.
Basically you have parts for everything you want to have on your pos with you and you deploy them one by one and then link them together. Once you have 3 or more (or something else) you and enter a POS editor in which you can move around the pieces to your liking, adding more style to stations Of course you can only choose a depot and a turret, or other combinations, which allows for smaller but more specific POSs and bigger POS that have their own style |
|

Evelgrivion
Calamitous-Intent Feign Disorder
278
|
Posted - 2013.12.01 11:29:00 -
[911] - Quote
Covert mineral depot; a hard to probe-down ore collection facility, with a small volume and substantial storage capacity. This facility would take many days, or even weeks to become possible to probe down, and could be upgraded with a covert refinery. Most importantly, this module could remotely fill buy orders for ores and minerals within a constellation.  |

bunzing heet
Wildly Inappropriate Goonswarm Federation
0
|
Posted - 2013.12.01 12:28:00 -
[912] - Quote
how about deployable ganglink towers works within 100km cant use within 100km off another 1 several tower types for each link type can be destroyed |

Linkxsc162534
Traps 'R' Us
20
|
Posted - 2013.12.01 17:16:00 -
[913] - Quote
Deployable Remote Scanning Tower.
Each player can have 1 deployed at a time, and it must be destroyed or picked up to be able to place another.
Allows a ship to place a tower in space temporarily (it'll last for about a week before disappearing itself)
Tower allows a link between its onboard scannign units and its controlled ship. Allows a player to activate a remote Dscanner. Perhaps a player could place one of these in a chokepoint system, to provide some early warning. Depending on meta level of unit, it will have varying ranges at which it can send information.
Ofcourse it always works within system, but outside of a range of a couple Ly (would need to be balanced).
Deployable Remote Alert Tower.
allows for a close range scanning unit. Still runs via D-scan (so no picking up cloakies) But only works over a 50KM range. This unit, also is deployable, however will only stay in space for a day. When it senses something on its close range Dscan, it opens a chatbox with the owning player and notifies the player of the Dscan info of the signal.
I see this one as kinda an early warning system, to place on a gate particularly, or a WH.
Edit (forgot part) The short range unit won't be placeable directly on a gate or WH. Only ~ 50KM away from it. So it might not always pick up targets, especially ones that can warp while cloaked. However since regular ships are Dscannable in warp. if this is placed in a warp patch between gates, it will pick up passerbys.
Both units however require an amount of fuel to operate. And each time, info is requested of them, they will expend an amount of fuel. The long range Dscanner, I could see being able to pull off a hundred or so scans, on a full tank. The small autoalert can pull off a dozen or so scans, before needing refuel.
Both units have relatively low health. And upon placing the "long range" one, it acts as a warpable anomoly, so offenders can easily hunt and take it down. That or make it probe-able. The short range will be ongrid with anyone it can see.
Also after setting up, the short one can not be picked back up. The long range one due to its slightly more permanent operation, sill be removable. |

Linkxsc162534
Traps 'R' Us
20
|
Posted - 2013.12.01 17:23:00 -
[914] - Quote
Second Edit.
Also as a form of ISK sink, Each longrange Dscan takes a charge based on your range from it to use. So if its in system, it won't cost anything, just fuel. If you're a lightyear out, it costs like 100k per scan. After all, its using the gate system, to send the information to your ship, its only natural that there should be a CPSA charge (or w/e the acronym is) |

Vivi Udan
Multiplex Gaming Li3 Federation
4
|
Posted - 2013.12.01 19:58:00 -
[915] - Quote
Mobile Implant Extractor
After a pvp fight, the winner deploys the unit to extract implants from the enemy corpse. Unit's success rate would be percentage based. Any skills associated with the unit are up for debate. |

Davion Falcon
Those Once Loyal
76
|
Posted - 2013.12.02 04:35:00 -
[916] - Quote
The "Lawn Chair": Lets you hit 'look at' it from anywhere else in system. Ruthlessness is the kindness of the wise. Never forgotten, never forgiven. |

Maru Sha
The Department of Justice
32
|
Posted - 2013.12.02 10:49:00 -
[917] - Quote
Mobile Arena Module
- projects a visible shield with adjustable radius - shield can be set on password protected - shield can be set to bounce ship off from outside and/or inside (hardcore mode) - timer has be set on shield after which it powers down - shield works with fuel - module can be set to project scrambling effect for example to deactivate MWD like in deadspace
- of course it needs restrictions where you can activate such a module
- other options? - e.g. team mode ... pilots enter with two (three, ...?) different passwords and therefore registers a team ... then projects statistics to the shield or big billboards (upgrade to the standard Mobile Arena Module?) - e.g. several Mobile Arena Modules can be combined to form different combat areas than just a simple sphere - upgrade with easy to distinguish beacons so pilots warping in from the outside (when battle starts) can pick according to their liking - upgrade or option to turn shield opaque: separate Mobile Arena Module areas can be used as gathering points for different teams where they can assemble their gang; turning the shield opaque hides information until the battle in the actual battle arena (a separate sphere from the gathering points) will take place - ... - ... more tools or options for players to set the rules for their own tournaments (can even be used by CCP for their official tournaments) - ... |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
23
|
Posted - 2013.12.02 13:15:00 -
[918] - Quote
Deployable gun/missile battery's. kinda like pos guns. but not nearly as tankie,
good places to deploy them would be around roid belts in whs and 0.0, and around wh/gate entrances.
-limited to only about 6-8 in local space. (no matter what corp/entity deploys them) if you want to deploy your own and someone else has some down, the current ones need to be destroyed.
-only people in player corps may deploy these.
-the guns go off corp standing. the guns will fire on neutrals and reds. but not blues. so if someone has +.1 standing with your corp. they will not be fired upon.
-make them last 72 hours if no interaction.
- 1/2 or 1/4 the range bonus of a pos gun.
- cant be controlled with pos gunnery skills. auto fire only.
- dont attack rats, and dont get attacked by rats. anti player defense only.
-but make them kinda expensive like 15-25m ea. so it will give people an incentive to pick them up later =P
-ied also make 2 sizes (small/medium) of each type, rail, missile, projectile, laser. etc etc..
unlike pos guns these actually DO use small and medium ammo respectively. these will be good for providing a light defense against players. and good for small corps who dont have alot of man power to defend mining ops. they will also add a tactical and defensive element to the game, which in my opinion its heavily lacking. but while being limited to only a few in local space period... no matter what corp/alliance deploys them. it will keep bigger groups from spamming and abusing these, and create competition over what was other wise empty unused space.
deploy able ore harvesting array. basically a giant secure container model with a single strip miner turret (with 450% yield per cycle) on the top and bottom(cosmetic. only 1 laser in actuality. think procurer).
- 27.5k m3 ore space - able to set what type of ore you want it to harvest. (standard ores only, no ice/gas) - limit of 3 may be anchored at any individual belt/grid. (including grav sites) - ability to deploy for personal / corp (if deployed for personal they are loot able for anyone) [if deployed for corp, anyone in corp may take the contents] - 20-30 min cycle time, w/e it would take for a procure laser to fill up 27.5k m3
i think this would be a really cool addition, everyone could benefit from this.
i can already see this in game, and me sitting cloaked waiting for some pore sucker err i mean "hauler" to come by and pick up the ore, then me being the malicious pirate i am, and killing them ;)
its ok though, ied be nice enough to let him pick his ore up 1st. its totally not just so i can fatten my kill mail though, honest =P
i dont see this happening. but it would be nice to bring mines back somehow.
also i really like that other guy from this thread's Radar idea. would be nice to see whos in local. would be especially useful for wormholes ;) |

General Jack Cosmo
University of Caille Gallente Federation
7
|
Posted - 2013.12.02 17:25:00 -
[919] - Quote
what about combing the new Mobile Depot,Mobile Tractor Unit and mobile auto salvanger you could have one tucked away that would salvage all the wrecks and hold you're stuff all in one! also you need to come up with a skill that would allow the tractor unit to go all the way through out the system that way you can just set up one of these in each system you hang out in! With lord Xanex by my side I can do anything (Atleast with a smile)-á!!!! |

SpankMeElmo
Interstellar eXodus Advent of Fate
0
|
Posted - 2013.12.02 17:43:00 -
[920] - Quote
1. "Sonar" for detecting cloaked ships on grid
2. "Wormhole" generator - opens temporary gate to a random W-space system from K-Space and then use another to open wormhole back to random K-space location, or just a random system from any other system.
3. "Pickpocket" - viewing and stealing a portion of another's cargo.
4. Hacking unit to take over abandoned, offline towers
5. Deployable mirror - cause I'm too sexy for my ship.
6. "Smacker" - unit that periodically broadcasts user-configurable smacktalk into local chat (an isk-doubler's dream).
7. AoE bonuses such as turret tracking, tackling range, armor resists, etc.
8. "Raging Heretic" - disables all Amarr vessels and laser turrets on grid, cause....well....'cause Amarr suck. |
|

X Alias
Twin Tech
0
|
Posted - 2013.12.02 18:09:00 -
[921] - Quote
Not sure if these have already been suggested, but as someone who lives in a wormhole I think these two would be nice.
- Wormhole structural stabilizer unit
-Wormhole structural destabilize unit
Have a wh connection you like, well then throw the stabilizer on it and increase its lifespan and mass limits by up to double to use it that much longer.
Have one you do not like but are not ready to use Orcas to roll it or the small mass limit per use makes rolling it impractical, throw a destabilize on it and cuts its life span and mass limits by up to half.
You can make it one unit max, or stack-able with no penalty (just a max modification limit), or stack-able with the usual decreasing abilities.
Also can think of lots of fun PvP ways to use both of these too. Would not change the nature of wh space as all holes still are open for a while and will close in a while, just would make things a little more flexible and fun. |

unimatrix0030
Viperfleet Inc. Disavowed.
53
|
Posted - 2013.12.02 18:49:00 -
[922] - Quote
Absolutly no wormhole stabiliser it would ruin w-space. But i would love some mobile units to ruin 0.0 , like disabeling bounty's in an entire system, disabeling gates. Maybe a mobile bridge, mobile ore compactor. A mobile cyno magnet, if someone lights a cyno in a system, the ship jumping to the cyno arrives ar the cyno magnet |

Eli Green
The Arrow Project
795
|
Posted - 2013.12.02 23:41:00 -
[923] - Quote
although I have no idea what purpose it would serve a mini-acceleration gate would be kind of cool. slings you in a direction a prefixed distance or something. vOv wumbo |

Barrogh Habalu
Imperial Shipment Amarr Empire
584
|
Posted - 2013.12.03 13:17:00 -
[924] - Quote
Eli Green wrote:although I have no idea what purpose it would serve a mini-acceleration gate would be kind of cool. slings you in a direction a prefixed distance or something. vOv Player-made deadspace pockets is a bit more interesting idea than it looks, I think. Pretty sure such structure should have limited functionality compared to what can be spawned in EVE already, but I'd like to see such addition. |

Adunh Slavy
1293
|
Posted - 2013.12.03 14:42:00 -
[925] - Quote
unimatrix0030 wrote:Absolutly no wormhole stabiliser it would ruin w-space. But i would love some mobile units to ruin 0.0
LOL, no bias here :)
What would be wrong with a stablization deployable? Long as someone can come by and blow it up, who cares? Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.-á-á- William Pitt |

ghosttr
MonoChrome Unlimited
19
|
Posted - 2013.12.03 21:51:00 -
[926] - Quote
I have lots of ideas
A mobile recon device that gives info on ships. (it shows at least ship type, be even cooler if it could do ship scans and stuff). It could also log ships passing by it when you are offline.
A lock back mobile repair unit, when targeted the unit will target you back and repair/recharge your ship. (possibly with some negative effects so its not used in combat). Could also work with drones (the drones need to be able to lock it without firing though).
Mobile beacon, can be a grid-wide warpable object. Or can be used as a system wide beacon. (maybe also add custom text).
Mobile silo, holds raw materials (moon mats, ore, pi mats).
Mobile ore processing depot, (allows ore to be compressed in the field without a rorqual) |

Scorpionstrike
Oh Bugga League 0f Grumpy 0ld Farts
6
|
Posted - 2013.12.04 12:42:00 -
[927] - Quote
Maybe a unit that can claim / cloak your hacking site, making it much harder to scan down ? |

Berluth Luthian
Meltdown.
146
|
Posted - 2013.12.04 13:36:00 -
[928] - Quote
A Crypto-SBU that is a fairly sophisticated (nullsec difficulty) multi level customizable hackable SBU.
It would pose stages of hacking problems with loaded defenses.
3 successful hacks would set it in reinforce. After reinforcement, 3 more successful hacks would disable it.
Depending on the defenses installed, different successful/failed hacks would trigger different responses. Players could inspect installed defenses.
Defenses on success could include:
A 5 minute timer that stalls the next hack. An added secondary hacking game of lowsec difficulty. A scan and logging of all on-grid vessels.
Defenses on failure could include:
A 5 minute stall timer. A powerful smartbomb discharge of various strengths enough to pop frigates and cruisers. An increase in the defense's virus strength/coherance on next attempt.
Every failure would trigger a random defense, and also, push your 'intrustion level back up one level' So if you fail when you are trying to hack the 3rd level, then you go back to the second, and then the first if you fail that one.
The pressure would be on your alliance cyber warriors to bring their best equipment and clever hackers in order to most easily get through enemy structures. |

bigbillthaboss3
Wildly Inappropriate Goonswarm Federation
61
|
Posted - 2013.12.04 14:51:00 -
[929] - Quote
Mobile Cloak - similar to anchored bubbles in design but everyone inside said 'bubble' is cloaked.
Mobile Fleet Bonuses - same as command ships but now a deployable object that affects fleet members within an established area.
Mobile Stargate Hacker - when deployed it can greatly slow the rate at which individuals are able to jump into system using said gate.
|

Emma Yobibit
Garoun Investment Bank Gallente Federation
56
|
Posted - 2013.12.04 16:22:00 -
[930] - Quote
Mobile Jump Bridge:
Anchor Time - 15 minutes Activation Cost - more then a titan Unit Cost - 3 Billion Reinforcement Timer - 12 Hours eHP - around 2 Million so titans can DD them Deploy rules - Far from stations, startgates & POS shields |
|

sytaqe violacea
Circus of midnight
14
|
Posted - 2013.12.05 13:27:00 -
[931] - Quote
Mobile Disco Ball, reflect laser beams and attack random vessel in the vicinity. |

Grenn Putubi
Swag Co. SWAG Co
32
|
Posted - 2013.12.05 16:01:00 -
[932] - Quote
How about a Mobile Site Beacon? Once deployed it summons local rats to it. Lasts 15 minutes and the longer it lasts the stronger the rats get. The rats will try to destroy the beacon so you need to protect it while surviving their attack. Maybe 1 wave of rats every 3 minutes for a total of 5 waves. Unable to be deployed within 300km of a tower, station, or gate so you can't get the turrets to kill stuff for you.
Since hisec rats aren't all that strong or valuable it wouldn't be great there, but in low and nulsec it could be quite profitable. Though I'd suggest having one running would put out a signal like a cyno letting everyone in the system know what you're doing and where you're doing it so they can scan you down if they want to find you. |

Meytal
School of Applied Knowledge Caldari State
287
|
Posted - 2013.12.05 16:40:00 -
[933] - Quote
I wanted to suggest a mining deployable, in the hopes that it would change the way mining happens. But then reality struck me like a lead weight, and I realized people would use these AND barges/exhumers to simply increase their mining output. Bots would be easily modified to use these as well, so the only change would be an increased flood of minerals on the market.
A mining deployable should only come when mining is changed altogether.
Love the mobile market deployables. Though if we get a POS module, that's even better.
False Intel Generator
Adds random number (5-10) of real, currently-active pilot names to the list in Local chat. Names added individually rather than all at once, and names periodically change. Names not necessarily removed when real pilot logs out of game. Can be dscanned and probed. Not recoverable. Very small. Note: make sure randomly-selected pilots don't receive local spam.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Prizes awarded when pilots from Polaris system randomly appear in Local list. Not for use in Hisec. Not deployable within POS forcefield.
Local Inhibitor
Prevents the names of pilots within certain short range (10k?) from appearing in the list in Local chat. CAN be anchored at 0 on a wormhole. CAN light covert cyno within range to hide incoming pilots from Local list. Pilots and deployable can still be dscanned and probed. Only one on grid at a time. Not recoverable. Very small.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Not for use in Hisec. Not deployable within POS forcefield.
Dscan Decoys
Adds random number (5-10) of real, currently-active ship entries to Dscan, centered on the deployable. Entries added individually, and periodically change. Entries not necessarily removed when real ships removed from space. Deployable shows up on Dscan, and can be probed. Entries CAN NOT be probed (they are not real). Not recoverable. Very small.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Not for use in Hisec. Not deployable within POS forcefield.
Wormhole Space Effect Nullifier
Negates the effects of the current W-space system on grid. No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Wormhole Space Effect Enhancer
Exaggerates the current W-space system effects on grid by certain percentage (multiplied). No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive. Make black holes suck even more.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Wormhole Effect Randomizer
Randomly creates simulated wormhole space system effects on-grid. Effects are only about 20-25% in strength, and change every few minutes. Visual effect shows what is active. No effect if used in W-space system with pre-existing effect. CAN be used in Null/Low. Not recoverable. Very small. Moderately expensive. To Nullsec from W-space with love. Bump the Titan while Black Hole in effect.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Graveyards
Storage for corpses. Show Info reports the names of the corpses that are contained within. Semi-permanent as long as someone is on-grid with it at least once per month. Inexpensive.
CAN (and should) be deployed within POS forcefield. Only one per grid.
Glue Factory
Reduces maximum warp speed within system by certain percentage. Expensive. Appears on Dscan and can be probed.
One per system. Limited time per use.
|

Bob Niac
Joint Espionage and Defence Industries Preatoriani
27
|
Posted - 2013.12.05 16:54:00 -
[934] - Quote
Micro Jump Portal
Links 2 spots in a system. Requires fuel. Can't be placed within 100km of other portals/gates or anchored in a POS. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Orion X04
Corus Industries Ltd
24
|
Posted - 2013.12.05 17:00:00 -
[935] - Quote
Deployable gun structure (0.0 only)
- Can only be placed around stargates or stations and only by the sov holder. - Will remain in space until it runs out of ammo, then it will despawn after x days of inactivity unless re-armed. - Will go into reinforced mode if damaged to a point, during which it will not be able to fire.
This would allow 0.0 players to deploy their own version of the empire gate guns but wouldn't be permanent, nor would they be a complete pain in the backside to maintain.
Deployable Holo Screen
You see those WANTED screens around in highsec, displaying delicious Quafe adverts. Why not deploy your own and advertise your corp or alliance! Show pilots who YOU want dead or even leave welcome messages.....or warnings at system entrances.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=175454 - Ferox ideas thread |

Crimson Vectore
Malcrollum
19
|
Posted - 2013.12.05 23:56:00 -
[936] - Quote
Personally I think we're in dire need of Wormhole gates. It's about time we get something that you can anchor near a WH to stabilize it, last forever until killed or runs out of fuel.
....fueled by plutonium.
They can either be inexepensive but easy to kill or vise versa. Would definately be popular with Haulers and WH bears. |

Barrogh Habalu
Imperial Shipment Amarr Empire
586
|
Posted - 2013.12.06 10:44:00 -
[937] - Quote
Crimson Vectore wrote:Would definately be popular with Haulers and WH bears. What "WH bears" really want is extra wormhole crashing power, not somethng that keeps said wormhole opened forever unless shot hard enough at. |

Dracvlad
Taishi Combine Pirate Nation.
184
|
Posted - 2013.12.06 21:48:00 -
[938] - Quote
This is something I would really want, I hate having to use my toons as sitting targets to do a cyno, what about droping a mobile Cyno gen, that takes over the role of the ship, you still have to have the person who dropped it in fleet, but they don't sit there like a lemon waiting to die. What if I said pretty please... If you do not want LOCAL go to WH space,-áand those people who think that WH space is like 0.0 but without local,-álight a cyno and try jumping to it.-á-á There is a structural issue with Eve, based on accounts with no link, vast reserves of ISK-áand plex, which makes it too easy to metagame the destruction of small alliances. |

Selnix
North Eastern Swat Pandemic Legion
6
|
Posted - 2013.12.06 21:58:00 -
[939] - Quote
Because holy crap hangars get messy...
Mobile Crystal Compressor
5 second anchor time
recycles used frequency crystals
ex: 5x 30% damaged Scorch M would become 1 unused Scorch M and 1 used Scorch M with 50% damage |

Kusum Fawn
State War Academy Caldari State
375
|
Posted - 2013.12.07 03:08:00 -
[940] - Quote
I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.
Six years of "Pos revamp Soon"
Seems they've completely forgotten about it now.
Hooray for new coat of paint instead of fixing the foundation ! Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
|

Streya Jormagdnir
Alexylva Paradox
225
|
Posted - 2013.12.07 04:18:00 -
[941] - Quote
I definitely have to agree with those calling for mobile ore compressors or refineries, as well as mobile manufacturing services (perhaps small shipyards limited to producing only ammo, modules, drones, and small/possibly medium ships?).
In general I like the idea of mobile structures supporting "guerilla" playstyles, so having some sort of structure to put in orbit around a planet to get around POCOs would be cool. It would also add a new layer of drama and opportunities for PvP around planets, which could later help strengthen the EVE-DUST link. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |

Madbuster73
RED SQUAD
75
|
Posted - 2013.12.07 11:11:00 -
[942] - Quote
Remote 'Link" Jammer
Deployable structure that jams all remote modules: Remote Repair, Remote Sensor boosting, Remote Sensor Dampening, Projected ECCM, etc
Ofcourse with the same restrictions as the Mobile Cynojammer |

Kynric
Sky Fighters
24
|
Posted - 2013.12.07 19:55:00 -
[943] - Quote
We could us terrain to make position on the battlefield and movement more interesting. Here are some examples:
An electromagnetic storm generator - Greatly decrease the range at which ships in its vicinity can target or be targeted. This is esentially a smokscreen.
A shield wall - Think of it as a small segment of of a pos shield in the form of a wall and not of an enclosure. It limits movement by forcing objects to go around it rather than through it. Obviously there woud need to be limits on how close one wall can be to any other wall or object to assure that there are plenty of movement choices.
A portable debris field - A way to create or move an asteroid or asteroid like object for the purposes of having obstacles to movement. There would need to be limits on how close objects could be to other objects like stations, gates, other asteroids but as long as they are no more dense than the current asteriod fields they should present interesting options without being overwhelming. |

Kynric
Sky Fighters
24
|
Posted - 2013.12.07 20:09:00 -
[944] - Quote
Planetry Weather Satellite - A Ming the Merciless style weather satellite that poisons the resource harvesting and/or factory production on a planet. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2130
|
Posted - 2013.12.07 23:58:00 -
[945] - Quote
Kusum Fawn wrote:I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.
Six years of "Pos revamp Soon"
Seems they've completely forgotten about it now.
Hooray for new coat of paint instead of fixing the foundation !
Actually, this is part of fixing the foundation. Or rather, building a totally new house, then burning the old one down as it's not needed any more, as it's a more cost effective route.
The POS code is brittle. Rewriting it completely is an expensive route, and you wouldn't see any results for it, until it's complete (much like crimewatch). This way, we get new toys, and they can phase out the old code, rather than hacking at it, and breaking it, like it's broken in the past. POS jumping 100km to the left, while all the modules were left behind has happened. This route is safer. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

killer persian
Veldspar United
1
|
Posted - 2013.12.09 03:57:00 -
[946] - Quote
Jack bubu wrote:- Localchat scrambling unit Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.
- Decloaking pulse generator Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.
- Scan signature Jammer Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.
- Wormhole effect inducer 1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.
- Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
Why The anti-cloaker? seriously, that's the The whole point to Cloaking "Not to be seen" |

Trii Seo
Sabotage Incorporated Executive Outcomes
351
|
Posted - 2013.12.09 08:05:00 -
[947] - Quote
Mobile automatic sentry gun
- Easy to probe down - Ignores/is ignored by NPCs - Low scan res - Lower damage than POS guns - ~50km range tops Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Jack Oat
Brothers In Arms.
2
|
Posted - 2013.12.09 08:56:00 -
[948] - Quote
Mobile cloaking inhibitor :
Prohibits use/activation/reactivation of any cloaking device in 100km radius
like mobile cyno inhibitor cannot be scooped (one use)
cannot be deployed 150 km from gate
|

Riela Tanal
Repercussus RAZOR Alliance
4
|
Posted - 2013.12.09 22:30:00 -
[949] - Quote
Mobile Clone Vat Bay
Put about 15 people in a Clone Vat Bay in a carrier with some ships and anchor the Clone Vat day and everyone jumps to it. This could be ideal for WH life as well as for stealth incursions into Nullsec alliance owned space. |

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.09 23:44:00 -
[950] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? Hehe, you have to do that one. 
I'm all for this one. Make the faction drop version the White Winnebago, after the departed fictional anti-hero of breaking bad. |
|

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.09 23:58:00 -
[951] - Quote
DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
This would be a great mobile item to have a mobile Warp Scramble and Statis Webifier. While there are Bubbles that can be deployed which are similar to the first item. It could be different code where the MWS is a targeted device which counters ships that are immune to "bubbles" T3 Crusiers, interceptors and interdictor class ships come to mind. We would finally have an item to counter these types of ships. Also make the item to deployable in low sec and nul and able to set the module to target to standing type: all, neutral, bad, war etc.
The mobile Statis Webifier would have the same mechanics, deployment area and interface as the MWS.
For both items set the distance from station / gate /POS 45k away with a range of 100k and target only 5 mships at a time. |

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.10 00:06:00 -
[952] - Quote
Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
-edit 1-
Mobile Command Unit...
Give feet members on grid bonuses, only FC or wing commanders may drop unit...
Lasts 30mins...give it a fuel bay, different units give different bonuses...
-edit v1.1-
I've seen a few posts in this thread supporting this idea, but no real good idea on how to implement it without breaking stuffs...
Why not allow Tech 3 Subsystem on Command ships?
Now let me explain before you call me a ******* idiot!
Allow the command subsystem to be put onto Command ships...this would be optional!!! When activated through the ship UI in space, it detaches from the command ship with the modules and gives boosts. Also, the command ship that deployed this must remain in system. Ship leaves...links turn off!
A suggestion to gang links...offgrid links give 50% bonuses instead of the full 100%...thus forcing ongrid bonuses, and possible use of this.
-edit 2-
Drone assist unit...
Give fleet members access to drone command without a drone bay...
Only FC and wing commanders may drop it...
Fleet members can access drones, drones will only work X distance from unit, max 5 drones per pilot... Amount of drones and distance varys on small-medium-large variants...
-edit 3-
Bring back mines...Mine deploying unit, give it patterns to lay said mines...similar to probes...incase of argument of OPness, theybonly go off when a capital comes within range...
Death to Capitals!!!
-edit...again-
Portable Customs Offices...
With POCOS coming free for all ~shortly~ and Nullsecs agenda to own as many as possible to control another market.
Portable Customs Offices! Anchor, do your thing, they don't repackage and can be shot by anyone! Also, can be set to be used by self-corp-alliance-everyone. Can be placed anywhere in orbit around planet...
...just a few off the top of my head on my commute. Will update later when more things pop into my head...
POCO syphons - scoop items from planet free of charge. Get a cut of whatever they are making.
Cyno inhibitor - tired of neuts just lingering in system. Able to anchor 45k from gates / POS / Station. 100k range lasts for 12 hours after deployment. |

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.10 00:28:00 -
[953] - Quote
Mobile Jump Bridge
Forget Titans or Black Ops Ships. This module allows anyone with Anchor level 4 to put up a jump bridge regardless of SOV. Fuel is required and varies in quantity to the size of ships. The larger the ship the more fuel you'll need.
Can be deployed in low and null sec.
Range of item is 4 jumps |

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.10 00:33:00 -
[954] - Quote
Mobile Shield / Armor Repper
Deployable platform increases speed of shield regeneration and armor repair.
Only repairs the toon that deploys it.
SOV required?
Effective range 20k
Could also be called Mobile Logistics platform can only preform shield regeneration or armor repair as selected by deploying toon. |

Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.10 00:38:00 -
[955] - Quote
Jack Oat wrote:Mobile tactical cloaking inhibitor :
Prohibits use/activation/reactivation of any cloaking device in 100km radius
like mobile cyno inhibitor cannot be scooped (one use) cannot be deployed 150 km from gate should cost 10-50 millions
Mobile strategic decloaking pulse:
single use or uses fuel per pulse, sends system wide pulse that decloaks anything after pulse, cloaking device can be reactivated immediately costs around 10-30 millions if single use, 50-100 mill if multiple uses (fueled) deployed structure is visible system wide (like tcu, station or cyno) charging timer 30+ minutes, when charging timer is running it is visible system wide
no reinforcement - can be killed without any timers cannot be deployed in same grid with pos, station. can be refueled by corp? only one per system allowed requires sov to deploy?
Mobile moon harvester ( should REPLACE pos moon harvester) When multiple harvesters deployed total harvested amount cannot exceed moon resource cap and competing harvesters divide harvested materials equally
example: moon has 200 of resource 1 harvester harvests 100 units 2 harvesters harvests 200 units 100 units per harvester 3 harvesters harvests 200 units 66 units per harvester
volume 1000-5000m3 ( need industrial/transport to deploy) capacity 12-48 hours of harvesting (need to pay attention to the process) cannot be deployed within the grid of another mobile harvester or pos and can be deployed 1kk+- km from moon can be scooped can be accessed only by owner reinforce timer 12-24 hours/ no reinforce ? visible system wide ? should cost in order of tens of millions
Mobile miner: mines asteroids in range
should be less efficient then the barge or mining frig ~200 m3 of ore per minute capacity for about 1-2 hours of mining can be accessed by owner no reinforcement - can be killed pretty easily range +- 20km cannot be deployed within 2x range of another mobile harvester cost under 10 millions
The mobile miner A great idea no more need to have 4 - 5 accounts for mining. 1 deployable per toon. cannot be deployed with 20k of another mobile miner ore capacity hold the same as mackinaw, perhaps a little larger mining rate dependent on toon or slower flat rate of toon destruction does not bring concord
Also this could be a deployable booster for mining versus mining itself.
Allows new toons to be more effective and not need a booster toon.
|

Tao Xenon
Shockwave Innovations Surely You're Joking
0
|
Posted - 2013.12.10 03:03:00 -
[956] - Quote
mobile force field generator
having said that... dump the current POS code and build deployables that can work together: like mobile hangers, labs, manufacturing, and guns
but how DO you get it all to work together?
force fields don't have cpu or power... they have volume, the bigger the force field the more "stuff" you can put inside it. current pod protection guns and ecm can be another deployable that can only work within x distance from a forcefield deployable. my thinking is to build "stacking" modules to compensate for the "power" and "CPU" restrictions
thoughts? |

Bienator II
madmen of the skies
2219
|
Posted - 2013.12.10 05:38:00 -
[957] - Quote
billboard. allows to deploy advertisements in space. (recruitment adds, warinings, plain text, or anything else)
people already abusing anchorable container with very long names for this purpose which is a horrible workaround. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Rhavas
Future Corps Sleeper Social Club
192
|
Posted - 2013.12.10 07:35:00 -
[958] - Quote
I went a little bonkers, read pretty much the whole thread, and wrote three blog posts.
First, here are some ideas along the lines of those in this thread. Things that could be implemented as soon as summer or any time over the next couple years and fit right in.
- A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers. It is for people who are trying to interrupt the drop/counterdrop cycle or protect their gatecamp from hotdrops. I want one that is actually useful for ganking a hotdropGÇÖs baitship. Based on FozzieGÇÖs feedback, this might be a tricky balancing act, which I leave as an exercise for the devs. But here is the scenario it needs to achieve: You jump in and grab the suspiciously solo (and secretly cyno) boat. Pretend the attacking roaming small gang has 4-6 well-fit cruisers. Give the gang a short time to kill it before the inevitable PL hotdrop. For a noobship/frigate cyno, that gang should wipe it easily. For a baitfit Prophecy, it should be a tight squeeze GÇô maybe the BC should be in low armor or structure. For a baifit marauder, it should have a good bit of HP left but be dented enough to get its attention. For argumentGÇÖs sake, letGÇÖs say it anchors quickly, costs little, but has almost no lifetime GÇô maybe 3 minutes. Discuss.
- Dscan Booster. Allows anyone very close to it GÇô say, 20 Km or less GÇô to have a larger d-scan, say 30 AU.
- Courier Drop Box. One of the things IGÇÖve always wanted was to be able to have my main pick up the PI materials launched by my alt. Way back when, I also wanted to legitimately run cargo to nullsec, but I couldnGÇÖt dock at the stations. SoGǪ how about an anchorable that you can let people pick up and drop off courier contracts that is not a station? I picture two versions: one that could be bolted directly to a POCO/COCO (you could transfer directly any items from COCO to Drop Box) or standalone.
That said, I think Fozzie might be looking for more than the ordinary here. Based on some articles and interviews from Fozzie and David Reid I list in the third post linked above, I think he is looking for modular communally built modular structures. Think even beyond POS. Bigger, more modular, and not necessarily pointed at "space" as you know it.
More detail in the post, bear with me, but long story short, what if we could build...
- Uber-bases, like Arek'Jaalan Site One in Eram (go visit!). Things that could potentially really defend against a concerted attack to take away these gates. Maybe something that operates under future conditions of sov that are NOT like those constraining us in the Dominion system.
- Not just deadspace, but discovered-space acceleration gates. Think finding a star on the horizon, scanning it remotely, triangulating, and building a leapfrog network of slingshot gates one after the other to get there. This matches a lot of the current hints. Then you build a return gate and voila, new system. Just like Old Man Star in the chronicles.
- Functioning Sleeper/Talocan structures. What if the "new space" is the virtual space the Sleepers live in? We have all the components already in game, the challenge will be gathering and rebuilding them, and then exploring this entirely new space.
Food for thought. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Mournful Conciousness
Embers Children TOHA Conglomerate
389
|
Posted - 2013.12.10 10:31:00 -
[959] - Quote
Rhavas wrote: A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers.
I feel it was a mistake that the cyno inhibitor was not made useful for roaming. The certainty of being hot-dropped is the only reason I don't engage in roaming pvp.
I was looking forward to these modules and when they I arrived, I was deeply disappointed.
My suggestion would be:
deploy the mini anti-cyno module (instant actvation, lasts 5 minutes).
While operational, ships jumping to a cyno beacon on grid will appear between 100 and 250km away from the beacon in a random direction.
Result: incoming fleet can still re-form and re-warp to the guy they are trying to protect but it will take them between 30s and a minute to do so. Thus the roaming fleet has the option of fleeing or staying to fight.
Under these circumstances I would happily roam on a daily basis. I think you'd see lowsec and nullsec a lot more active.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

JanSVK
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.12.10 12:42:00 -
[960] - Quote
Proximity sensor (intel station) - Notices the owner when any ships enter the effective range of the sensor.
Mobile Radar - like D-scan only it scans automatically and notices the owner if any new objects enter or leave the effective range. |
|

Phoenix Jones
Brave Newbies Inc. Brave Collective
309
|
Posted - 2013.12.10 13:39:00 -
[961] - Quote
Instant Anti-Cyno Disruptor.
Stops and disrupts cyno's from being launched. This will instantly block a cyno from activating, or stop it if activated. If a cyno has been activated, this will function exactly as if the cyno ship was just shot while people were mid-jump. If nobody jumped before the disruptor was launched, nobody can jump until the disruptor is finished or destroyed.
2 second deployment, 1 minute duration. This is meant solely for immediate disruption, not prolonged fights or duration. Range, 30 km. Graphics, Warp Disruption Bubble, Color, White. Hit points, 500 (this can be destroyed).
(Note the above is probably WAAAY too strong)
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Wanderer Larze
Hunt and Salvage Inc.
6
|
Posted - 2013.12.10 14:25:00 -
[962] - Quote
Mobile ammo/drone factory - Produces ammo/drones off of a blueprint.
Mobile recycle center - Can crunch unwanted mods found in missions (or exploration sites) to be used in said mobile ammo factory to assist with longer deep space exploration. |

Quinn Corvez
Probe Patrol Polarized.
127
|
Posted - 2013.12.11 05:59:00 -
[963] - Quote
Mobile structures without stupid placement restrictions would be cool. |

Walter Egoh
Under the Wings of Fury Atrocitas
0
|
Posted - 2013.12.11 07:10:00 -
[964] - Quote
This post is not a suggestion for new deployables, so feel free to ignore it completely. I just felt like sharing a somewhat amusing story related to the Mobile Tractor Unit.
I was running a combat site the other day and was using a MTU to collect and loot the wrecks. Something came up in RL, however, and I had to log off before finishing the site. The next day, I came back, finished the site, and recovered my MTU. After docking up, I noticed that the MTU was damaged and also that it contained three tech 2 modules (which are of course never dropped by NPCs).
Apparently, someone had decided to shoot my MTU but then got tackled and killed by the NPCs, and I ended up getting the loot from his wreck in my MTU . lol
/W |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
25
|
Posted - 2013.12.11 07:32:00 -
[965] - Quote
Mobile unit that allows one to offline and repackage and pick up a POS and its accessories. So corps can pack up shop and retreat when they see its going badly. |

Dracvlad
Taishi Combine Pirate Nation.
198
|
Posted - 2013.12.11 11:18:00 -
[966] - Quote
Linking into the WIS, what about video structures that you can place in the system in which you have a corp office that can give you video feeds to your corp war room using the twicth intergration you recently added. Not sure if technically possible, but would add to the game in my opinion. If you do not want LOCAL go to WH space,-áand those people who think that WH space is like 0.0 but without local,-álight a cyno and try jumping to it.-á-á There is a structural issue with Eve, based on accounts with no link, vast reserves of ISK-áand plex, which makes it too easy to metagame the destruction of small alliances. |

Carmya Kale
Universum Alternis The I.D.E.A.
0
|
Posted - 2013.12.11 14:53:00 -
[967] - Quote
The mobile tractor unit would be better if it also salvaged wrecks instead of tractoring empty ones  |

suid0
Habitual Euthanasia Pandemic Legion
98
|
Posted - 2013.12.11 15:31:00 -
[968] - Quote
Carmya Kale wrote:The mobile tractor unit would be better if it also salvaged wrecks instead of tractoring empty ones 
yeah, and while you're at it can you make it shoot the NPCs too to turn them into wrecks?
   the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

Clansworth
Good Rock Materials
30
|
Posted - 2013.12.11 17:45:00 -
[969] - Quote
I think my suggestions may be better moved to a different thread, but here's a synopsis:
All anchorable objects move to a new system, one that would cover current simple structures (secure cans), personal structures (the new items), and large complexes (POS's). Any such items can be anchored for self, or anchored for corp. Most items gain a fitting screen with modules much like ships.
Each structure would have a fuel bay, but could also receive energy from another structure. This would allow the same 'factory' or Sentry, etc to be used either as part of a large complex, or anchored for a short duration solo. For empire use, some item types will require 'permission', while others will not. All of this sounds like a pain to manage, but with the proper management UI, it could be done. It would provide much more granularity between complexity levels, and allow a facility/service to be custom built/configured for the use (that is, afterall, what a sand-box is all about). |

Dracnys
52
|
Posted - 2013.12.12 00:42:00 -
[970] - Quote
Vending machines: Players anchor them and put stuff in and set prices. Shoppers can buy them for said prices. Player gets ISK wired automatically (no need to pick up). Can set different prices by standings. Shows up on overview for everyone, maximum 3 per system. Must have a long reinforcement timer because they are loot pinatas in space. Alternatively can be hacked using the hacking minigame in a extended form with multiple rounds, success puts machine into reinforcement.
some use cases: - a trader sets up a regional network of vending machines, selling quafe - a solo explorer stocks up on ammo, drones and probes on the run without needing to dock in station - a stranded explorer in a wormhole can buy new probes for a horrendously high price - a clever hacker cracks the vending machine |
|

supernova ranger
The End of Eternity Ad-Astra
91
|
Posted - 2013.12.12 02:01:00 -
[971] - Quote
Clandestine shipyard
I want to see a structure that cloaks nearby unmanned vessels, takes them off D-scan, and doesn't cost fuel to run.
One could hit the motherload by scanning down a player in one. |

James Nikolas Tesla
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.12.12 07:06:00 -
[972] - Quote
I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3? I am an AFK miner, don't like it? Try to gank me, odds are I am already aligned and not that far from my keyboard. |

Clansworth
Good Rock Materials
30
|
Posted - 2013.12.12 08:32:00 -
[973] - Quote
James Nikolas Tesla wrote:I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3?
Not that I'm against that idea, but isn't that partially what the Orca was created for? |

Gauro Charante
Vile Duck Pond
3
|
Posted - 2013.12.12 09:34:00 -
[974] - Quote
Stupid forum, ate my post...again...maddening...Note to self copy/paste....
Soooo,
I like to see more of a satelite. One that you just dump in the system and it tells you the number on the local chat, nothing more. It would persist for some days, 2-3 maybe, and then the battery stops and it goes puff. Cheap crap to build. Then there would be a tech2 version, a covert satelite (yes I know cloak is a disgusting thing) that gives more info than the nomral one. No only the number of players in the system also the names and maybe how much traffic aka in/out jumps of said system. Expensive and maybe last abit longer but stil lgoes puff after few days as with the nomral one. Some skill involved so that at skill 5 you could have 5 at any given time in space. Should stress the server that much.
Other that I've notice said something for the miners. It could be a small refining station. Tou I know that Orca/Rorq largly do the things you need for mining, this would just add more option/flavor. The refining depo could be with 30% base refining. Or maybe so that with max skills and some implant you might get 100% refining in the middle of nowhere. Just imagine how much ore/minerals you could cram into the Orca now  |

Mournful Conciousness
Embers Children TOHA Conglomerate
406
|
Posted - 2013.12.12 10:26:00 -
[975] - Quote
supernova ranger wrote:Clandestine shipyard
I want to see a structure that cloaks nearby unmanned vessels, takes them off D-scan, and doesn't cost fuel to run.
One could hit the motherload by scanning down a player in one.
I think the name for this would be "Mobile Paranoia Generator"
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

James Nikolas Tesla
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.12.12 19:12:00 -
[976] - Quote
Clansworth wrote:James Nikolas Tesla wrote:I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3? Not that I'm against that idea, but isn't that partially what the Orca was created for? My idea is geared toward solo miners like myself. I am an AFK miner, don't like it? Try to gank me, odds are I am already aligned and not that far from my keyboard. |

Proddy Scun
Renfield Inc
33
|
Posted - 2013.12.12 23:47:00 -
[977] - Quote
Mobile Defense Towers ! Just like the ones in PVE missions!
If you put mining structures in belts/anomalies and allow NPC rats to attack them...well defense towers become a neccessary complimentary idea.
Might help upgrade the missions too if you make a limited series of anchorable defense Tower hulls and then allow players to mount specific modules.
I suspect the key limitation would be fire control AI modules. Player units would have extremely simple command conditions and get astronomically more expensive as complexity went up. Some AI modules would of course be illegal in high sec - at least without special CONCORD charter and equipment for settign up a corp deadspace. Acceleration gates...probably 500M minimum or more.
However I would like to add to the concept of defense towers with Drone Defense Tower. Basic cheap AI modes would include passive guard specific structure, passive self protection,and aggressive guard space of x km against non-corp/non-alliance/non-fleet and combinations. The most advanced models might include spare drones and slow drone armor repair after extended idle time. |

Proddy Scun
Renfield Inc
33
|
Posted - 2013.12.12 23:58:00 -
[978] - Quote
James Nikolas Tesla wrote:Clansworth wrote:James Nikolas Tesla wrote:I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3? Not that I'm against that idea, but isn't that partially what the Orca was created for? My idea is geared toward solo miners like myself.
#1 Hmmm....I already see mobile tractors with 27.5 K m3 holds. Just jetcan and it pulls contents in.
#2 For old players freight containers are used for that idea. Not sure if or when they die though since they aren't anchored. My observation leads me to think they last until DT. Plenty of time to use and collect again. Not sure what the theft aspects are but even without CONCORD suspect few people are gonna try. And of course good players should not litter EVE with unused items in space either -- so I think recollect or lose at DT is perfect. |

Proddy Scun
Renfield Inc
33
|
Posted - 2013.12.13 00:30:00 -
[979] - Quote
James Nikolas Tesla wrote:Clansworth wrote:James Nikolas Tesla wrote:I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3? Not that I'm against that idea, but isn't that partially what the Orca was created for? My idea is geared toward solo miners like myself.
How about a Valet tower to let you securely park a second ship in space?
No help in counterattacking but (1) prevents boarding without code or passcard (2) keeps ship operating in space in "idle mode" until reboarded (passive and active modules continue running while cap is available but reduced to minimum skill effects)
then you could periodically load your ore into a Miamos...at the risk of losing two ships to gank
You might be able to Valet park a combat ship too. However I assume CCP would limit how close the two towers could be, making one or the other ship "unhandy"
And if Valet tower is destroyed -- now they can steal your ship!!! I'd really like to see ship stealling return. That was fun. |

James Nikolas Tesla
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.12.13 01:33:00 -
[980] - Quote
Proddy Scun wrote:
Well locked armored storage is an issue but not unsecure ore storage to reduce trips
(careful CCP might give you lockable unarmored can which anyone can destroy with one shot - tears gankers often destroy ore as too much trouble to steal)
#1 I already see mobile tractors with 27.5 K m3 holds. Just jetcan and it pulls contents in.
#2 Older players seem to use freight containers for mining as well -- 100K up. Not sure if or when they die though since they aren't anchored. My observation leads me to think they last until DT. Plenty of time to use and collect again. Not sure what the theft aspects are but even without CONCORD suspect few people are gonna try. And of course good players should not litter EVE with unused items in space either -- so I think recollect or lose at DT is perfect.
Suspect status has really reduced can-flipping to almost unheard of in High sec and straightforward no warning theft requires a hauler as well (bad ship to be in with suspect written on you).
For the most part I would rather have defense towers in belt ready to tackle and shoot all CONCORD approved shootables.
Where is my defense tower?
1. I do use a MTU while mining with my Covetor. It definitely is more convenient.
2.I don't trust freight containers and only use them to hide my items in my Iteron V.
I also don't trust the suspect thing because I steal from wrecks all the time and I've only been shot at once (by a Velator) and I survived that.
Proddy Scun wrote: How about a Valet tower to let you securely park a second ship in space?
No help in counterattacking but (1) prevents boarding without code or passcard (2) keeps ship operating in space in "idle mode" until reboarded (passive and active modules continue running while cap is available but reduced to minimum skill effects)
then you could periodically load your ore into a Miasmos...at the risk of losing two ships to gank
You might be able to Valet park a combat ship too. However I assume CCP would limit how close the two towers could be, making one or the other ship "unhandy"
And if Valet tower is destroyed -- now they can steal your ship!!! I'd really like to see ship stealling return. That was fun.
I would love to load my Miasmos in space like a container, definitely an Idea I would support. I am an AFK miner, don't like it? Try to gank me, odds are I am already aligned and not that far from my keyboard. |
|

Pud Li
Imperial Academy Amarr Empire
0
|
Posted - 2013.12.13 01:34:00 -
[981] - Quote
Proddy Scun wrote:James Nikolas Tesla wrote:Clansworth wrote:James Nikolas Tesla wrote:I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,000m^3? Not that I'm against that idea, but isn't that partially what the Orca was created for? My idea is geared toward solo miners like myself. How about a Valet tower to let you securely park a second ship in space? No help in counterattacking but (1) prevents boarding without code or passcard (2) keeps ship operating in space in "idle mode" until reboarded (passive and active modules continue running while cap is available but reduced to minimum skill effects) then you could periodically load your ore into a Miamos...at the risk of losing two ships to gank You might be able to Valet park a combat ship too. However I assume CCP would limit how close the two towers could be, making one or the other ship "unhandy" And if Valet tower is destroyed -- now they can steal your ship!!! I'd really like to see ship stealling return. That was fun.
Valet rig to mathc? Consumables? POCO like public structure with multiple parking spots? Hideous!
|

sytaqe violacea
Circus of midnight
17
|
Posted - 2013.12.13 11:55:00 -
[982] - Quote
Mobile Factional Warfare Complex Reinforcer , can only be deployed inside complex. Only defender militia can deploy this structure inside complex. Every Reinforcer extends the timer length by 5min. This structure has around 50,000EHP. Destroyed, the timer is shortened by 5min. BPC can be purchased in Militia LPStore. No Kill Reports are generated. |

Altrue
Exploration Frontier inc Brave Collective
737
|
Posted - 2013.12.13 16:32:00 -
[983] - Quote
Ship Anti-theft structure !
Upon deployment, after a one minut anchoring timer, it force-ejects the pilot inside the structure and renders his ship immune to any harm and boarding except from the person who deployed it. Does not work under weapon timer, pvp timer or logoff timer. NPCs does not shoot at this structure.
If attacked, goes into the same reinforcment process then the mobile depot, meaning 48 hours, and no mail.
The structure would be very cheap, and not scoppable just like the mobile cyno jammer. When the owner boards the locked ship, it unlocks it instantly. The structure can then be scooped by everybody and will function again next time it's launched in space. G££ <= Me |

Edward Olmops
Sirius Fleet
120
|
Posted - 2013.12.14 00:59:00 -
[984] - Quote
Mobile Siege Cannon.
Deploy. Watch and enjoy while it does the tedious structure grinding for you.  |

Mrchafe
Zero Frequency Disavowed.
4
|
Posted - 2013.12.14 04:10:00 -
[985] - Quote
I didn't read the 50+pages but I'd love to see the decoy ship beacon, it should be called the "crybaby" (tribute to firefly)
Mrchafe |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
53
|
Posted - 2013.12.14 10:19:00 -
[986] - Quote
TLDR: Part 1: Storytime. See part 2 for actual suggestions.
So I took a trip out to deep deep nullsec to try out some of these new modules, and followed a fleet through a wormhole with a Covert Ops Frigate. From there, I found a wormhole with a static highsec connection, so I was able to pick up everything I needed from the market.
I brought the following:
-2 Survey Probe Launchers -20 Moon Survey Probes -6 Small Mobile Siphon Units -2 Mobile Depots (for storing loot and refitting) -ECCM mods to refit on my ships
I had to bring a Blockade Runner to carry all of this, and switch into my Covert Ops frigate to run Relic/Data sites, and scan wormholes. Because of this, I had to leave one of my ships in space when not in use, so I created a safe spot between two gates that wasn't in line with the solar system plane, and wouldn't be in DSCAN range except while in warp between these gates [image].
I'd log off in my Viator when not playing (leaving the unfitted Buzzard in space), and when out exploring, I'd leave the Viator in space with 3 ECCM modules in the low slots to (hopefully) reduce the signature to make it harder to scan down; and all the protected loot inside the mobile depots. I tried it on the test server, and I couldn't tell if it made a difference, but it only took a few passes to easily lock the signature for either ship.
Using the mobile depot to refit to moon survey probes was very handy. I did run into the problem that even packaged Small Mobile Siphon Units can't be placed inside the mobile depot (container inside a container), so that was a problem since I had brought more than I wanted to deploy at once.
The Blockade Runner was definitely necessary, as the moon minerals I siphoned were pretty bulky, and there was no way to carry it in a Covert Ops frigate easily, so I was also using it for that, as well as moving loot back through wormholes. I managed to get two runs of goods back home, and stayed up in null space there around 3 days. I honestly expected I'd be able to stay up there longer...
Unfortunately I opened a wormhole chain that went into a C5 owned by Verge of Collapse. I hightailed it out of there, but one of their members started exploring and found the system I had set up shop in, dscanned down my hidey hole (habit of hitting DSCAN while in warp), killed my Viator, and reinforced the mobile depots. We had a good chat about it afterwards, and talked about where I set up my spot; and if it would have been better to "hide in plain sight" and park my Viator in the planetary core where he'd assume it was in a POS. I was more worried about the locals who would know what was there, which is why I didn't do that.
The mobile siphons were killed as soon as the POS owners came by; less than a day. I should have timed it better, assuming they'd come check on the weekend to refuel them, but I was excited to find ungunned R64s. And since there's no way to self-destruct or remove the mobile siphons, it's pretty obvious what you're doing and impossible to hide it.
So the reason I thought I'd share this, is I don't think it's really possible to do long term living out in hostile space yet. I really would need a POS to store everything, and I didn't want to put one up in someone's space because they'd get a notification and come reinforce it. I'm not skilled for the Stratios or Astero yet, but even with their larger cargo bays, I'd still need a Blockade Runner, which means dual boxing.
Ideally I'd love to be able to take a Blockade Runner out with a Covert Ops frigate, a Venture, fittings, and a few mobile structures to set up a temporary home. I wanted to do this with gas mining since it can be profitable mining C320 or even gas for boosters. I could even mine Megacyte for the booster production chain, or other ores for fullerite reactions. |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
53
|
Posted - 2013.12.14 10:20:00 -
[987] - Quote
Temp Post 2 |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
53
|
Posted - 2013.12.14 10:48:00 -
[988] - Quote
To add my voice to a few of the other suggestions:
I like the idea of the Mobile Repair Station others mentioned to repair module and ship damage, as well as online modules which were burnt out. You could use the mobile depot to refit shield/armor/structure repairing modules but its a lot of fiddling. Something that will do the repair in a short period of time without taking lots of capacitor would be a nice convenience. Deploying near a Mobile Depot would make the service available from the same fitting service screen.
I like the idea of a module that hacks/unanchors offlined towers as well, and allows you to claim abandoned control towers and their modules. This could work similar to a reinforcement timer with a notification to give the owner time to come back to defend or fuel the tower if they want.
I like the idea of a Mobile Clone Vat Bay, which gives you a point to set your medical clone to, which isn't in a station. You shouldn't have to drop an outpost to get offices for your alliance members *cough*, and it would help alleviate some of the logistical difficulties when doing a large scale deployment in an area with limited NPC station offices. Also very good for WH life, and stealth incursions into someone else's space, as previously mentioned. An upgraded version to allow jump clones would be a good idea, but limited to jumping while in that system only, so you can jump utility clones, but not overpowered as to allow you to jump anywhere in New Eden easily.
|

Mrchafe
Zero Frequency Disavowed.
4
|
Posted - 2013.12.15 00:28:00 -
[989] - Quote
Ransu Asanari wrote:To add my voice to a few of the other suggestions:
I like the idea of the Mobile Repair Station others mentioned to repair module and ship damage, as well as online modules which were burnt out. If we could online modules which were burnt out and then repaired with nanite paste while in space, this module might not be necessary. You could use the mobile depot to refit shield/armor/structure repairing modules but its a lot of fiddling. Something that will do the repair in a shorter period of time without taking lots of capacitor would be a nice convenience. Deploying near a Mobile Depot would make the service available from the same fitting service screen. Edit: To prevent use/abuse in combat, it should be a gradual repair, and if the ship is attacked while connected, or recently attacked (aggression timer), it is immedlately offlined to prevent feedback surges.
I like the idea of a module that hacks/unanchors offlined towers as well, and allows you to claim abandoned control towers and their modules. This could work similar to a reinforcement timer with a notification to give the owner time to come back to defend or fuel the tower if they want.
I like the idea of a Mobile Clone Vat Bay, which gives you a point to set your medical clone to, which isn't in a station. You shouldn't have to drop an outpost to get offices for your alliance members *cough*, and it would help alleviate some of the logistical difficulties when doing a large scale deployment in an area with limited NPC station offices. Also very good for WH life, and stealth incursions into someone else's space, as previously mentioned. An upgraded version to allow jump clones would be a good idea, but limited to jumping while in that system only, so you can jump utility clones, but not overpowered as to allow you to jump anywhere in New Eden easily.
+1 to everything he said |

H1ghwayman
Mining Bay inc Beacon Light Alliance
5
|
Posted - 2013.12.15 01:06:00 -
[990] - Quote
I actually think that maybe mobile structures aren't the way to go in many respects.... I keep seeing people say that much of the code in pos's is too old and nerfed to change, but for what many of us want they could create other pathways... like an addition to p.i. Maybe if they were to give us the option to add 'research command centers' with the options for adding invention and other labs too planetary interaction we could send blueprints down the customs offices and even other resources and set up chains on the surface and then use the customs offices to send up finished products up to a certain size. Ships are too big but why not ammo or at the very least bpo's and bpc's...
If not p.i. then how about M.I. Moon interaction..... moonlabs, moon mining..... |
|

Lamar Muvila
THE EXP3NDABLES
4
|
Posted - 2013.12.15 03:42:00 -
[991] - Quote
Mrchafe wrote:Ransu Asanari wrote:To add my voice to a few of the other suggestions:
I like the idea of the Mobile Repair Station others mentioned to repair module and ship damage, as well as online modules which were burnt out. If we could online modules which were burnt out and then repaired with nanite paste while in space, this module might not be necessary. You could use the mobile depot to refit shield/armor/structure repairing modules but its a lot of fiddling. Something that will do the repair in a shorter period of time without taking lots of capacitor would be a nice convenience. Deploying near a Mobile Depot would make the service available from the same fitting service screen. Edit: To prevent use/abuse in combat, it should be a gradual repair, and if the ship is attacked while connected, or recently attacked (aggression timer), it is immedlately offlined to prevent feedback surges.
I like the idea of a module that hacks/unanchors offlined towers as well, and allows you to claim abandoned control towers and their modules. This could work similar to a reinforcement timer with a notification to give the owner time to come back to defend or fuel the tower if they want.
I like the idea of a Mobile Clone Vat Bay, which gives you a point to set your medical clone to, which isn't in a station. You shouldn't have to drop an outpost to get offices for your alliance members *cough*, and it would help alleviate some of the logistical difficulties when doing a large scale deployment in an area with limited NPC station offices. Also very good for WH life, and stealth incursions into someone else's space, as previously mentioned. An upgraded version to allow jump clones would be a good idea, but limited to jumping while in that system only, so you can jump utility clones, but not overpowered as to allow you to jump anywhere in New Eden easily. +1 to everything he said +1 |

Arthur Aihaken
The.VOID
910
|
Posted - 2013.12.15 03:46:00 -
[992] - Quote
Apparently we're getting a Bounty Monitor, DScan Disruptor and Decoy Unit in Rubicon 1.1... I am currently away, traveling through time and will be returning last week. |

Pantorus Necraliss
Giza'Msafara
41
|
Posted - 2013.12.15 19:11:00 -
[993] - Quote
- Customisable (and destroyable) monuments
- False signature generator (maybe anchorable bubble wich you can choose false ship type probbable sig)
- P.I. syphon
- Interstellar chan scrambler (freeze the local chan protraits window till the module is destroyed, illegal product like boosters, cannot be used in HS, due to huge energy needed it must be anchored near sun, 1 at a time in each system, 200m3)
- POS spy (deployable near POS, allow to know the POS fuel remaining)
- Mobile repair station (owner set repair price, cannot be anchored near station or POS, appear in overview, can be destroyed)
- Mobile ammo trade station (owner set prices, owner fill inside charges to sell, cannot be anchored near station or POS, 200km near gates, appear in overview, can contain amo and charges, can be destroyed, 1 day of reinforcement, buyed amo is jettisoned in space but the can is buyer's owner)
- Capacitor radiant (give capa to every nearby ships but also deal damage to everyone nearby, explode with damages after a certain amont of time or if destroyed)
|

Hasikan Miallok
Republic University Minmatar Republic
42
|
Posted - 2013.12.16 00:07:00 -
[994] - Quote
Cloakable versions of mobile structures ....
... need POS fuel or cap charges to maintain cloak ... time limit on cloak which expires unless player is on grid and extends limit. |

Aracari
Stargate Project New Eden Wormhole X-treme
2
|
Posted - 2013.12.16 11:10:00 -
[995] - Quote
A deployable warp beacon;
launching this will a show a warp to able icon in the overview (no matter if you are on grid or not) in the entire system.
Indeed. |

Mournful Conciousness
Embers Children TOHA Conglomerate
420
|
Posted - 2013.12.16 12:44:00 -
[996] - Quote
Pantorus Necraliss wrote:- Customisable (and destroyable) monuments
- False signature generator (maybe anchorable bubble wich you can choose false ship type probbable sig)
- P.I. syphon
- Interstellar chan scrambler (freeze the local chan protraits window till the module is destroyed, illegal product like boosters, cannot be used in HS, due to huge energy needed it must be anchored near sun, 1 at a time in each system, 200m3)
- POS spy (deployable near POS, allow to know the POS fuel remaining)
- Mobile repair station (owner set repair price, must be filled with cap boosters by owner, cannot be anchored near station or POS, appear in overview, can be destroyed)
- Mobile ammo trade station (owner set prices, owner fill inside charges to sell, cannot be anchored near station or POS, 200km near gates, appear in overview, can contain amo and charges, can be destroyed, 1 day of reinforcement, buyed amo is jettisoned in space but the can is buyer's owner)
- Capacitor radiant heart (give capa to every nearby ships but also deal damage to everyone nearby, explode with damages after a certain amont of time or if destroyed)
- Environnement modifier (introduce WH phenomena in K space, illegal, cannot be used in HS)
Mobile trade station can be a very good way to introduce black market and creating moar illegal stuff later
some nice ideas there. particularly like the mobile repair base, beacon and mobile black market Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
174
|
Posted - 2013.12.16 13:02:00 -
[997] - Quote
TIDI Disruptor - when enough of this are deployed all higsec care bears are kicked out of EVE and current node gets super reinforced. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Karell Sungar
Outlaw Technology Zone
0
|
Posted - 2013.12.16 17:10:00 -
[998] - Quote
CCP Fozzie wrote:Let us know what you'd like to see out of the future of our new space structures!
- Type II Mobile Tractor Beam that also can salvage
- Secure Mobile Tractor Beam to be available to fleet and not just self - perfect for mining operations
- Mobile Lab - not tied to POS
- Mobile Research Vessel - same principle as mobile lab not tied to POS but you have to remain in space during the research process (Capital ship?) - The research equivalent of the Rorqual
- Mobile Repair Facility
- Mining Station, same principle as Orca but does not move, more storage, less expensive, has bonuses - but have a "Pilot" to be operational - Deploy it from a hauler or industrial, dock into it to make it work - takes a while to deploy and pack up so that it's vulnerable
- OT but I would love to be able to bill corp-to-corp for services rendered.
|

Alx Warlord
The Scope Gallente Federation
490
|
Posted - 2013.12.16 19:43:00 -
[999] - Quote
I think that most Ideas are already covered in here already...
So the only thing I point is that all these mobile structures could be linked togather somehow... to create a bigger structure...
Think it replacing the POS.... Please read these! > New POS system > New SOV system |

Freelancer117
So you want to be a Hero
99
|
Posted - 2013.12.16 22:37:00 -
[1000] - Quote
A rapid missile launching point defence module that can only use f.o.f. or defender missiles for static defence of a grid.
This module will allow to defend your tiny little part of space against others to protect your other deployables.
The rate of fire is very high but the reload time and ammo amount size for the missiles is very low.
There is a limit to how many you can launch, and that might be tight in to the amount of owned deployables on grid.
It also can only be deployed near these other modules within a certain km range (think reverse numbers for the mobile depot).
It can only be deployed after a specific amount of time the other owned deployables have been launched previously
to prevent the use of these point defense modules in roaming / "normal" fleet combat operations (they are meant like pos guns).
Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
|
|

Clansworth
Good Rock Materials
31
|
Posted - 2013.12.17 03:38:00 -
[1001] - Quote
I started a thread to brainstorm on a way to get almost all of these posted ideas via very modular anchorable structures.
The Future of Anchorable Structures |

Sai Talos
Surely You're Joking
24
|
Posted - 2013.12.17 07:33:00 -
[1002] - Quote
Mobile Cloak Disruptor - Unable to anchor within 100km of a gate, wormhole.
Decloak radius 50 km, works on friends and foes.
Should be fairly expensive to discourage overuse.
I don't know if this is viable within game mechanics, but we all know cloaking needs to be revisited.
This is coming from a wormholer who makes a living with cloaks \o/ Surely You're Joking [HAHA] |

Kaeda Maxwell
Calamitous-Intent Feign Disorder
259
|
Posted - 2013.12.17 11:15:00 -
[1003] - Quote
May have been mentioned, but so many pages now!
A mobile beacon, that literally does nothing more then create a warp-able mobile beacon for a short amount of time.
Basically a 'come-at-me-brah' for solo'ers or a 'this is where it's at' for gangs/events looking to attract more. Maybe a special one that emulated ded-space warp mechanics too. |

ITTigerClawIK
Galactic Rangers SpaceMonkey's Alliance
254
|
Posted - 2013.12.17 13:34:00 -
[1004] - Quote
Mobile Hanger Defense platforms that have huge drone bays but can only field 5 drones at a time and engage anything within a designated radius say 50-100km
small: small drones
med: Medium drones
large: heavy drones
X-L: Fighters ( POS and Outpost Deployment only ) |

NickSuccorso
Arcana Imperii Ltd. Surely You're Joking
26
|
Posted - 2013.12.17 17:19:00 -
[1005] - Quote
Abdiel Kavash wrote:Mashie Saldana wrote:Deployable mining rig, drop in belt, collect ore a few hours later. This is frankly how mining should have been designed from the start. 
Come to think of it... you are right... |

DaReaper
Net 7 The Last Brigade
7
|
Posted - 2013.12.17 18:35:00 -
[1006] - Quote
Prolly gonna repeat:
I'll add another Mobile POS hacker, to help remove dead, unfueled pos' and other structures.
Might get boo's: WH stabilizer. You need two one on either side of the wormhole, once deployed the WH becomes stable, and remains such until one of the units is destroyed or the unit degrades on its own. I always thought this might be cool, but ofc can cause blobs.
System scanner, it will automatically scan the signatures in your system, takes like an hour or two to run so scanning with probes is faster, but if say you have a min to log in and will be back late rint he day, you can deploy this, come back a few hours later and have all your sigs ready to be warped to.
Mobile compressor/refiner: name says its self.
Mobile gas reactor: you can mine gas, deploy this, and make small ammounts of the reaction for wh/drug gas. Then scoop and move on. This would enable nomadic behavior in wh;s easiyer. It would do smaller ammounts then the a pos. (i.e. can only hold 1/5th of a silo or something)
Mobile moon goo reactior, so you cau use a syphon and react the moon goo righ there after you stole some stuff.
mobile cloak generator. Enables you to place an AOE of a cloaking field. Enables you to hide a pos, ore field, whatever. The generator can be seen but the stuff behind it in a cloak field can not.. may need to deploy 3 to triangulate... would need fuel to keep active, and if any of the 3 fail/are destroyed the field drops. could be use to hide a staging fleet in a system. kinda like hiding behind a nebula.
communications disruption array, this would block all local communications in a system. you can not even type in the system till this unit is destroyed.
as was said: mobile mine deployer. it places a predetermined mine field.
That's my .02 isk |

Kiwi Noban
Immovable Object Movers Insnorklerated
0
|
Posted - 2013.12.18 10:12:00 -
[1007] - Quote
Covert Mobile Depot?
Same decloak mechanics as regular cloak. |

Saeglotakk
Yulai Guard Yulai Federation
4
|
Posted - 2013.12.18 11:54:00 -
[1008] - Quote
Just seen this article; http://themittani.com/news/chaos-rubicon-new-mobile-structures
I made this post a month ago; https://forums.eveonline.com/default.aspx?g=posts&m=3905619#post3905619
I trust I'll get royalties from every unit sold right? ;D
|

Aquila Sagitta
Blue-Fire
120
|
Posted - 2013.12.19 06:29:00 -
[1009] - Quote
Not sure if this has been suggested yet but a deployable that has similar hp to the mobile depot and last like an hour or something. Introducing the mobile bubble shooter! You know those gates with 100km swaths of space bubbled? Well now you can just drop one of these babies and if no one comes by to defend there bubbles they go bye bye.
What you guys think? Blue-Fire Best Fire |

Kai Ovaert
Secutor Corporation Per Flamma Exorior
3
|
Posted - 2013.12.19 17:24:00 -
[1010] - Quote
I think the "Small Mobile Siphon Unit" should be re-classed as a "Medium" unit, and the "Small" class backfilled with a truly tactical unit, with stats similar to:
Max lifetime: 24 hours Capacity: 200m3 Material siphon amount per cycle (processed/raw): 5 units/10 units Cycle time: 15 minutes
More feedback on the Mobile Siphon in this thread |
|

Xe'Cara'eos
A Big Enough Lever
34
|
Posted - 2013.12.19 21:54:00 -
[1011] - Quote
Rayzilla Zaraki wrote:A unit that cloaks and also inserts a falsified player into local chat to make the scarebears knees go all wobbly.
Call it the Cloaky Camper Post.
Added fun, allow anything up to a cruiser to dock in it and be protected under it's cloak.
Alternately, a player docked in this unit would be hidden from local while still being able to monitor it. Great observation post for gathering intel prior to fleet attacks.
Myself, my alt and a corpie love this (though in low/null/w-space this would terrify us),
Refinements - player is not falsified - is a RL random player from a corporation that has no presence within the system,
it will only last for a few hours - say 6? And will not last beyond DT
locator agents - if in the system that has the "scare-a-bear" unit in will provide the 'false' players location as in system (maybe constellation/region), if outside the system/constellation/region will give the true location
only 1 ship can dock in it
instantaneous online |

Xe'Cara'eos
A Big Enough Lever
34
|
Posted - 2013.12.19 22:09:00 -
[1012] - Quote
DaReaper wrote:Prolly gonna repeat:
I'll add another Mobile POS hacker, to help remove dead, unfueled pos' and other structures.
Might get boo's: WH stabilizer. You need two one on either side of the wormhole, once deployed the WH becomes stable, and remains such until one of the units is destroyed or the unit degrades on its own. I always thought this might be cool, but ofc can cause blobs.
System scanner, it will automatically scan the signatures in your system, takes like an hour or two to run so scanning with probes is faster, but if say you have a min to log in and will be back late rint he day, you can deploy this, come back a few hours later and have all your sigs ready to be warped to.
mobile cloak generator. Enables you to place an AOE of a cloaking field. Enables you to hide a pos, ore field, whatever. The generator can be seen but the stuff behind it in a cloak field can not.. may need to deploy 3 to triangulate... would need fuel to keep active, and if any of the 3 fail/are destroyed the field drops. could be use to hide a staging fleet in a system. kinda like hiding behind a nebula.
communications disruption array, this would block all local communications in a system. you can not even type in the system till this unit is destroyed.
I like the mines too - need to be careful with balance on that - the rest I dislike
the POS-hacker - POS needs to have been offline for a month or so, I think, give a chance to the forgetful peeps
WH-stabilizer - should not allow the max jumpable mass, nor stabilise the WH until it degrades, should maybe double the mass limit of the WH - if one of the pairs gets destroyed when the WH's had more than it's normal mass through - the WH destroys everything within 50km
system scanner - should be faster to scan the sigs yourself, as you said, think it should be cloaky/anchorable just outside of POS, and the probes it launches should be visible on dscan, unless it launches loads of probes
mobile cloak generator - must not be able to hide cap jump bridges...... cynos/caps would be visible regardless
comms disruption - this should post a repeating message in local and be insta-warpable to like a overview beacon/system scanner beacon..... |

Xe'Cara'eos
A Big Enough Lever
34
|
Posted - 2013.12.19 22:13:00 -
[1013] - Quote
Beta Maoye wrote:Mobile punching bag.
Player can set a name on it and give it a short description. It can easily be seen in space and overview. Last two hours in space before it decayed. It cannot be deployed within 200km of another punching bag. It will produce isk when someone pew pew at it and stop producing isk if not receiving hit. The amount produced depends on security level of space. It produces 1,000isk per minute in high sec.; 5,000isk per minute in low sec.; 25,000isk per minute in null sec. The amount produced will be automatically deposited into player's account.
this must not be scoopable.... wait - this must not happen - this is an isk printer, maybe dropping trit instead....... |

fudface
ACME-INC
4
|
Posted - 2013.12.19 23:46:00 -
[1014] - Quote
how about a mobile cap charger.
throw it out your hold it self anchors all you do it get within range lock it and the mod transfers cap to you.
it could have 1 use then depleted til its back in the station or mobile depot or you could fuel it with a cargo bay and cap chargers or kittens.
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
176
|
Posted - 2013.12.20 08:43:00 -
[1015] - Quote
Mobile Sentry Drone Range Distruptor. When dropped on field makes all sentry drone on grid loose part of their optimal range and tracking. Efect of MSDRD is stackable , cannot be again scoped to cargo. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Vulfen
Bio Tech.
80
|
Posted - 2013.12.20 10:15:00 -
[1016] - Quote
Id like to see a point defence utility module, you can place it with a different module to allow for multiple uses.
2 sizes Small Medium
1 deployed per pilot at a time Anchor time 60 seconds modest HP something around that of a frigate. When deployed it can be fitted with either a gun/launcher or ewar module
small ones can only be fit with small weapon systems
Module will automaticaly target drones first be they hostile or friendly
if fitted with missile systems FOF is the only missile usable |

Anthar Thebess
REPUBLIKA ORLA C0VEN
177
|
Posted - 2013.12.20 14:30:00 -
[1017] - Quote
Vulfen wrote:Id like to see a point defence utility module, you can place it with a different module to allow for multiple uses.
2 sizes Small Medium
1 deployed per pilot at a time Anchor time 60 seconds modest HP something around that of a frigate. When deployed it can be fitted with either a gun/launcher or ewar module
small ones can only be fit with small weapon systems
Module will automaticaly target drones first be they hostile or friendly
if fitted with missile systems FOF is the only missile usable
But you cannot anchor it on gate/asteroid belt. And you cannot scope it again. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Charles Lowell
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.12.21 01:32:00 -
[1018] - Quote
How about structures that let you enforce your ... sovereignty on a system? (that you have sovereignty over already)
- System Monitoring Center: Monitors activity in a system your corp/alliance has sovereignty over and based off rules you set automatically adjusts their standing with you, and/or sends you a message.
-Drone Bay: Holds Special drones (Dronecord) that act like a survivable, personal concord to place in a system you have sovereignty over That will deploy and attack people in the system based off rules you set (Flag they have, Popped a Cyno, Named Steve... etc).
- Border Station: Can be placed near gates, holds cargo scanning drones that ... scan cargo and can be set to label certain things Contraband. But its situational. For example you can set it so only people from Your corporation can carry.... isotopes... through the system otherwise... dronecord!
Do not confuse "duty" with what other people expect of you; they are utterly different. Duty is a debt you owe to yourself to fulfill obligations you have assumed voluntarily. Paying that debt can entail anything from years of patient work to instant willingness to die. Difficult it may be, but the reward is self-respect. - Robert A. Heinlein |

Adinor Asidi
G-Core
0
|
Posted - 2013.12.22 13:18:00 -
[1019] - Quote
Minefield, of course!
But with significant decay ratio. This way minefield will disappear in time. And moreover, the close mine field is to the gate (and other "fenomena" and objects perhaps) -- the higher the decay ratio. So it will be financially extrimelly difficult (yet possible in desparate circumstances) to substain total blokade for a prolonged time.
Second, the minefield itself should be treated as SINGLE computed object (not 10kk little tiny mines!) with the following properties: 1. Size (center + radius or area) 2. Density 3. Tech level
Combined this will give the server an ability to calculate the probability and damage for every ship which enters it.
In terms of detection, obviosly, the ship should be able to detect the presence of the field an mark it's location with certian probability (skill + implants + device + etc)
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
200
|
Posted - 2013.12.23 14:04:00 -
[1020] - Quote
Fake cyno beacon. Only show on overview like normal cyno. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
|

Gonder Jaan
Aliastra Gallente Federation
0
|
Posted - 2013.12.23 19:33:00 -
[1021] - Quote
An intel disruptor that deactivates the identification colors & symbols in overview & HUD (blue, suspect, corp ...). Should be interesting when in "dangerous" Null-Sec nobody can identify blues for a given time anymore . Kind of a strong transmitter that can be deployed, but also scanned down & destroyed easily. |

Mikhem
Taxisk Unlimited
75
|
Posted - 2013.12.24 15:16:00 -
[1022] - Quote
I propose ammunition and drone factory building. It could only be anchored around planets (one per planet) and it would allow manufacturing all ammo and small drones. It would be visible in overview and it could offer public access in exchange of ISK payment. This building cannot be unanchored and only way to remove it is to destroy it.
Ammunition does not drop anymore from rats so that's why I proposed this building. There's no meta 1-4 items of drones either.
Mikhem
Game improvement ideas. |

Silivar Karkun
Imperial Shipment Amarr Empire
115
|
Posted - 2013.12.24 17:29:00 -
[1023] - Quote
i hope these hasnt been suggested before, but im not gonna pass throught 52 pages of thread for this:
-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules
-mobile moon harvester: a mini version of the moon mining laser, like the siphon unit, you cannot scoop it, and the contents mined are avaliable for everyone.
-mobile planetary orbital center: a mini POCO, same cargo as the launchpad, just allows you to transfer the items from the command center without tax, cannot be deployed in high sec and low sec.
-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too
-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable
-mobile research station: like the manufacturing array, but for research, invention, maybe reverse engineering (?)
-mobile chemicals lab: a mobile lab for drugs and booster production
-mobile jump bridge: can be scooped, requires fuel
-mobile shield generator: produces a POS-like shield, requires fuel
-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped
-mobile battle station: comes in racial flavors, doesnt consume fuel, can be scooped, acts like a POS gun or multiple sentry drones, cannot be used in deadspace pockets, missions or the like, meant for defense of the base.
-mobile habitational module: these should be deployables, allows for a medical station and aditional storage.
-mobile ship hangar: various sizes, can be used to storage 1 ship in space
-mobile warehouse: various sizes, saves up to 27500 m3, cannot be locked, needs deployment limits (like belts and that stuff)
-mobile energy array: acts like a mini POS Tower, can be used as a direct fuel field for the other deployables.
the idea was that since the POS system cannot be fixed, you could recreate the system in the deployable mechanics |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
1433
|
Posted - 2013.12.25 04:30:00 -
[1024] - Quote
Something that just displays the message of my choice in big holographic letters.
And reinforces for an absurdly long time like a depot. |

Ioci
Bad Girl Posse Somethin Awfull Forums
472
|
Posted - 2013.12.26 15:47:00 -
[1025] - Quote
One that tells me how many Super Cap's PL need to send it in to reinforcement. R.I.P. Vile Rat |

Red Teufel
Mafia Redux Phobia.
302
|
Posted - 2013.12.26 18:35:00 -
[1026] - Quote
I would like a mobile structure that can pose as a fake stargate! one that i can label Jita Shortcut muhahahahaha hahahahaha |

Wayward Hero
Wayward Ventures
2
|
Posted - 2013.12.26 19:02:00 -
[1027] - Quote
I would love a combat probe disruptor.
Scan decoys would also be awesome. When you are scanned down while under the influence of the decoy, the scanner receives false warp-ins. |

Daenika
MMO-Mechanics.com
40
|
Posted - 2013.12.27 18:14:00 -
[1028] - Quote
Quote:Might get boo's: WH stabilizer. You need two one on either side of the wormhole, once deployed the WH becomes stable, and remains such until one of the units is destroyed or the unit degrades on its own. I always thought this might be cool, but ofc can cause blobs.
I'd be fine with this stabilizing the time-based degradation of the WH, but not the mass. If it increased the effective mass limit, it would make seeding immensely easier.
Time-based, however, makes sense. Drop one on each side (or even just on one side, honestly)., and it'll "pause" the wormhole's time degradation until that unit is destroyed, or it self-destructs (which should take somewhere between 24 and 72 hours). Perfect for holding that direct high-sec hole open until people can get online tomorrow to use it, but not as perfectly for seeing 25 dreads through that H296 to evict it's occupants.
I could see having it only on one side, as people should be checking their WHs anyway. In addition, it would make an excellent false-intel/ganking setup, as you could watch a system for days without the WH rolling or anyone in it being the wiser (by the existence of a mobile stabilizer on their dscan). That said, having it required on both side would make defending against subcap-based evictions easier, as you'd only have to destroy your side's emitter to collapse the hole (which your POS is chewing through it's load of Stront after being reinforced).
Have to keep in mind that the 24-hour timer on WHs is one of the things that limits evictions, as most corps aren't willing to get their fleet of combat ships locked out of their home system just to knock over someone else's POS for fun, and reinforcing it if you're not planning to knock it over is just boring. Evictions generally only occur when a corp is sufficiently pissed at the occupants for some reason (enough to justify the hassle of getting everyone back into their home system later), or if they want to move into that system.
Quote:-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules
-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too
-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable
All 3 of these I think would be very awesome to have. Keep in mind, readers, that while the same thing can be effected in station, or all but repairing in a POS, these mobile versions are balanced by their lower cost, higher portability...but also their significantly higher susceptibility to being shot. The mobile repair, in my mind, makes a perfect addon to the mobile depot. The other two would have advantages for those wanting to manufacture or refine without everything that comes with a POS (would also make much better temporary versions than the POS module). Assuming the refinement efficiency was relatively good (ie. on level in efficiency with an intensified array) -OR- lower efficiency but much greater speed (ie. actually useable in the ore anom, to refine as you go), it could be very handy.
Quote:-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped.
This needs more tweaking. I'd say no more than a 75-100km radius, and either single-pulse, or timed pulse (60-120 seconds between pulses), with the timer visible on the brackets for all pilots on grid. That would require more coordination from the cloakers without this module basically being an immunity to cloak-based attack.
Also, would need to be restricted to being unable to be deployed within 150-200km of a gate, station, or POS. Also potentially not scoopable. |

Silivar Karkun
Imperial Shipment Amarr Empire
121
|
Posted - 2013.12.27 21:01:00 -
[1029] - Quote
all my concepts for mobile structures are just rough concepts i didnt gave them very much thinking in terms of way of use or specifications, i'll let that to CCP...... |

Streya Jormagdnir
Alexylva Paradox
255
|
Posted - 2013.12.27 23:18:00 -
[1030] - Quote
Mobile Commerce Hub - mobile structure which can store items for contracts and market orders at its location. From a coding perspective it would work much like a Personal Hangar Array, with each player who visits it having their own space. Access can be set by the owner and based on standings, and the structure owner (rather than the SCC) gets the transaction taxes. The structure would have a long online time and a long reinforcement timer. Unable to be unanchored while there are items in its storage (just like PHAs) but the owner can set access Off and wait for any remaining market orders/contracts to be completed. If it is destroyed any items inside have a potential to be dropped. It CAN be anchored inside of a forcefield - this would greatly help the Living Out of Cans situation seen at starbases. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
|

Motorbit
Moira. Villore Accords
29
|
Posted - 2013.12.28 04:52:00 -
[1031] - Quote
can i haz an automated d-scan button smasher unit? it could have a new skill too, improving the button press interval. i guess this would be pretty hightech tho. so i suggest science 5 as perequisite. |

Silivar Karkun
Imperial Shipment Amarr Empire
121
|
Posted - 2013.12.28 15:03:00 -
[1032] - Quote
Streya Jormagdnir wrote:Mobile Commerce Hub - mobile structure which can store items for contracts and market orders at its location. From a coding perspective it would work much like a Personal Hangar Array, with each player who visits it having their own space. Access can be set by the owner and based on standings, and the structure owner (rather than the SCC) gets the transaction taxes. The structure would have a long online time and a long reinforcement timer. Unable to be unanchored while there are items in its storage (just like PHAs) but the owner can set access Off and wait for any remaining market orders/contracts to be completed. If it is destroyed any items inside have a potential to be dropped. It CAN be anchored inside of a forcefield - this would greatly help the Living Out of Cans situation seen at starbases.
+1 for the idea
i would like to suggest a player owned store (but i dont know how would that work) |

Jalequin
StarHunt Insidious Empire
37
|
Posted - 2013.12.29 08:49:00 -
[1033] - Quote
The mobile "Touch-Me-Not"
A single use deployable that emits a bump akin to a pos shield bump when someone is inside and the password is changed.
It will work similar to the mobile cyno jammer: Deploy, countdown, explodes and everything within ~30km radius it bumped away. Ships that are closer to the mod are bumped farther (exactly like a pos shield bump) Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry --áMay 16th http://j.mp/19uIPJM --áApril 11th |

Danko1978
New Eden Public Security Section 9
3
|
Posted - 2013.12.29 17:49:00 -
[1034] - Quote
Silivar Karkun wrote:i hope these hasnt been suggested before, but im not gonna pass throught 52 pages of thread for this:
-mobile repair station: you deploy it and use it for ship repairs without having to travel with a mobile depot and repping modules
-mobile moon harvester: a mini version of the moon mining laser, like the siphon unit, you cannot scoop it, and the contents mined are avaliable for everyone.
-mobile planetary orbital center: a mini POCO, same cargo as the launchpad, just allows you to transfer the items from the command center without tax, cannot be deployed in high sec and low sec.
-mobile prospection factory: allows for refining and compression, requires fuel, maybe moon material processing too
-mobile manufacturing array: comes in different sizes, each one allows for 1 (up to 3 jobs depending on the variations) manufacturing jobs, no capital version avaliable
-mobile research station: like the manufacturing array, but for research, invention, maybe reverse engineering (?)
-mobile chemicals lab: a mobile lab for drugs and booster production
-mobile jump bridge: can be scooped, requires fuel
-mobile shield generator: produces a POS-like shield, requires fuel
-mobile covert detector: when deployed detects cloaked ships ina 150 KM radius, cannot be scooped
-mobile battle station: comes in racial flavors, doesnt consume fuel, can be scooped, acts like a POS gun or multiple sentry drones, cannot be used in deadspace pockets, missions or the like, meant for defense of the base.
-mobile habitational module: these should be deployables, allows for a medical station and aditional storage.
-mobile ship hangar: various sizes, can be used to storage 1 ship in space
-mobile warehouse: various sizes, saves up to 27500 m3, cannot be locked, needs deployment limits (like belts and that stuff)
-mobile energy array: acts like a mini POS Tower, can be used as a direct fuel field for the other deployables.
the idea was that since the POS system cannot be fixed, you could recreate the system in the deployable mechanics
+1 ... Some really good ideas here...
I'd like something that allows us to be more independent from stations, the mobile depot is a great start, perhaps combined with a mobile shield generator we could have some arrangement that we could have safe for a limited period of time. |

Malseir Dabian
Environmental Protection Agency.
0
|
Posted - 2013.12.29 18:39:00 -
[1035] - Quote
Industrial Resource Mobile Depot
* 100k m3 (or more) ore bay. * 50,000m3 Storage * Refinery * Fitting Service * 400,000m3 Ship Bay
Optional mods which can be added for a price:
* Manufacturing Array (Up to Capital) Upgrade in steps like the IHUB. - 5 slots - 200k storage Minerals, Components and Ships only. Ships will be launched into space when completed.
* Ammo Array - Produces Ammo - 5 slots - 25k storage ammo and minerals only
* Compnent Array - 100k storage (or more) (Minerals and Components only)
Tactical mobile Depot:
* 10,000 m3 Storage * Fitting Service * Ship bay - 400,000 m3. (Or large enough to hold at least 2 Battleships). * Ammo bay - 5000m3 (For bombs ammo, etc)
Tactical Medical Depot
* Cloan Vat bay - Holds 10 clones at a time, and can build them over time if given the right resources (replenishment costs). * 200,000m3 Ship bay * Fitting Service * 5000 m3 Storage * Clone upgrade service (Obviously) |

Nykala
L.L.A.M.A.
3
|
Posted - 2013.12.30 14:45:00 -
[1036] - Quote
Quite a bit of what is posted here could simply be taking the clusters of NPC collidable objects we see in missions and DED sites, and turn them into player made/run items. Or, what could pan out to POS structures that run without the tower. So, very little of this requires actually creating new deployable structures. Instead it could just be a rework of how we use the old ones.
So from there I will start with making those NPC power relays we see so often in missions and DED sites into deployable small power relays that only provide enough juice to run one of the already existing pos structures...or four. These structures could also be targetable by on ship energy transfer arrays to allow for a small boost in cap power when you are near them. (refueling depot) With the limiter being when you drain the cap/fuel past what is required to run a structure, it stops running them or puts the powered structures offline. Consider it like a protoss pylon from starcraft. If you want to be really adventerous, you can tie it with the solar harvesters. Further you are from the sun, the less power they provide.
Deployable power relays can also work with the idea of player ran gate/station sentries. Tie them into POS guns that can be anchored under other restrictions. In null, a specific military index is required. The higher the index past the requirement, the more turrets you can place. In low, the faction warfare system control can influence it, and popping the other factions sentries could become a small modifier to system control. In highsec, faction specific standings/charters allows for a very restricted one to be placed in belts for non controllable derpfire belt defenses. For lols sake, a POS festival launcher can also be added to shoot of snowballs or fireworks. I'd rather not see EWAR batteries work with this, but if you must, maybe have their non-ammo expendable item be cap charges? Anything logistics wise, I'd rather that stay in the hands of players via ships. UNLESS, logistics modules are open to all, but require a fee/tax like customs offices, and require nanite paste to fuel the repairs. With the potential power in mind of all mobile sentries, IMO they should be susceptible to the mobile siphon units draining.
Deployable market modules (or a new passive ship type) +1. Makes your deployables "site" pop up as an altered version of a static anomaly. This would allow for easier interaction and access by others. But again, a fueling cost would be worth adding in, to make tax neccessary and so trade skills dont become useless when everyone just sells out of mobile markets to save a buck.
AOE scanner dampener. Reduces the signature radius of anything in short (or reasonable) proximity of it, including other structures. With the negative of it reducing the scan resolution of any ships hiding under it, as well as your ships built in grav/mag/etc sensor strength. So while it takes longer to spot anything (including mobile depots) "under the radar" you will more easily be ECMed and wont lock fast enough to get the first shot.
A deployable mobile flashy light. When you approach it, it jumps to a random spot. approach it again, it jumps. So on and so forth. Purpose - same as shining a laser pointer in front of a cat. Buy one for your gatecamp groups today to keep them entertained!
Mobile clone bays - just let all capitals use clone bays again, including the orca. If you want to add in a fuel/operation requirement, stick with the lore and you load it up with peoples frozen corps collections that get broken down to build new bodies.
Modified anchorable "can spam/gate recruitment ad" billboards. (one per gate/station) We destroy the old ones, make new ones, and for the cost of a can a day, you can post your recruitment adverts or bountys. Maybe even have it linkable for twitch.tv broadcasts so folks can be distracted by battles they see while flying by? Something to remove all of the space cans and can have ownership switched like POCOs.
Deployable remote camera/broadcast node/information relay. +1. Snoops on the other side of gates our outside of stations and rounds up some intel on ships that pass within proximity of it. The higher the meta level of the camera, the more info it gathers. This can be hackable to change control of it, and it can also have the "viewing" of it be linked into the captains quarters bigscreen, to make that thing at least somewhat more useful.
Deployable rogue drone virus broadcaster - Found only in drone space, requires drone AI chips to function, and it makes all abandoned drones/fighters/fighter bombers go rogue. Forget the drones again and warp back to pick em up? Uh oh, x15 fighter bomber drones aggro your capital. Now, it just needs a way to work around random disconnects so its not a horrible burden on people with crappy connections.
Deployable nav coordinate disrupter. Sends out false sensory signals (based on ships actual sensors) that makes ships warp to points slightly randomised. so warping to zero on a station ends up being warp to 30km. miners can use it to throw off ganks, campers can use it to throw off folks trying to break through the camp. plusses and minuses for pvp and pve.
Somewhat off topic/looking ahead note. In the event this mobile structure project does end in us owning small clusters of structures, it could integrate into DUST/WiS environments with each of the accesable corridors between facillitys charting out the battlegrounds that eventually lead to control over the deployed facilities.
As for afk cloaker disruption, IMO this shouldn't be a deployable module. But an effect if you overload/overheat your ships capacitor. The bigger the capacitor/ship, the farther the range. It also effectively shuts down your ship (possibly allowing you to be evicted from it?) until a cool down timer expires, and you get half cap usage until it gets repaired in dry dock. |

T'Kalii
Sneaky Bastards. Mildly Intoxicated
0
|
Posted - 2013.12.30 22:50:00 -
[1037] - Quote
I'd like to see the mobile tractor unit changed to target the item farthest away instead of closest, this would allow for multiple units to be dropped in the same site and prevent ping pong effect "The fear of death is the most unjustified of all fears, for there's no risk of accident for someone who's dead." |

Don Alfredo
TekStorm Enterprise
7
|
Posted - 2013.12.31 11:08:00 -
[1038] - Quote
Scripted MTUs. Much like a Tracking Computer script that amplifies one attribute and in return nullifies the other I'd like to see scripts for MTUs.
Tractor Beam Script - Increases Tractor Beam speed by a factor of 2 - Disables the looting function
Loot Aquisition Script - Increases looting range - Disables the Tractor Beam
Also a Loot All button for the MTU would be nice, if that is possible |

Helios Aquiness
Perkone Caldari State
35
|
Posted - 2013.12.31 14:02:00 -
[1039] - Quote
Would I be out of line asking for a Mobile Ore Compressor? Obviously not as efficent as the Roq, Im thinking maybe it takes about 10ish% more to make a compressed cube but the cube yealds the same as normal, therefor you stil have a reason to use a roq when needed. Carebear? Im a brony, motherf***er. |

Corraidhin Farsaidh
Hello-There
61
|
Posted - 2013.12.31 15:01:00 -
[1040] - Quote
more of a deployable item than a mobile one, covert drop-ship for smuggling PI goods planet-side or vice-versa. If deployed within range of the POCO owners sensors you become suspect. Tied with this could be mobile sensor arrays for POCO owners to deploy (up to a limit). Means a POCO owner has to patrol to enforce customs effectively, and a good smuggler can find sites with no sensor coverage (maybe with an adapted scanning mini game to find the blind spots). |
|

Katran Luftschreck
Stillwater Corporation
2106
|
Posted - 2014.01.01 00:59:00 -
[1041] - Quote
Wormhole Stabilizers
When placed within 20km of a wormhole (one must be placed on both sides) they stop it's decay. The timer stops, and any number of ships may pass through. However, the stabilizers themselves require some sort of fuel (uranium? ice goo?) to keep the wormhole open.
Also, they won't get any of the usual "24 hour reinforce" stuff, meaning that people on the inside of the WH can nuke them on sight (if they want to), or anyone on the low/null side as well. If in hisec then CONCORD rules still apply for the one of the pair in hisec space, not that it makes much difference.
Thus powerful groups could arrange to have effectively permanent gates, so long as they can protect them. Nullsec in a Nutshell: http://nedroid.com/comics/2006-08-24-2155-arrrdino.gif |

Hashatis
Sphere Foundation
0
|
Posted - 2014.01.01 06:44:00 -
[1042] - Quote
A mobile detonator structure with a function that allows you to put certain amount of isks inside.
It can be remotely detonated. When it does, it does damage equal to amount of isk stored inside, average out to all targets in an area that's one hundredth kilometers of the same amount.
Hows that for an isk sink ;) |

Leost
Fedaration Navy
0
|
Posted - 2014.01.03 12:32:00 -
[1043] - Quote
Solar Collector units which attach to other units to provide a power source. Power output would depend on distance from the sun and you could chain multiple together to provide more power (at the obvious direct cost and also making it easier and easier to find).
Cap battery power source (or perhaps other fuel driven power source). Also chain-able with same effects as the Solar Collector.
Mobile Refinery/Repair//Manufacturing/Research/etc which work like station counterparts but require power from a secondary module (AKA the above). Each module could have different power requirements potentially needing multiple power modules to use.
Perhaps make the module which actually does the work desired very hard or impossible to d-scan/probe, but the power supply unit would be visible. How visible depends on the type. Solar Collectors which wouldn't require fuel are relatively big and easy to find while the fuel powered units would be smaller. Perhaps could make different varieties that use different fuel that could affect price of operation and also how hard they are to find. So if your in a "secure" system (not hi-sec or low-sec probably) you could try a Solar Collector which has the least operating cost. Otherwise you can pay the expense of needing fuel but get the benefit of being harder and harder to find.
I also like the idea of being able to deploy a certain number of completely un-scannable modules to provide stationesque services. Perhaps a module that makes every other modules and ships within some range (a couple km?) essentially cloaked. Limit would be 5 such units per player at max skills. There perhaps should be some restrictions on what other mobile units could be used inside the cloaking field (for instance other than the limited supply NPC station blue print research slots you must currently use a POS which is obviously a target, so being able to use one of these private bubbles to have a safe research base would seem to have some large implications, while I think the impact of a mobile ship bay or storage device I think would have a lesser impact and allow for some interesting system incursions that would currently be logistically less feasible). I would also have it act as a warp jammer within the cloak range. You have to move in and out of the cloak bubble manually and at least have some chance of getting scanned/probed moving stuff in and out of the field. |

Felsusguy
Aliastra Gallente Federation
310
|
Posted - 2014.01.03 17:52:00 -
[1044] - Quote
Point defense structures. So we can protect our other structures from structure-wrecking structure-haters. How droll. |

Mournful Conciousness
Embers Children TOHA Conglomerate
441
|
Posted - 2014.01.03 18:11:00 -
[1045] - Quote
Autonomous Simultaneous Smack Talk Unified Generators (ASSTUG). These modules generate even more ridiculous smack talk in local than we normally see. Ideally they will look like genitalia. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Adinor Asidi
G-Core
6
|
Posted - 2014.01.03 18:19:00 -
[1046] - Quote
Sebastian Hoch wrote: 1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
Excellent idea! Will add whole new chapter into the game. |

Felsusguy
Aliastra Gallente Federation
310
|
Posted - 2014.01.03 18:21:00 -
[1047] - Quote
Hashatis wrote:A mobile detonator structure with a function that allows you to put certain amount of isks inside.
It can be remotely detonated. When it does, it does damage equal to amount of isk stored inside, average out to all targets in an area that's one hundredth kilometers of the same amount.
Hows that for an isk sink ;) It wouldn't really be that much of an ISK sink. 1 ISK per point of damage? That's a bargain! Manufacturing fees for bombs likely have a higher ISK to damage ratio than that, and that's not even the main cost of manufacturing bombs. How droll. |

Implying Implications
GoonWaffe Goonswarm Federation
414
|
Posted - 2014.01.03 23:14:00 -
[1048] - Quote
Make the cynojammer work in hisec so concord can't hotdrop you when you gank somebody. Signed, Implying |

Felsusguy
Aliastra Gallente Federation
310
|
Posted - 2014.01.04 05:34:00 -
[1049] - Quote
Implying Implications wrote:Make the cynojammer work in hisec so concord can't hotdrop you when you gank somebody. CONCORD is everywhere in high-sec. They'll just warp to you.  How droll. |

Bienator II
madmen of the skies
2392
|
Posted - 2014.01.04 05:37:00 -
[1050] - Quote
large depot - can store a fitted ship (up to BC size) - you can swap ships with the stored ship without ejecting as long your current ship would fit in the depot eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
|

Coyote Laughing
15
|
Posted - 2014.01.04 08:44:00 -
[1051] - Quote
I've been watching this thread for a while. EVE is already lagging enough without added latency.
Any kind of deploy-able structure shouldn't be able to do anything that would normally require a ship to get an active target lock.
While I have no problems with a portable drilling rig like structure that anybody can come along and help themselves, it would encourage AFK mining. I would prefer that be made available as a capital ship sized high slot (ie - rorquals).
The only idea I like is a portable fleet hanger that also acts a beacon which shows up on overview to fleet members, with an extra ore and charge bay (for miners, crystals and ammo, etc). The same restrictions as anchored secure cans should also apply. l8r \o/ |

Phoenix Jones
Brave Newbies Inc. Brave Collective
392
|
Posted - 2014.01.04 09:20:00 -
[1052] - Quote
Remote Mobile Bacon Dispenser.
At a gate? Need bacon. Drop dispenser and BLAMO.. Bacon. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Rek Seven
Probe Patrol Polarized.
1245
|
Posted - 2014.01.04 13:24:00 -
[1053] - Quote
Give the Nestor a Clone Vat Bay with a 30 capsule capacity.
+1 |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS type X
119
|
Posted - 2014.01.04 22:38:00 -
[1054] - Quote
I know you can do this already with the current deploy modules but the process is cumbersome so i'm proposing a localized drone repair module.
1. drone must be out of combat.
2. drone cannot be farther than a set maximum distance from module (short)
3. unit must be small, something like 10 - 50 m3.
4. unit repairs all damage to drones, shields, armor and hull.
5. other restrictions might be necessary but i hope you get the idea. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Corraidhin Farsaidh
Hello-There
70
|
Posted - 2014.01.05 12:09:00 -
[1055] - Quote
How about replacing current POS structures with mobile deployables, meaning you literally build the station like a big mechano set. Need more CPU? hook in another processor unit, not enough power? Hook up another solar array (lower power but takes more space for less CPU cost) or reactor core (higherpower output but takes CPU). This could make stations more flexible and allow the mobile structure POS to gradually replace the old POS structures (and code).
For those with BPO's for control towers etc these would need to be traded out for the BPO's for the equivalent modules.
|

Trusumi
The Cronos Syndicate Rebel Alliance of New Eden
0
|
Posted - 2014.01.05 16:20:00 -
[1056] - Quote
+1 for Mobile Salvage Unit... or Creating a T2 Mobile Tractor Unit that can also salvage |

Sabriz Adoudel
Mission BLITZ
1654
|
Posted - 2014.01.05 22:27:00 -
[1057] - Quote
Trusumi wrote:+1 for Mobile Salvage Unit... or Creating a T2 Mobile Tractor Unit that can also salvage
Yeah I saw that thread and liked it. The issue would be that it would increase income for ratting/mission bots - they currently cannot use more than one MTU productively which limits the looting they can do; add a MTU that destroys the wrecks after looting them (which is part of what salvaging does) and they could drop 2 or more of them and loot the entirity of missions fast.
Other ideas:
- Mobile logisitcs unit. Provides remote repair to ships that are green, blue or purple to the owner of the unit. To prevent it being metagame-warping in PVP, the MLU needs to acquire a lock on your ship, then does not start repairing for 30 seconds, and if your ship takes damage, it loses its lock on you.
The intention is that this provides a way for small shield gangs to repair armor damage between fights, or for armor buffer tank gangs to repair armor and shields between fights in hostile space, whether or not they have a proper logistics ship with them.
Goal cost: 70m ISK
- Decoy unit. Can be named misleadingly and will appear as the false name on D-scan and overview, but it looks like a structure in space and comes up on scans properly. (Example: You could name the Decoy Unit "Sabriz Adoudel's Mackinaw" and put it in Balle Asteroid Belt 7-2. A person in belt 7-1 that D-Scans at a 1.5 AU range will see a result named "Sabriz Adoudel's Mackinaw", type "Mackinaw". Warp to 7-2 belt and you will still see that 'Mackinaw' on your overview, but it will clearly look like a structure if you look at it or hit 'Show Info'. Someone that scans it down with scanner probes will not see it as having the signature of a ship.)
Other uses: Set these up off-grid from a 0.5 asteroid belt, and name them "James 315", type "Catalyst" and watch vigilant miners panic. Or, make it look like you are running missions with an ally in an ECM boat.
Goal cost: 150m ISK (safety and messing with intel comes at a price). https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. An enemy is just a friend that you stab in the front. |

Implying Implications
GoonWaffe Goonswarm Federation
415
|
Posted - 2014.01.06 00:18:00 -
[1058] - Quote
Mobile ammo shooter. You put lazer crystals or missiles or whatever in it and it shoots everything on grid for you. Signed, Implying |

Swiftstrike1
Interfector INC. Fade 2 Black
401
|
Posted - 2014.01.06 18:30:00 -
[1059] - Quote
Mobile land mine. Takes 30 seconds to online, then immediately explodes and deals significant AOE damage within 15km. Can't be used in highsec or close to gates/stations. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Swiftstrike1
Interfector INC. Fade 2 Black
401
|
Posted - 2014.01.06 18:35:00 -
[1060] - Quote
Mobile gravity bubble. Increases the mass of every ship within range, similar to how a MWD increases mass. Conservation of momentum (haha gd jk, this is eve) means that ships entering the bubble suddenly lose speed while ships leaving the bubble suddenly gain speed. All ships have reduced manoeuverability while inside the bubble due to their increased mass. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |
|

Swiftstrike1
Interfector INC. Fade 2 Black
401
|
Posted - 2014.01.06 18:42:00 -
[1061] - Quote
Mobile Mico Jump Magnet (MMJM). A direct opposite of the recently announced "MMJU". Once online, any micro jump event (module or deployable) which is initiated within 100km of the MMJM will terminate in a random position within 10km of the MMJM. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

mr roadkill
Boris Johnson's Love Children
12
|
Posted - 2014.01.06 22:44:00 -
[1062] - Quote
I would like to see a Mobile reactor core.
The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage faciltiy and Mobile Labs and mobile docking level.
The labs can be used to research, manufacture and invent as well as reverse engineer.
The Docking levels come in several sizes, one that holds Sub caps and one that holds caps.
You can also attach weapons modules to this setup.
The reactor core could come in different flavours, each one providing a bonus to a specific aspect, One grants faster research, another faster manufacturing and another one allows more docking facilities or weapons.
Once docked maybe you could get a CQ, or a view of your ship docked but the option to switch view to the guns if fitted should the station get attacked.
This would replace the current antiquated pos mechanics. |

Hrett
Justified Chaos
306
|
Posted - 2014.01.07 00:57:00 -
[1063] - Quote
I will admit it: I did not read all 54 pages.
So:
Mobile Photonic Usurping Subspace Sensor Yolking Deflector: Prevents Offgrid Boosting benefits from entering grid. Allows on-grid boosting.
The name might need some work. I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Corraidhin Farsaidh
Hello-There
72
|
Posted - 2014.01.07 12:01:00 -
[1064] - Quote
mr roadkill wrote:>>I would like to see a Mobile reactor core.
The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.
The labs can be used to research,
<...snip...>
Rather than racial stations... They should initially be more generic in appearance like the mobile depot.
This would replace the current antiquated pos mechanics.
>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit.
Ties with my suggesting for revamping POS as structures built from mobile modules. Modules would have racial bonuses allowing the constructor to really fine tune the base. Also how about being able to anchor starbase structures in open space without requireing empire permission. Downside would be needing additional attitude control/grvitational units to make the station usale, upside is you aren't tied to planetary orbit anymore.
Switching POS functions to mobile structure constructed bases would allow a move from the old POS code too. |

Gibbo3771
AQUILA INC Verge of Collapse
461
|
Posted - 2014.01.07 12:27:00 -
[1065] - Quote
Never read all the pages but I will go ahead and express my opinions on one of the ideas someone has posted, also the current mobile units.
Mobile Salvager -
No, just no. It is already bad enough that bears can blast through missions in a bastion fit marauder while having no fear of death due to stupid tank. It would remove the use of a Noctis all together.
Mobile Tractor -
The players screamed and screamed for CCP to finally add a ship dedicated to salvage/tractor, now it is out the window. Well done.
Mobile Depot -
Not even functional, try fixing this before you add more useless shite. By functional I mean that it is ******** that everyone has to carry their own personal one, may as well call it a personal depot or even better, just allow ships to go into a "fitting mode" which takes 60 seconds, locks it in place as if it had lit a cyno and let it drag all the ******* modules they want on and off.
How does that sound? Seriously, I said recently that EVE had no direction in terms of feature implementation and design, I changed my mind when CCP started to post detailed blogs about the structured approach they were going to take when rebalancing ships, now it is back to the way it is before. No direction, adding random stuff to keep it "fresh". When all people really want is a proper drone UI, proper POS UI and management system and a proper role system.
Priorities **** up.
|

Gibbo3771
AQUILA INC Verge of Collapse
461
|
Posted - 2014.01.07 12:36:00 -
[1066] - Quote
Adinor Asidi wrote:Sebastian Hoch wrote: 1. Mobile Capsular Prison: Used together with some mod that allows you the scoop or tractor a pod and trap the player until rescued or the Prison time to live runs out. Nullsec/WH only. Location of captured pilot is known to corp mates and he can join a fleet to provide a warp in, but cannot self destruct, or train. Forces players to fight over Key leaders and provides an extortion opportunity.
Excellent idea! Will add whole new chapter into the game.
LOL.
Just no, **** off. This is not second life. I want to go and PVP and not have to worry about being "jailed" for days before I get executed or released.
|

Frost Journeaux
Sub--Zero Catastrophic Uprising
5
|
Posted - 2014.01.08 06:32:00 -
[1067] - Quote
Mobile camera or local monitoring structure. Use able from other systems. Reads out the local channel like any other chat channel. |

Frost Journeaux
Sub--Zero Catastrophic Uprising
5
|
Posted - 2014.01.08 06:43:00 -
[1068] - Quote
Pos power unit solar collector. Takes 1 less feuled block per hour per unit attached
Pos cpu Co processor allows more cpu for a pos Pos power grid upgrade increases power grid for a pos
The previous two add the need for additional feul blocks per hour. |

mr roadkill
Boris Johnson's Love Children
14
|
Posted - 2014.01.08 08:21:00 -
[1069] - Quote
Corraidhin Farsaidh wrote:mr roadkill wrote:>>I would like to see a Mobile reactor core.
The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.
The labs can be used to research,
<...snip...>
Rather than racial stations... They should initially be more generic in appearance like the mobile depot.
This would replace the current antiquated pos mechanics.
>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit. Ties with my suggesting for revamping POS as structures built from mobile modules. Modules would have racial bonuses allowing the constructor to really fine tune the base. Also how about being able to anchor starbase structures in open space without requireing empire permission. Downside would be needing additional attitude control/grvitational units to make the station usale, upside is you aren't tied to planetary orbit anymore. Switching POS functions to mobile structure constructed bases would allow a move from the old POS code too.
Much better than these gimmicky Jesus features we are being offered.
|

Corraidhin Farsaidh
Hello-There
78
|
Posted - 2014.01.08 10:22:00 -
[1070] - Quote
At least the deployables can just be cut from being sold if they don't work out. In fact using the mobile structures for these ideas is a good plan since they can be added and dropped easily (or amended for rebalance).
I'm liking the 'idea' of mobile structures more than the current structures themselves. I have no problem with the tractor unit per-se, the noctis will still be much faster at salvage in large rooms since the tractor only does one wreck at a time and there is a 10 second cycle time. Not used the mobile depot yet but think I probably will do once I get into exploration.
Not so sure about the new structures...will have to see how they pan out but can't see them adding too much yet based on the comments above.
The idea of using mobile structures for POS is growing on me more, it would reflect the true complexity of a POS in terms of how to build one, would give the min-maxers a field day and everyone else a much more flexible structure.
This could easily be tested by using them to build stations outside of planetary anchoring. Then if it works roll it out as POS replacement. If not simply remove the ability to build them un-anchored (A concord crackdown with re-imbursement of cost to keep capsuleers sweet would do the trick).
This could also be used in a series of missions/events to introduce them too. Have capsuleers produce the station items firstly via PI/mining/maunfacture, then position them somewhere for a given reason (and have 'defend the station' missions), set missions for explo based around the station locations, introduce anti-rat missions, lead up to live events... |
|

Endovior
Osmosis Inc Li3 Federation
145
|
Posted - 2014.01.08 14:04:00 -
[1071] - Quote
Personally, I'd like to see Acceleration Gates / Deadspace Pockets as something players can do on purpose. You obviously don't want to just anchor a deadspace bubble, since that'd be an OP way to throw down invincibility for your fleet.
You would, on the other hand, want it to look more like this; the Acceleration Gate itself as a mobile deployable, leading to a fixed area (or series of 'rooms') out-system, that could only be accessed using these gates. These rooms would be a relatively defensible place to anchor mobile deployables (in particular, the more 'economic' types of deployables, like factories and refineries), since you'd need to get there by traversing the acceleration gates normally. Naturally, that's a double-edged sword, since the first fleet to be in position in a deadspace complex would have an advantage against anyone else entering after, since all deadspace pockets only have a single entry point. And, of course, specific closed-off sections of deadspace, only accessible through specific known points, would be perfect places to anchor deployable guns. |

Neezir
First Sphere
0
|
Posted - 2014.01.08 17:33:00 -
[1072] - Quote
A sentry post. You deploy it, set a range, and it cloaks. If anything not you comes with in that range, it decloaks and broadcasts to you that it has been tripped. It doesn't say what tripped it or who, and gets a timer on its recloaking so that it can be attacked and destroyed. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1040
|
Posted - 2014.01.08 17:59:00 -
[1073] - Quote
Funny fact. All these deployable units are NOT mobile and are fixed in sapce, yet every single of them has the word Mobile in name! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kytayn
Kronos TEchnologies
175
|
Posted - 2014.01.09 01:12:00 -
[1074] - Quote
Drone Nip Drop a Mobile Drone Attractor on the field and all drones ignore whatever their last command was and attack (or rep, or fly to) it. A simple contravening command from the drone runner cancels the effect, until the next pulse in 2 minutes. Single use, lasts 30 minutes.
Racing Gates The lights go off as you fly through them. Then reset after 30 seconds. Single use, lasts a day.
Mobile Cloak Bubble You know something's in there, but you don't get to see until you're inside. Includes d-scan block, but the structure itself is easily scanned. Jack-in-the-Box. |

Arthur Aihaken
The.VOID
2738
|
Posted - 2014.01.09 02:35:00 -
[1075] - Quote
I asked for a Mobile Local DisruptorGǪ I'm getting the Mobile Game of Shells instead. I am currently away, traveling through time and will be returning last week. |

Samuel Caldara
0ne Percent. Odin's Call
5
|
Posted - 2014.01.09 04:25:00 -
[1076] - Quote
Something I thought of -
Mobile (or rather immobile) camera units. Will open a window that will allow you to see the view from the deployable. No local, just overview and vision. Would allow single people to keep an eye on multiple wormholes or allow someone docked in station to see undock. |

mr roadkill
Deep Core Mining Inc. Caldari State
17
|
Posted - 2014.01.09 10:23:00 -
[1077] - Quote
How about having a comms beacon and a Comms scrambler as deployables.
The comms beacon send out a pulse across the whole system and frequently updates the local chat channel with the names of people in local (so it will work as it does now). The comms scrambler once deployed interferes with this signal and makes local a delayed update or you only appear when you speak in the channel.
This means that nullseccers must lay down some infrastructure to get their local intel channel and also means that it can be sabotaged - this gives smaller raiding groups something to do besides look for ganks since the deployable can be hit my a small team rather than a fleet of caps.
The comms beacon (not the scrambler though) could even be part of my previous idea about the pos replacement - So you have to have like a comms station in each system. |

Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:15:00 -
[1078] - Quote
Swiftstrike1 wrote:Mobile gravity bubble. Increases the mass of every ship within range, similar to how a MWD increases mass. Conservation of momentum (haha gd jk, this is eve) means that ships entering the bubble suddenly lose speed while ships leaving the bubble suddenly gain speed. All ships have reduced manoeuverability while inside the bubble due to their increased mass.
THIS ! I'm not sure about the momentum thing though. It would probably be hard to code and not very useful. PLUS, if it acts like what is already in place, you could even consider using these to make a ship entering the field, pre-aligned, insta warp. Which is very cool to do, even if a bit hard to set up.
Swiftstrike1 wrote:Mobile Mico Jump Magnet (MMJM). A direct opposite of the recently announced "MMJU". Once online, any micro jump event (module or deployable) which is initiated within 100km of the MMJM will terminate in a random position within 10km of the MMJM.
THIS ! GÖÑ Only one can be anchored within a 200km radius, meaning they cannot overlap, meaning you have to place them carefully eventually. Just like the cyno jammer. Substancial cost of course. In line with cyno jammers.
I'm affraid that it would render Large Micro Jump Drives useless though, maybe try to limit their efficiency on them, or limit the MMJM to only affect MJUs. G££ <= Me |

Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:31:00 -
[1079] - Quote
Mobile Wormhole stabilizer (variation) ! Must be put on both sides. Freezes remaining lifetime, does not affect remaining mass. Requires strontium to function (low cost, high volume). Quite expensive (~50 mil each side, ~20k m3 each). Battleship EHP, but can be reinforced when hitting 25% shields. Generates killmails, cannot be scopped in reinforced, cannot affect lifetime in reinforced. Can be onlined in high sec if you put starbase charts in the high sec side, with strontium of course. Remaining strontium determines the reinforced time when reinforced.
Mobile Escape Unit Requires liquid ozone dependent of the mass of each ship. (Much less than a pos jump bridge though). Teleports anyone not disrupted/scrambled activating it in a random system in a 2LY radius (Different for each person :D). Locks on stargate signatures to compensate the lack of cyno, so you spawn at random gates in random systems at range. You can appear in high sec if at range. Cannot be anchored close to stations, stargates, etc... G££ <= Me |

Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:47:00 -
[1080] - Quote
Mobile Reference Point Disruptor : Must be at less than 100,000km from a celestial. One per celestial. Substancial cost, 7days decay, scoopable by owner. Can only be anchored around planets and sun. When deployed, modifies the warp-in point of the planet/sun temporarily. You can still warp at various ranges. Anchorable near POSes but remember, only close moons will be eligible due to the maximum distance with the planet. More tactical value for these moons ! G££ <= Me |
|

Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:55:00 -
[1081] - Quote
Mobile Propaganda Generator : Will probably not make its way into the game but...
Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil. Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?). Cannot be anchored in high sec.
Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it.
How awesome is it ?  G££ <= Me |

marVLs
563
|
Posted - 2014.01.09 12:03:00 -
[1082] - Quote
I would like to see structures that will allow eve players to play game in way of those fb games ;) i mean lots of eve players are farmers (missions, mining etc), hell most of players everywhere are farmers, and grinders, that incredible addicting type of gameplay (see WoT grinding, farmville or viking gone wild on fb).
It could be something new, fresh in eve world. Something like automatic mining structures that will mine veeeeery slowly, and they need to be emptied every few hours (not reusable, can be shooted by others etc) with other structures that can refine on grid, or even produce some stuff, all of this upgradeble with many levels etc.
Whole idea is around giving players something to grind, that's the most addicting thing, so they will need to log in at least every day, and not only to click some stuff but actually transport, resuply etc. they will have their own part of space.
Well i don't have time so i describe it all bad and those grammatik, language errors... |

Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 12:37:00 -
[1083] - Quote
Mobile Anomaly Propagator : Can only be anchored near wormholes, in the W-space side. Propagates the Wormhole system anomaly into the Known space system the wormhole connects to. 
Wears off if the structure is destroyed or if the wormhole is closed. Once dropped, can only be scooped if the wormhole is closed. (Owner cannot deactivate the effect at will)
A structure quite expensive (~100mil), no decay (or something like 30 days but the point is that it stays as long as the wormhole is open), affects the whole known-space system regardless of the distance with the WH.
Does not provide any indication of where the wormhole is if you do not have probes. Creates a permanent covert-jump-bridge-like lighting effect around the wormhole in which there is the Anomaly Propagator on the other side.
It's a structure with Battleship EHP and 50% resistances. (so, same EHP than a structure without resist, but with less raw HP)
Bonus interesting point : And since you anchor it on the W-space side, it works in high sec ! (Generates faction police inside the wormhole around the structure that tries to destroy it. Strength of the police dependant of the sec status of the target system). Police quickly respawn if destroyed. Can be an interesting conflict driver to force high-sec player to unite and go fight people trying to put an anomaly into their system. Can give an interesting strategic value to wormhole for K-space FCs if you are able to control in which system the engagement will take place in low sec or null sec. Because then you can scout wormholes around your staging system, looking for anomalies, then try to force the engagement into the system that holds a nice anom for your fleet.
Bonus effect if you are a Wormhole Space fleet : Makes you feel a bit like Sansha Kuvakei. G££ <= Me |

mr roadkill
Deep Core Mining Inc. Caldari State
17
|
Posted - 2014.01.09 13:00:00 -
[1084] - Quote
Altrue wrote:Mobile Propaganda Generator :Will probably not make its way into the game but... Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil. Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?). Cannot be anchored in high sec. Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it. Cannot be anchored at less than 250km of another Propaganda Generator. How awesome is it ? 
For a minute I thought this was going to be a module that automatically posted smack about an alliances members to local, and could be configured to do so to certain forums as well. |

Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:20:00 -
[1085] - Quote
(haha :D)
Mobile Location Manager : An efficient way to share bookmarks with your alliance !
Cheap (1mil) cannot be anchored at less than 250km of the same structure. Decay after 24hours without interaction. Does not decay if inside a POS shield. Put bookmarks in its cargo, every player can access the structure and receive in its people and places a copy of one or multiple or every bookmarks that are present inside the structure. Less can spamming if you need to give locations to people. Less stupid copy of locations in people and places to then jettison them. 50m3
Note : Bookmarks are now called Locations, in game. But I'm a bittervet. G££ <= Me |

Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:52:00 -
[1086] - Quote
Let's make some area of effect structures !
Mobile Disruption Reflector Field:
Creates a special bubble where every ship receiving or emitting E-war effects inside the field, sees these effects also affecting the person activating them.
Mobile Hyperspatial Acceleration Field:
Any ship inside the Acceleration field initiating warp will see its warp speed doubled. A tool for ambushes off grid ! And people could even try to put a network of these to accelerate travel inside their space. Thus, can be anchored near stargates.
Mobile Capacitor Consumption FIeld:
Any ship inside the field requires twice more capacitor to fuel its modules.
All field structures are anchorable and unanchorable like mobile warp disruption bubbles. Forbidden in low and high sec. G££ <= Me |

stoicfaux
3801
|
Posted - 2014.01.09 15:52:00 -
[1087] - Quote
Space Beer Keg Dispenser - anyone who clicks on the SBKD becomes inebriated. The higher the state of inebriation, the more likely it is that when you press a key, the UI instead 'presses' a different key, e.g. you press F1 for guns and instead the UI turns off your shield hardener or off-lines your guns.
WASABI: -áWarp Speed Module
|

stoicfaux
3801
|
Posted - 2014.01.09 15:55:00 -
[1088] - Quote
The Machine That Goes Ping - A deployable that goes "PING!" in local.
WASABI: -áWarp Speed Module
|

stoicfaux
3801
|
Posted - 2014.01.09 15:59:00 -
[1089] - Quote
Scan Probe Bookmark - Drop this long term deployable and it creates a "bookmark" for your scanning probes. From the probe interface you can tell your probes to deploy around this "bookmark". WASABI: -áWarp Speed Module
|

Hasala Xi
Raumpatrouille Orion Avaricious Cartel
0
|
Posted - 2014.01.09 17:32:00 -
[1090] - Quote
Mobile Cloaking Devise Interruptor
A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.
I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem. |
|

mr roadkill
Deep Core Mining Inc. Caldari State
17
|
Posted - 2014.01.09 20:21:00 -
[1091] - Quote
Hasala Xi wrote:Mobile Cloaking Devise Interruptor
A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.
I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem.
*nice idea, however I must assume your ratters are all AFK in station because of the AFK cloaker (otherwise they would be out ratting with backup to kill said cloaker when he stops being AFK right?.... right?). So what good would this do if your all AFK as well?
Anyway sorry for the highjack lol
|

Gizznitt Malikite
Agony Unleashed Agony Empire
3348
|
Posted - 2014.01.09 22:59:00 -
[1092] - Quote
I'd really love to see a Mobile Logistics Inhibitor.
Single use module, 2 hr duration, 5 minute anchor time, moderate 100k or less EHP, Grid-wide effect.
Every Ship on field cannot receive remote assistance (Remote Shield Transfers, Remote Armor Reps, Remote Energy Transfers, Remote Sensor Boosting, Remote ECCM, etc).
|

I enjoy Watermelons
DPS Direct
0
|
Posted - 2014.01.10 02:23:00 -
[1093] - Quote
Mobile drone nerf.
Prevents asisiting of drones within range. |

Nav Shadow
Honestly We didnt know Surely You're Joking
0
|
Posted - 2014.01.10 11:34:00 -
[1094] - Quote
I would like to see this structure in Wormhole:
MOBILE WORMHOLE STABILIZER
1) U launch it near the wh. It has shields, armor... 2) It needs some kind of fuel for: a) to prevent wh from collapsing or b) to increase mass for passing ships c) easly destroyable(without reinforced mode)?
|

Altrue
Exploration Frontier inc Brave Collective
828
|
Posted - 2014.01.10 13:09:00 -
[1095] - Quote
Nav Shadow wrote:I would like to see this structure in Wormhole:
MOBILE WORMHOLE STABILIZER
1) U launch it near the wh. It has shields, armor... 2) It needs some kind of fuel for: a) to prevent wh from collapsing or b) to increase mass for passing ships c) easly destroyable(without reinforced mode)?
It has already been proposed. A version without mass increase, a version with mass increase.
G££ <= Me |

Hairpins Blueprint
Paragraph 22 Aureus Alae
29
|
Posted - 2014.01.10 13:27:00 -
[1096] - Quote
DarklordKarn wrote:Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !! 
with build cost of a titan, that would be fun :D |

Dracvlad
Taishi Combine Pirate Nation.
315
|
Posted - 2014.01.10 13:50:00 -
[1097] - Quote
Mobile Cyno Gen Instead of having to sit in a ship and wait ten minutes for someone in a sabre to come along bubble up and blast you and your pod how about this:
A mobile cyno gen that is linked to the ship that launches it, it immediately lights the cyno, the Mobile Cyno Gen will only work while the person who laucnhed it is within 3km of it, if he moves out of that range or docks then the cyno ends and the MCG can be scooped. A person attacking the cyno can attack the ship next to it or the mobile cyno gen itself, make it so the module has the same EHP as a frigate. Linking it means that the current mechanic of jumping to the person in fleet works.
This will improve gameplay a huge amount, I absolutely detest the current mechanics which really is a pain in the butt and I waste a lot of time waiting for my cyno to finish. If you do not want LOCAL go to WH space,-áand those people who think that WH space is like 0.0 but without local,-álight a cyno and try jumping to it.-á-á There is a structural issue with Eve, based on accounts with no link, vast reserves of ISK-áand plex, which makes it too easy to metagame the destruction of small alliances. |

james Sotken
Brave Little Toaster. Brave Collective
0
|
Posted - 2014.01.10 16:04:00 -
[1098] - Quote
CCP, you're looking at this the wrong way.
You must have some idea's yourself, and there's nothing wrong with asking the community for input, but each player knows hardly a fraction of the total play styles in the universe. If you really need player input, go ahead, but please get some focused feedback on how it will be used and some idea of stats before you go ahead and make it. That way if it's too OP as a basic idea you won't have to nerf it into uselessness to avoid admitting your mistake.
Also, please remember that anything that anything that aids traps, also discourages PvP since people will always know they are traps, or they will be hilariously OP. This includes anything that distorts local, D-scan, or Probes to some extent. These things need to be very carefully implemented so as not to clash with current mechanics and balanced to be dangerous to use if countered. The current iteration of the MSI works because it blocks outgoing D-scan too IMO and is now a good example of this balance. |

Wild Dreams
Perpetual Podding
11
|
Posted - 2014.01.10 18:21:00 -
[1099] - Quote
Mobile mining station (can fit mining crystals as ammo)
Mobile salvage unit (works well with mobile tractor unit)
Mobile Lab (1x me 1x pe 1xc opy 1x invent and can activate like pos labs with bpo's/bpc's in station in same system with skill)
Mobile weapon platform (for mining defence)
Mobile jump bridge (for bs below and usable in highsec requires one in destination system)
Mobile repair units ( Armour shield and hull for u fellow gallant pilots)
Mobile probe scanner units ( uses pilots skill level and u need to fit probe launcher and probes auto scanns system slower than a player but allows you to do other things)
these are a few ideas i have some may of been posted already but oh well :P
|

Super Stallion
Caldari Provisions Caldari State
8
|
Posted - 2014.01.10 20:51:00 -
[1100] - Quote
I am told that one other mobile "structure" was once in the game but removed due to server load accompanied with many of them.
Since we are adding mobile structures, that can be placed in the cargo hold of almost any ship, I am assuming that this issue has been resolved. So, why not bring back mines?
can always make them take enough space that minor industrials need to be used, i dunno. |
|

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 00:59:00 -
[1101] - Quote
Automated expendable assembly line self-contained from mining ore in range to end product.
Automatically balanced since it needs a BPO (or BPC stack) and is limited by minerals in ore within range. Cost to reflect mining-refining-factory-storage machinery. Basic manufacturing skills for expendable required to load BPO (BPC).
Secured output storage vs looting from wreckage vs hacking storage. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:10:00 -
[1102] - Quote
Super Stallion wrote:I am told that one other mobile "structure" was once in the game but removed due to server load accompanied with many of them.
Since we are adding mobile structures, that can be placed in the cargo hold of almost any ship, I am assuming that this issue has been resolved. So, why not bring back mines?
can always make them take enough space that minor industrials need to be used, i dunno.
mines aren't really a structure.
More importantly you can get similar effect without the server load trackign thousancs of objects in system space
by implementing rapid launch missile batteries (rocket, light, heavy, cruise) which fire a burst of missiles then need to be reloaded. There might be two types of reloading...reload ready to fire magazine from structure stores and also a limit on stored structure ammo requiring player reloads. At least the missiles are only in space for a short time when they have targets.
Room for many variants of lock speed and ammo capacity and firing speeds -- plus loading with many ammo types. Though maybe the lock speed and range could be driven by adding ordinary ship modules and scripts to slots on the structures. |

Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:23:00 -
[1103] - Quote
I would like a sun harvester installed on the sun orbit and an energy relay / distribution system to be deployed with the fleet either as deployable or in the form of mods, e.g. receiver and relay. This will provide limited or unlimited capacitor efficiency to the fleets of the alliance owner. A counter to this could be created too, perhaps an harvester jammer or something. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:28:00 -
[1104] - Quote
How about a structure that generates an Anti-cloaking Cloud?
An environmental effect centered on the structure that has sufficiently high density electrostatically suspended particles to disrupt cloaking - say a 20km RADIUS cloud for a small unit, 60km for medium and 150km Radius for a large
Or how about an even denser AMBUSH version? A structure generated cload that disables not only cloaks inside but also prevents all active sensing and visibility over 5km distance (as well as preventing warping if more than 5km inside) ...but which the owner can turn off and disperse in less than 5 seconds from anywhere on grid.
Is there a big fleet inside or just one ship or nothing at all? Borrowing a bit for some of the EVE PVE missions.
|

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:30:00 -
[1105] - Quote
Ubat Batuk wrote:I would like a sun harvester installed on the sun orbit and an energy relay / distribution system to be deployed with the fleet either as deployable or in the form of mods, e.g. receiver and relay. This will provide limited or unlimited capacitor efficiency to the fleets of the alliance owner. A counter to this could be created too, perhaps an harvester jammer or something.
The only counter needed would be DPS to the structure. Really its the only one that makes much sense too since otherwise you are erecting specific counter structures during a fleet battle. I assume the solar booster owners are defenders who set up there on purpose BEFORE the battle really gets going. |

Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:33:00 -
[1106] - Quote
A star POS with special deployable components that will implode the sun into a neutron or antimatter star that:
1. will look stunning and give a new look to the solar system 2. it will enhance specific ships attributes and why not, make an ultra precious version version that increases your neural activity! 
The structure will be self powered by the sun energy. If the structure is destroyed, the bonuses are lost until a new structure is deployed.
|

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:41:00 -
[1107] - Quote
Hmmm... how about a big sun harvester (array of mirrors) that shoots capital class OVERHEAT Beam adding thermal stress as if modules were overloaded ?
Or even structures firing capital lasers (big mirrors and lens arrays)?
Anything solar powered from the sun to remote location would have to enter battlefield via command ship fitted with a new type of control/warfare link as forward observer and computational controller....though maybe that ship could operate remote solar devices while stealth since the only required emissions from the ship are communication beams. I can see stealth bombers carpet bombing empty space if so.
I can only imagine that changing targets would be slow and tracking speeds terrible. |

Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:44:00 -
[1108] - Quote
Even on earth drones are getting better over a very short period of time... how about EVE? Could we have a deployable drone hub? That would be loads of fun. You target and keyboard short-cut to deploy the drones... useful for mining fleets, and anything else... could even introduce a new type of hub-deployable-only-drones or reuse the existing, not a big deal. Maybe also require a special module that is the drone hub controller. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:47:00 -
[1109] - Quote
Ubat Batuk wrote:Even on earth drones are getting better over a very short period of time... how about EVE? Could we have a deployable drone hub? That would be loads of fun. You target and keyboard short-cut to deploy the drones... useful for mining fleets, and anything else... could even introduce a new type of hub-deployable-only-drones or reuse the existing, not a big deal. Maybe also require a special module that is the drone hub controller.
Already suggested that. Plus drones being IFF automatic like POS defenses.
|

Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:55:00 -
[1110] - Quote
Deployable spatial cloak that can be used to cloak a POS, Station, roid belt or an entire fleet. Juicy... |
|

Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:56:00 -
[1111] - Quote
Proddy Scun wrote:Ubat Batuk wrote:Even on earth drones are getting better over a very short period of time... how about EVE? Could we have a deployable drone hub? That would be loads of fun. You target and keyboard short-cut to deploy the drones... useful for mining fleets, and anything else... could even introduce a new type of hub-deployable-only-drones or reuse the existing, not a big deal. Maybe also require a special module that is the drone hub controller. Already suggested that. Plus drones being IFF automatic like POS defenses.
I was too lazy to read the whole thread. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 02:00:00 -
[1112] - Quote
Stasis Bubble tower -- everyone and every projectile/rocket slows down!!! Rocket burns out before they get far. Lasers rule.
Versus most PVE Stasis Tower seems to be multiple stasis beams since ships friendly to tower do not slow. But I am assuming the upper limit on th enumber of beams for player stasis towers would be very low 1-3. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 02:02:00 -
[1113] - Quote
Time Dilation Bubble tower!
Ultimate stall for reinforcements tactic |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 02:16:00 -
[1114] - Quote
Squad Targeting Array tower.
Supplies squad members in range (say 200km for low end version) with improvements to targeting (speed & range) and tracking improvements somewhat similar to the ship-to-ship ship mounted remote tracking enhancers.
Squad Commanders tower - like Squad Targeting Array tower
but additionally allows squad commander to remotely designate locked targets andthe current target through out his squad
however each squad ship must toggle on a squad command module. All ships fire with squad commanders skills. toggling off the modules drops a squad member to local control. Squad commander does not individually control member guns but rather causes all weapons to group fire or ripple fire and optionally all drones to attack.
For the micromanager type leaders and their loyal followers who want to ensure all guns are shooting teh same targets promptly. Note squad cannot split fire under squad commander control nor does it handle activating secondary effect weapons like EW for tackling etc. ...moreover new EW activations etc will fall on the squad leader controllled current target unless the squad member toggles out of squad control mode. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 02:27:00 -
[1115] - Quote
Hysteresis Tower -- similar to energy neutralizing tower but the cap energy is destroyed by causing turbulent energy flows in the target ship's power systems...not only destroying cap energy but also generating large amounts of waste heat in all modular racks similar to overloading a maximum fitting of active modules. |

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 02:42:00 -
[1116] - Quote
Bounty Tower -- broadcasts your personal killrights and bounty information to a local grid
basically the offender gets flagged like an NPC rat on overview while within range of the tower (local grid) fishing for response by local PVPers or (more risky) response by fleet drones and autotargeting
Ideal for miners bothered by repeated ganks by the same offender within 30 days.
Fleet Bounty Tower -- pools kill rights of everyone in a fleet and range of tower to flag bounties to interested PVPers or fleet autotargeting
|

Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 03:04:00 -
[1117] - Quote
CONCORD patrol waypoint BOUY
rather than having CONCORD sit idle at some predictable point CONCORD ship circulate between these commercial towers
as long as ships are on grid with a given tower (if no ships are on grid the tower becomes inactive)
frequency of patrol visit is somewhat tied to number/value & non-combat of ships on grid with a bouy (such that parking alts in rookie ship near distant Bouys does not count heavily vs visiting Bouy with several mining barges near by -- and places with more non-combat ships get more visits than sites with only combat ships)
*** The idea is not to change average CONCORD response time but to remove some of the predictability of minimum response times. That is occasionally CONCORD is already moving toward a gank incident before it starts. Occasionally it will be moving away. ***
|

Super Stallion
Caldari Provisions Caldari State
8
|
Posted - 2014.01.11 05:17:00 -
[1118] - Quote
Ubat Batuk wrote:I would like a sun harvester installed on the sun orbit and an energy relay / distribution system to be deployed with the fleet either as deployable or in the form of mods, e.g. receiver and relay. This will provide limited or unlimited capacitor efficiency to the fleets of the alliance owner. A counter to this could be created too, perhaps an harvester jammer or something.
I am liking the idea of something to do with the suns. They are at the hub of every system, yet eve pilots dont get to do anything with them. But, I do not know if this is a good application. I am not a huge fan of anything that takes decision making, especially resource management, out of the players hands.
If something can be ancored about the sun, itll be an obvious target. heck, you dont even need to Dscan, there will probably be something there. So, itll need to be significant enough to warrant a reinforced mode.
Perhaps a deployable unit causes the sun to alter resistance profiles in the system. It would be reconfigurable, so that it would give defenders some sort of an advantage in fights. Defenders would know what damage types to fit, because they would know what this deployables settings will be changed to upon invasion |

Hairpins Blueprint
Paragraph 22 Aureus Alae
29
|
Posted - 2014.01.11 14:43:00 -
[1119] - Quote
i totaly would not like to see space vending mashines or decoy that imitate ships ... this game would be to easy for care bears and Dam* ckloy gangs .. :||
but would be nice to see better MTU that salvage wrecks, that would cost at least 35m and wuld do it slow to keep balance |

Inspiration
104
|
Posted - 2014.01.12 10:34:00 -
[1120] - Quote
First off, I lover the MTU concept!
But what I miss is role specialized versions, like one for mining what can contain a lot more in a dedicated ORE/ICE vault then the current MTU, which seems to be designed for mission loot (volume wise).
Obviously the ore hold should be directly accessible by the owner and it needs to be more sturdy then the basic MTU to avoid easy destruction by almost everyone with a gun or launcher (it sits stationary for far longer and doesn't require probing to find).
The regular hold (if any at all) should be rather small, making it unsuited for loot and it should not tractor in wrecks of any kind. Having two on the field otherwise turns into an endless game of "ping pong". They get so distracted that they forget about the real work to be done! I hate arguing with static minds that relate everything relative to the status-quo. By definition these minds oppose logic, reason, posses a narrow view and object against solutions for issues that have half an existing workaround. Left up to them, nothing would ever progress!
|
|

Foxy 7
Insurgent New Eden Tribe RAZOR Alliance
0
|
Posted - 2014.01.12 17:12:00 -
[1121] - Quote
Mobile Cloaking Distruptor
Preventing cloacking and unclocking stuff for a 30-50 km area Requirement cloaking V
Only 1 use like mobile cyno jammer , after 20-30 min it self destruct |

Kadazer
GAZNOROCK Inc. GANOR INC.
45
|
Posted - 2014.01.13 13:21:00 -
[1122] - Quote
Mobile Recon Unit: Player would be able to link to the unit and see through it as it would be his ship. He can make directional scan and maybe launch probes. The unit should be reusable. |

Angelica Dreamstar
Epic Boo Bees
161
|
Posted - 2014.01.13 16:45:00 -
[1123] - Quote
A mobile bathroom or wardrobe so we can change looks and clothes. You can't just have that limited to empire stations! Seeking fame and fortune? ;) No age limit! There's a tears bonus program ! Join the Epic Boo Bees! (chars of all age and sex, RP,PvP) |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
915
|
Posted - 2014.01.13 21:16:00 -
[1124] - Quote
Apologies if it has already been suggested (as this is a long thread to read all of it) but :
An Orbital Siphon Unit
Once deployed in or around a planet of your choice you can target a PI network on the surface and steal some of it's production.
as an add on: I like the idea of using the hacking minigame to take control of a PI network and get it to launch stuff to the customs office or into space for collection. Dumbing down of Eve Online will result in it's destruction... |

Okapist
The First Foundation SOLAR FLEET
30
|
Posted - 2014.01.14 09:32:00 -
[1125] - Quote
Want "Mobile Asteroid Mining Unit"
Banned in empire space, of course |

RumpenII
83
|
Posted - 2014.01.14 14:33:00 -
[1126] - Quote
"Mobile Anti-Cloaking unit"
1) Single use structure, no rescooping. 2) Current stats are 60s activation time, 5 min lifetime (Disables for 5 minutes all Cloaking modules in current system)
 |

Fortorn Lonshanks
Adeptus Incursio
2
|
Posted - 2014.01.14 16:13:00 -
[1127] - Quote
Mobile Structures - Incorrect Term
Deployable, self-sustaining structures - Correct Term
As for mobile structures,
Mobile Manufacturing Ship - A ship, yes, so its mobile. Stops and deploys itself, has massive bonuses to rapid manufacturing, penalties for cost of materials. Has clever deployed tanking bonuses. Should be considered sub-capital. Modular, must fit modules for different types of manufacturing, mitigate cost/increase prod time, increase prod time/increase cost further.
Industrial Command / Manufacturing Command / Combat Command ships - These can be designed around the premise of mobile command ships that deploy into stationary structures with their own POS shield. Each type provides different bonuses for its purpose and bonuses vary based on race. Yes, you could in theory deploy these in a fleet fight which could prolong it and create even more complex tactics. Would need restrictions like anchoring within range of gates, stations and with like type of vessel. Once deployed cannot warp away or hide even if user logs off.
Deployable Fleet Bonus Projector - Something like a command processor that simply feeds data to fleet to boost optimal range, ewar and anti-ewar. Bonuses should be modest otherwise command ships are rendered useless.
All in all - I remove titan from game in current form. Give something else the ability to create a jump bridge.
It should be made far less expensive, and its power changed to become a flotilla, more guns to shoot more things, more ewar and anti-ewar, doomsday weapon removal. titan class guns for station bashing, can refit or online/offline different weapon systems. |

Steph Livingston
Neko's Blanket
1
|
Posted - 2014.01.14 21:47:00 -
[1128] - Quote
I assume these have been mentioned before, but I decided to give up reading the entire thread on page 15 :P
Weather Machine: Has a long spool up time, but while active it projects a field that mimics the environmental effects of a wormhole in a medium sized area. I'm sure there are plenty of people that could find a way to use the different effects to their own advantage.
Gate Lock: Can be anchored next to a gate to only allow players with the proper standings to pass. Only one allowed per gate, fairly easy to destroy.
White Noise Generator: Lowers the lock range, drone control range, and signature radius of all ships in the effected area. Extremely easy to detect.
Warp Displacement Generator: Lowsec / 0.0 only. Adjusts all warp jumps in a system so the final location is anywhere between 0-100km from destination. IE warp to 0 on a gate, you could land up to 100km away. Easy to scan down, provides interesting pirate mechanic.
System Intelligence Disruptor: When online you can set several characters to either appear in local, or enter and leave the system randomly. Would be good for pirates trying to conceal their movements.
|

Harvey James
The Sengoku Legacy
629
|
Posted - 2014.01.14 21:53:00 -
[1129] - Quote
how about a probe jammer/ disruptor .. that actually stops them being probable or warpable to ... the scan inhibitor doesn't really stop people warping to it. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Moloney
Doobie Den
10
|
Posted - 2014.01.14 23:04:00 -
[1130] - Quote
Not an ESS. |
|

Hasala Xi
Raumpatrouille Orion Avaricious Cartel
0
|
Posted - 2014.01.14 23:52:00 -
[1131] - Quote
mr roadkill wrote:Hasala Xi wrote:Mobile Cloaking Devise Interruptor
A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.
I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem. *nice idea, however I must assume your ratters are all AFK in station because of the AFK cloaker (otherwise they would be out ratting with backup to kill said cloaker when he stops being AFK right?.... right?). So what good would this do if your all AFK as well? Anyway sorry for the highjack lol Awww, backup against cyno-cloaker? You'll never know, what come out of that cyno ... 10 blackops? 15? 20 ...?
If we would talk about camper without cyno, you would be right ... |

Wkar
The Cronos Syndicate Rebel Alliance of New Eden
1
|
Posted - 2014.01.15 02:11:00 -
[1132] - Quote
Not sure if this has been mentioned, but how about a Mobile Distress Beacon.
It would emulate a distress signal from an npc ship that other npc's would respond to, as they do in some missions.
This would cause more ships to spawn at the given site instantly. ( to keep it in line with the instant spawn you see in local while running missions)
To keep it from being OP, it would have to be a single use item, with an approx cost of 5 mil per use or somewhere around that. This would keep someone from using a single MDB from being used to infinitely farm a single site.
To keep it truly balanced and possibly even make it a high risk item, it would send out a General Distress Signal, which would be broadcast on all npc frequencies, thus eliminating the need for racial modules and allowing for a single type to be used in any space, however, the signal would be so general and wide spread, it would likely cause a insta warpable object on the overview.
If you would like to dumb it down just a bit, it could lock a site from despawning for it's duration, as if a player was in the site, with a life span of say 10 minutes. Which would severely hinder the chaining of similiar anomalies. ( ie an anom that takes 10 mins on avg to kill, would not despawn for an additional 10 minutes while the structure is still active, thus making the total time 20 minutes. )
There would be no limit ( other than cargo space and isk you want to invest into the structures ) of how many could be used in a single location, each adding 10 minutes to the sites despawn time, while each MDB only allowing for a single spawn.
Of course, the 5km range limit would apply to the MDB.
Yet again, another option, is to allow the deployment of the MDB at any location other than the normal gate/pos/station ect ect... which would allow it to be deployed even at a bookmark, however, deploying one would either create an instawarp location on the overview, or a cos sig which could be warp-to-able from that menu. |

Kendarr
Zebra Corp Gentlemen's Agreement
36
|
Posted - 2014.01.15 13:32:00 -
[1133] - Quote
Wheres the ESS thread?
Please dont drop the bounty on rats. just make it so this deployable gives an extra 20% share by all if deployed...
This is not a way of improving income from the bottom up like you sed you would! http://crossingzebras.com/ |

Hasikan Miallok
Republic University Minmatar Republic
156
|
Posted - 2014.01.15 14:16:00 -
[1134] - Quote
Portable POCO
- allows player to bypasses interbus/player custom house. - Takes fair time to get PI off planet .. say 1 hour per 10,000 m3 - can be shot like an MTU for same status penalty - can be looted like a cargo container for same status penalty |

Steph Livingston
Neko's Blanket
2
|
Posted - 2014.01.15 15:36:00 -
[1135] - Quote
Kendarr wrote:Wheres the ESS thread?
Please dont drop the bounty on rats. just make it so this deployable gives an extra 20% share by all if deployed...
This is not a way of improving income from the bottom up like you sed you would!
Since ESS can only be deployed in 0.0, I believe the lower up front bounties are a way to give it multiple functions.
If your alliance has an ESS in system, it can be used to either increase all ratting income for members, or as an alternative way to tax ratting members. If it doesn't have have an ESS, or you're not paying attention, pirates can anchor an ESS and steal a percentage of the alliances profits.
Since it doesn't work in high/low sec, it'll be an interesting experiment. I, for one, am interested in seeing how well it functions. |

XvXTeacherVxV
The Cult Reborn
93
|
Posted - 2014.01.15 19:13:00 -
[1136] - Quote
Wormhole Stabilizer
- Halts wormhole decay from lifetime for as long as its active. - No affect on stability from mass (as that would just make it easier to blob in WH space). - Lasts 24 hours before the absorbed instability destroys it. - 100k ehp, 50m sig radius. - Must be anchored within 100km of the target wormhole. - Self destruct option. - Must be manually activated (to prevent people from just anchoring 100 of them to keep a hole open). - Market Cost: 10 million.
This would add more pvp opportunities to wormhole space and give wormhole capsuleers more control over the systems they're connected to. Since stability from mass would be totally unaffected, holes could still be crashed even if these were active.
If this were implemented, we'd probably see a rise in the number of wormhole POS bashes as wormhole corps could more easily come back after reinforcing a POS, but there would still be the same mass limitations to minimize blobbing (to some extent). I think you'd also see more wormhole corps with a k-space presence in particular regions, and wormholers would/could actually make use of mobile siphon units since they can have access to them for more than 24 hours (thus making it actually possible to profit on them). There'd be a lot more PVP in general as smaller corps would have to actually come out of their POS to shoot the stabilizer or crash the hole instead of just waiting it out. People would also have even more incentive to use low-mass ships in wormholes so they could take advantage of particular holes for longer periods of time. Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |

Freelancer117
So you want to be a Hero
109
|
Posted - 2014.01.15 21:07:00 -
[1137] - Quote
A Deployable Micro Black-hole Generator (DMBG)
It will have an AOE effect that wil not web or scram / warp disrupt, BUT
it will increase the Mass (kg) and Inertia Modifier and Max Velocity of any ship by a factor of X, within a certain range and time frame (CCP/CSM and testers will know what factors and variables).
The DMBG will have a certain m3 size to exclude noobships (any fit) however it could be deployed by almost any ship other than these.
The DMBG can not be loaded on the ship if the ship that carries the DMBG has any cloak fitted and vice versa.
After deploying the DMBG, the ship that carries it will be destroyed (due to gravitational forces, maybe including the pod)
The DMBG will not be able to destroy any other ships after that, to prevent suicide ganking titans in catalysts 
The DMBG can be carried by almost any ship, HOWEVER it can only be activated if the capsuleer has a certain implant fitted.
This implant is a new capsuleer made implant build by materials from ghost sites !
The DMBG can only be deployed in nullsec, like bombs, warp bubbles etc.
However maybe someday (a) pirate faction(s) will make a weaker version that can be smuggled into lowsec (hisec even?) Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
|

Dace Onio
Republic Military School Minmatar Republic
1
|
Posted - 2014.01.16 13:37:00 -
[1138] - Quote
MCC - Mobile Command Center
can be fitted with warfare links or mining links |

Anomaly One
166
|
Posted - 2014.01.16 16:49:00 -
[1139] - Quote
MST - Mobile sentry turret
exactly what it sounds a sentry deployable turret for each faction with all the weapon varients (blaster/rail, projectile/artillery etc.) it will have 3 skills, increased dmg output, increased range and increased online time. (5-25 mins)
It won't be automated, you will have to control it via the drone interface.
It can be put online again each time it is offline (have to be within a specific range), but it would take 1-2mins for activation. Has to be loaded with specific ammo. can be adjusted as to not be able to put multiple ones. Can be hacked. Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC |

anthar Ataru
Madness'R'Us
1
|
Posted - 2014.01.16 18:37:00 -
[1140] - Quote
Mobile sig booster that makes all ships on grid get a added % to the signature radius.
Would be fun to put one or more on grid and help take out the new interceptors with the added new boosts.
Could make a new role in PVP someone to have all kinds of mobile structures.
There is a possibility of many mobile structures with lower speed to all ships like bubbles do but a stasis web effect.
Million possibilities here except this will get abused if added. |
|

Dinsdale Pirannha
Pirannha Corp
1949
|
Posted - 2014.01.16 18:42:00 -
[1141] - Quote
I would like to see a mobile structure that reverses the effects of any changes made by a dev, or suggested by a dev, in the past 6 months. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Rekkr Nordgard
The Ardency of Faith
297
|
Posted - 2014.01.16 18:54:00 -
[1142] - Quote
I'd like a deployable that is so broken that no one will ever use it, but CCP will still try to force us to use by nerfing nullsec ratting 5% across the board.
...said no one ever. |

Ayumi Shekki
Thee Almitee Ones The Unforgiven Alliance
5
|
Posted - 2014.01.16 23:32:00 -
[1143] - Quote
Dear CCP, Would like to see a
Deployable Shield Gen,
When you use it, you will get a tiny Shield dome just the size of the ship of a battleship to fly in to, the shield Dome to have a limited HP pool to take the damage of the incoming fire from the other ships when the shield takes the number of limited damage the Shield Gen will go offline which then will to to be scoped back to the ship,
|

Lamajagarn McMyra
Veritas Theory Li3 Federation
13
|
Posted - 2014.01.17 05:12:00 -
[1144] - Quote
I would like to see:
A deadspace complex gatebreaker. This deployable should when ancored show up on the general overview and allow people to warp directly to it even when in places like missions and deadspace complexes. This would help removing the tedious process of burning through acceleration gates after a warpout again with battleships. It would also add some well needed risk to running gated complexes.  |

Yuelen
Science and Trade Institute Caldari State
0
|
Posted - 2014.01.17 10:16:00 -
[1145] - Quote
With alot I have been seeing I now think it would be interesting to bring a new ship in later on maybe next Expansion.
Its sole (maybe) purpose is to deply deployables and ammo and bubbles and such. That is if we get enough structures.
You could call it a Battle Transport! Could give purposes to the Deep Space Transports and such.
Along the lines of the thread, I would like a Target Pointer Structure and a Shield Gen for smaller fleets. For like Cruisers and down.
The first for battle and the second for possible staging. Could use a combination of Modules to make a quick little safe for risky areas.
All of these could really open up hit and run Fleets and or Safe spots for people in conflict areas.
Not everyone can afford a POS and safely get to a Station. |

Irya Boone
TIPIAKS
333
|
Posted - 2014.01.17 10:25:00 -
[1146] - Quote
Mobile structure to improve Drones UI and droneboats RENAME null sec systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome. Need Black Ops be able to FIT cover ops cloaking device !!! |

Batelle
Komm susser Tod
1290
|
Posted - 2014.01.17 18:31:00 -
[1147] - Quote
deployable decoy ship. deployable proximity sensor deployable beacon - could appear on overview but subject to spammage, perhaps something that makes a warpable location for anyone in system via ship scanner. deployable forcefield - prevents locking, long anchor time, perhaps expensive and not reusable. Mines, but with some kind of proximity restriction to stargates and NPC stations (not player owned stations), probably restricted to nullsec. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Duke Mineiro
RONA Midgard Academy RONA Directorate
0
|
Posted - 2014.01.17 19:50:00 -
[1148] - Quote
Mobile Industry Lab Independent of Corporation/Faction Standing
There needs to be an alternative to a corp-owned POS, or waiting 20-30 days for an empty slot at an NPC station, just to work on a BPO's material research, time efficiency research, copying, etc.
So - how to solve the problem?
1) The Mobile Industry Lab would be a deployable structure that still needs fuel blocks to function; 48 hours without fuel would induce an expiration timer, and the player would lose the Mobile unit and its contents upon expiration if the unit is not re-fueled and/or picked up. (This automatically places emphasis on a monitoring of the structure, keeping it active in the game, and bringing an economy boost to the manufacturing of fuel blocks across all races).
2) It would have strong defenses, the ability to reinforce itself (if the means are available), but no offensive means. (This would rule out suicide-gank attacks in high sec, but not in low sec. Furthermore, a corp truly bent on destroying any one specific unit could War Dec its owner's corp, etc.)
3) Be subjected to CONCORD parameters, low sec parameters, and so forth. (Meaning, depending on the security state, attacking the unit would bring in CORCORD, etc).
4) Be limited to ONE structure per player, player CANNOT be on Trial. (To prevent endless spamming of units, exploits, etc.)
5) Be limited to .7 sec or below, with substantial distance from Stations and POS's. (To finally occupy the deep, empty space that makes up most of EVE in any given system at any given time.)
The Mobile Industry Lab would enable the solo-player to participate in the vast Industry market that is EVE. Furthermore, the ability to do so independently of a Corp. enables a more flourishing market, deeper interest in Industry and development, and a rewarding sense of accomplishment.
|

Zander Kumamato
Madz Legion Madz Republic
7
|
Posted - 2014.01.17 19:56:00 -
[1149] - Quote
Duke Mineiro wrote:Mobile Industry Lab Independent of Corporation/Faction Standing
There needs to be an alternative to a corp-owned POS, or waiting 20-30 days for an empty slot at an NPC station, just to work on a BPO's material research, time efficiency research, copying, etc.
So - how to solve the problem?
1) The Mobile Industry Lab would be a deployable structure that still needs fuel blocks to function; 48 hours without fuel would induce an expiration timer, and the player would lose the Mobile unit and its contents upon expiration if the unit is not re-fueled and/or picked up. (This automatically places emphasis on a monitoring of the structure, keeping it active in the game, and bringing an economy boost to the manufacturing of fuel blocks across all races).
2) It would have strong defenses, the ability to reinforce itself (if the means are available), but no offensive means. (This would rule out suicide-gank attacks in high sec, but not in low sec. Furthermore, a corp truly bent on destroying any one specific unit could War Dec its owner's corp, etc.)
3) Be subjected to CONCORD parameters, low sec parameters, and so forth. (Meaning, depending on the security state, attacking the unit would bring in CORCORD, etc).
4) Be limited to ONE structure per player, player CANNOT be on Trial. (To prevent endless spamming of units, exploits, etc.)
5) Be limited to .7 sec or below, with substantial distance from Stations and POS's. (To finally occupy the deep, empty space that makes up most of EVE in any given system at any given time.)
The Mobile Industry Lab would enable the solo-player to participate in the vast Industry market that is EVE. Furthermore, the ability to do so independently of a Corp. enables a more flourishing market, deeper interest in Industry and development, and a rewarding sense of accomplishment.
Sounds like a great idea. I have nothing more to add to this idea I would like to see at this time. |

Aliastae Monck
Mekalon Industry
0
|
Posted - 2014.01.17 22:20:00 -
[1150] - Quote
hi, i get a crazy idea for wormholers! "The mobile wormhole stabiliser."
it a mobile unit that you anchor near a wormhole and keep it active as long a you provide it whit fuel. Mean you can stop it from disapearing over time but not the mass stability (that will refresh every downtime).
it can be crash whit the mass (like whit a orca) or the mobile behing destroy (in this case the wormhole will disapear after is time). |
|

Gloria Stephson
Star circle
2
|
Posted - 2014.01.18 05:45:00 -
[1151] - Quote
Just give me a new and better POS system |

Atonepoint
Quebec's Underdog League Quebec United Legions
2
|
Posted - 2014.01.18 07:19:00 -
[1152] - Quote
Gloria Stephson wrote:Just give me a new and better POS system
The POSes.. oh .. my.. god... just fix them instead of introducing new stuff...  |

May Arethusa
Summary Executions Test Alliance Please Ignore
0
|
Posted - 2014.01.18 18:07:00 -
[1153] - Quote
Gravity Wells: Negatively impacts agility and speed. Mines: Negatively impacts your face. |

NMDanny
Benzene Inc. Relic Accord
0
|
Posted - 2014.01.18 20:07:00 -
[1154] - Quote
Mobile Deployable Ship Docking Hangar:
- Can hold a specific m3 of assembled ships, the higher the size the more cargo.
- Attacking/Hacking it in hisec is a GCC action, and in lowsec is a suspect action.
- Can be hacked, hacking takes a long amount of time(several minutes) and the chance of success depends on the hacker's skill and hacking device, and on the hangar's size.(Higher size equals higher hacking resistance)
- Upon destruction, all contained ships are destroyed.
- Even when packed, these take a relatively high amount of volume.
- When they begin getting attacked/hacked, their owner(s) get notified.
- Can be set to be usable by self, corporation, list of specific people. (And combinations of those)
- Stays in space for at least 90 days while any ship is inside, time depends on the total volume of ships inside. Time is extended by using it. While it's about to expire, several notifications/mails are sent to its owner(s).
Mobile Ship Anchor
- A single ship can be anchored, it stays up at least 90 days while anchored, time depends on the total volume of the anchored ship.
- While a ship is anchored, it may not be accessed by other people until hacked/destroyed.
- Attacking/Hacking it in hisec is a GCC action, and in lowsec is a suspect action.
- Can be hacked, hacking takes a medium amount of time(several minutes) and the chance of success depends on the hacker's skill and hacking device, and on the hangar's size.(Higher size equals higher hacking resistance)
- Upon destruction, anchored ship takes a set amount of damage relative to the anchor size. (BIgger anchor=more damage), therefore ships with tanky fits will be more prone to survive. Once destroyed, the ship is simply ejected.
- When they begin getting attacked/hacked, their owner(s) get notified.
- Can be set to be usable by self, corporation, list of specific people. (And combinations of those)
- A small anchor can contain a BC sized ship, a medium anchor can contain a BS sized ship/barge, a large anchor can contain a capital.
- Easily destroyable compared to a mobile ship hangar.
- When packed, these take a relatively small amount of volume.
Mobile Deployable Protector Platform
This can be set to automatically attack whoever is attacking/hacking/looting the owner's deployable structures or his company's deployable structures. It will not attack in any other case. The small variant is mostly effective against frigates and destroyers in close ranges, it also webs them. The medium variant is mostly effective against cruisers and battlecruisers in close/medium ranges. The large variant is mostly effective against battleships in close/medium/large ranges. Owner can set whether it also warp disrupts the attacker or not. Attacking it only grants a suspect timer and not a GCC, hacking it disables it, but it will never attack its owner's deployables. Overall it can be easily beaten by a properly fit/skilled pilot, it's mostly meant to deter cheap/noob ships and provide the owner time to defend it as well as engage the aggressor(which may deter him in the first place)
|

JD No7
V I R I I Ineluctable.
84
|
Posted - 2014.01.19 18:24:00 -
[1155] - Quote
MWD disabler. Disables all MWDs within 20km. Viva la afterburner!
|

HandelsPharmi
Science and Trade Institute Caldari State
156
|
Posted - 2014.01.19 19:26:00 -
[1156] - Quote
AskariRising wrote:A structure that cause the same phenomena found in dead space pockets... something that keeps people from warping to your location, within 250km.
you can warp away from it, just not to anything around it.
You are talking about a 250 km huge T2 Heavy Interdictor bubble? |

BogWopit
Imperial Shipment Amarr Empire
2
|
Posted - 2014.01.19 22:50:00 -
[1157] - Quote
2 quick thoughts, apologies if already suggested but 58 pages.....ugh TL:DR
AoE web structures, similar to and unable to anchor within range of a warp bubble.
Decoy beacons, when anchored the person doing so can select a name based on the list of celestials, stations and stargates in that system.
Cheers
B |

Hasikan Miallok
Republic University Minmatar Republic
168
|
Posted - 2014.01.20 00:18:00 -
[1158] - Quote
Deployable smart bomb with a proximity sensing trigger. |

Hasikan Miallok
Republic University Minmatar Republic
168
|
Posted - 2014.01.20 00:19:00 -
[1159] - Quote
JD No7 wrote:MWD disabler. Disables all MWDs within 20km. Viva la afterburner!
So a deployable scram ?
That would make HICs rather OP |

Lysus
Insanely Twisted D3vil's Childr3n
52
|
Posted - 2014.01.20 03:38:00 -
[1160] - Quote
The Early Detection System or the EDS This is what I thought the ESS was going to be....
- This is a deployable platform that Alerts corp members through mail notifications of Enemy ship types that may come into a system.
I was thinking that it should work by a range base detection system. For example, when a ship jumps into system and when it uncloaks, depending on if its in range of the detection system. The ship type would then be reported to corp members through the Eve Mail Notification system.
Maybe the range should be 30km or so.
- Only Corp members whom are located in the same system as the EDS may receive the mail notifications.
- Can be used in Wormholes for wormhole security as well as low sec and Null sec.
- To help with balancing issue, the EDS only lasts in space for 1 hour or 30 minutes per EDS
- Can be easily destroyed just like a mobile tractor
- should take about 1 to 2 minutes to deploy
|
|

Cyaron wars
SkREW CREW Local Down
71
|
Posted - 2014.01.20 13:59:00 -
[1161] - Quote
Anchorable mobile lag preventing generator in T1 and T2 variants for start would be good. You need more stupid ideas like ESS or you had enough for this expansion? |

Mournful Conciousness
Embers Children TOHA Conglomerate
459
|
Posted - 2014.01.20 14:21:00 -
[1162] - Quote
Lysus wrote:The Early Detection System or the EDS This is what I thought the ESS was going to be....
- This is a deployable platform that Alerts corp members through mail notifications of Enemy ship types that may come into a system.
I was thinking that it should work by a range base detection system. For example, when a ship jumps into system and when it uncloaks, depending on if its in range of the detection system. The ship type would then be reported to corp members through the Eve Mail Notification system.
Maybe the range should be 30km or so.
- Only Corp members whom are located in the same system as the EDS may receive the mail notifications.
- Can be used in Wormholes for wormhole security as well as low sec and Null sec.
- To help with balancing issue, the EDS only lasts in space for 1 hour or 30 minutes per EDS
- Can be easily destroyed just like a mobile tractor
- should take about 1 to 2 minutes to deploy
This! But make it last until destroyed. It will ensure a great deal more skirmish PVP in wormholes, which will be great!!!
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Lysus
Insanely Twisted D3vil's Childr3n
53
|
Posted - 2014.01.20 16:14:00 -
[1163] - Quote
Mournful Conciousness wrote:Lysus wrote:The Early Detection System or the EDS This is what I thought the ESS was going to be....
- This is a deployable platform that Alerts corp members through mail notifications of Enemy ship types that may come into a system.
I was thinking that it should work by a range base detection system. For example, when a ship jumps into system and when it uncloaks, depending on if its in range of the detection system. The ship type would then be reported to corp members through the Eve Mail Notification system.
Maybe the range should be 30km or so.
- Only Corp members whom are located in the same system as the EDS may receive the mail notifications.
- Can be used in Wormholes for wormhole security as well as low sec and Null sec.
- To help with balancing issue, the EDS only lasts in space for 1 hour or 30 minutes per EDS
- Can be easily destroyed just like a mobile tractor
- should take about 1 to 2 minutes to deploy
This! But make it last until destroyed. It will ensure a great deal more skirmish PVP in wormholes, which will be great!!!
I was worried that it would be to powerful of a tool if if lasted till it was destroyed. Having only last 30 minutes to an hour ensures that a corp has to be proactive in its use if they want to keep up intel. |

Mournful Conciousness
Embers Children TOHA Conglomerate
460
|
Posted - 2014.01.20 16:41:00 -
[1164] - Quote
Lysus wrote: I was worried that it would be to powerful of a tool if if lasted till it was destroyed. Having only last 30 minutes to an hour ensures that a corp has to be proactive in its use if they want to keep up intel.
I think it's ok to last until destroyed. It does not need to have many hit points, since from my point of view it's only use is to let me know to log in to get a fight - it will save me having to scan down 20 wormholes to get one.
I'd be happy if it was destroyed on the first shot like a jet can, or even after reporting 10 instances of trespass.
I am certain that it would liven up W-space again, which has become a little too quiet since hisec incursions became more profitable at close to zero risk (what the devs were thinking there I have no idea...)
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Dirala
Rim Collection RC Sorry We're In Your Space Eh
1
|
Posted - 2014.01.21 13:48:00 -
[1165] - Quote
I would like a "Mobile Incursion Unit"
- Only one Unit per system. - akts like a warp beacon - Disrupts ratting bounty Constellation wide by 10% - Every Unit dropped in different Systems of the Constellation increases the effekt of all Units in the Constellation by 20%.
Stats are like the Mobile Medium Warp Disrupter.
When destroyed, it stays inaktiv for 5 hours until it disappears. (Hence only one can be dropped every 5 hours per system) This should give the ratting people the reward of not beeing disrupted again for 5 hours. And that you cant spam those things.
Without it beeing destroyed it stays in space for 24hours.
The Goal is, to have the ability to provoke fights. Taunt people to form up a fleet to fight or live with a small disruption of ratting capabilities if unwilling to form up to protect the ratting space. |

Niko Lorenzio
United Eve Directorate
291
|
Posted - 2014.01.21 17:00:00 -
[1166] - Quote
Local Comms System for Wormholes - turns on local. Local Comms Inhibitor for Nullsec - turns off local. |

Saede Riordan
Alexylva Paradox
5646
|
Posted - 2014.01.21 19:00:00 -
[1167] - Quote
deployable acceleration gates. no decay. non-recoverable. destructible. I would be happy for a long time. We could build our own deadspace complexes. We could build chains of acceleration gates connecting our starbases. It would do so much to make space feel like we had control over it and it was actually populated. There's so much interesting lore behind acceleration gates, so much content involving them, they're a really central part of the game for a lot of people, and yet despite their apparent ubiquity, we capsuleers don't have any way to manipulate them ourselves.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Phoenix Jones
Brave Newbies Inc. Brave Collective
396
|
Posted - 2014.01.21 19:13:00 -
[1168] - Quote
Strontium Extractor.
This deployable removes strontium from a tower and discharges it into space. For each hour this deployable is up, 1/2 hour of strontium is stolen and ejected into space.
(so this will clean out a towers worth of stront in 4 days time. You have to be EXTREMELY absent minded to miss it (but I'm sure people will). The stront extraction amount can be adjusted as needed (or a meta module can be created which extracts more stront per hour). Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Elvamerc
Appetite 4 Destruction
21
|
Posted - 2014.01.22 02:37:00 -
[1169] - Quote
I read through like 10 pages and didn't see it mentioned, but a structure that could be anchored on a WH to stabilize it and extend its lifetime would be nice. Say an extra 24 hours from time of structure anchor. |

Scorpionstrike
Oh Bugga League 0f Grumpy 0ld Farts
10
|
Posted - 2014.01.22 12:43:00 -
[1170] - Quote
I would like to suggest a Rogue drone defensive deployable / control unit that spawns rogue drones if you get attacked to deter and surprise an attacker, I think since their are offensive units such as warp bubbles, there could be defensive units to surprise attackers equally. |
|

Andrea Keuvo
Science and Trade Institute Caldari State
180
|
Posted - 2014.01.22 12:49:00 -
[1171] - Quote
I would not like to see one additional deployable created until the following long term problems/issues are addressed:
1. sov warfare 2. sov upgrades and the fact that most fully upgraded systems cannot support more that 1-2 people ratting at the same time 3. the god awful ancient drone interface 4. the legacy code that turns fights like HED into complete sh*tshows |

Mikey Aivo
Science and Trade Institute Caldari State
14
|
Posted - 2014.01.22 16:17:00 -
[1172] - Quote
How about a hs moon mining array. Just randomly mines moon goo. If you hack one you find you now control it. Hacking adds suspect timer and should be fairly difficult to do. Possible 3 step hackig job. Lvl1 is easy, 2 is bit harder and 3 is difficult |

Arielynn
Brotherhood of Heart and Steel LEGIO ASTARTES ARCANUM
2
|
Posted - 2014.01.22 20:15:00 -
[1173] - Quote
Read through the first 15 pages and didn't see this suggested. I appologize if it has been to the originator.
What about a EXPLORATION DECOY generator?
This would creat a random exploration site effect, which would be fake, where you could lure in unsuspecting explorers giving you a chance to set them up for some pirating. This causes them to be a bit more cautious and gives players a chance to get they YARR on. |

SFM Hobb3s
Vanguard Frontiers Black Legion.
50
|
Posted - 2014.01.22 20:47:00 -
[1174] - Quote
Grid-wide drone disruption array.
-prevents deployment of drones -instantly destroys any drones on grid -EHP equivalent to SBU or greater
meant to be a first-strike weapon against Soul Crushing Lag.
|

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
6
|
Posted - 2014.01.23 01:28:00 -
[1175] - Quote
Mobile jump drive. Single use, mildly expensive, works like any capital ship's engine. Maybe with shorter range. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
323
|
Posted - 2014.01.23 11:43:00 -
[1176] - Quote
Micro Black Hole Generator. When deployed on grid begins to drag all small not anchored and immobile drones to itself (wrecks,containers, sentry drones) at speed 2000m/s. It works for 5 minutes (or more) before exploding.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Dav Varan
Spiritus Draconis Sicarius Draconis
143
|
Posted - 2014.01.23 17:10:00 -
[1177] - Quote
Morgue
Place corpses in cargo bay. Processes 1 corpse per hour extracting undamged implants and leaving them in cargo bay for collection.
Might be better as a POS structure.
Can not be anchored in high sec.
|

Silivar Karkun
We are not bad. Just unlucky Goonswarm Federation
133
|
Posted - 2014.01.23 21:36:00 -
[1178] - Quote
iterating from the ESS
-> Pirate Surveillance Systems or PSS
works similar to the ESS concept but earns LPs related to certain pirate factions, the PSS cannot be placed in the corresponding space of its original faction (like putting an angel PSS in angel space).
depending on relations certain PSS would be banned in certain systems (you cannot put an angel PSS in a serpentis system or viceversa).
the idea is that killing rats from the other pirate factions could earn you LPs with the others. for example, killing blood raiders with a sansha PSS in system would earn you LPs with Sansha's Nation |

Che Biko
Humanitarian Communists
627
|
Posted - 2014.01.24 01:14:00 -
[1179] - Quote
Emergency Beacon
Provides a warp in point on overview when deployed, and possibly also broadcasts on local/constellation chat with warp link, and some tactical information about the space near the beacon.
Coordination Channel for Consolidated Space Rescue Cooperation Open Letter to the Aidonis Foundation Directorate |

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 11:54:00 -
[1180] - Quote
Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 12:10:00 -
[1181] - Quote
Systemwide Mega-EMP Pulse Override Emitter ====================================
Attributes: Deployer enters a 4-digit pin code Single-use, may be activated by anyone with the PIN code Destroyed on use
Effects: Note: Drains 2 million skill points from the person activating the Emitter (memory shock) (use with care) EMP pulse overwhelms all station launch mechanisms in system. All logged-in toons in all stations in system are immediately launched. Stations are unable to facilitate docking for 15 minutes All POS shield FoF sensors overloaded. All POSes in system immediately treat all ships as hostile, thus the force field forcibly ejects them. FoF sensors recover after 15 minutes.
Notes: May not be used in Hi-Sec (concord would erase your clone files in punishment).
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Mournful Conciousness
Embers Children TOHA Conglomerate
482
|
Posted - 2014.01.24 12:21:00 -
[1182] - Quote
Autonomous Single Structure Weaponised Independant Personnel Enclave (ASSWIPE) ====================================================================
Attributes: Single Use Destroyable without reinforced mode Must maintain comms link with actiavtor in order to function - will only continue offensive function while the owner is in system, in space and not cloaked.
Use: Deploy near an enemy structure (on same grid), set the target structure in the ASSWIPE unit.
Effects: ASSWIPE sends out a stream of space-suited personnel who get to work dismantling the target structure. The longer the unit is left unmolested, the more personnel are emitted up to some upper limit Personnel may be target locked and destroyed and will die to smartbombs etc. POS defenses will not automatically target personnel (eve structures will not target humans), but manned POS defences may do so (eventually). Personnel have a signature radius of 2m (obviously) so it's clearly a good idea to use a frigate to kill them. Personnel have jetpacks that enable them to move at 200m/s Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Phoenix Jones
Brave Newbies Inc. Brave Collective
401
|
Posted - 2014.01.24 14:22:00 -
[1183] - Quote
Agression inhibitor.
Once anchored, prohibits people from docking in a station if they have an suspect timer on them.
1) if someone becomes suspect, they can no longer dock at that station. They cannot dock in their ship or pod till timers over or this module is destroyed. Basically if you undock and go blinky, you can't dock back up. 2) can be anchored at one per station. 3) applies to highsec, lowsec and nullsec. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Vincintius Agrippa
F L O O D
22
|
Posted - 2014.01.24 17:29:00 -
[1184] - Quote
1. how about this: small mobile pos? like the mobile depot but more pos like? you can use it, and you can let corpies use it.
2. How about a command post that gives fleets a boost in that system, give it high sensor strength and slots for modules, cap usage etc... it should have racial versions , meta and t2. 3 sizes, small, medium, large: aka, small forward outpost, medium stronghold, large command center. each increase in size grant more ehp, slots, sensor strength and booster slots till max available on any ship. small's ehp=>150,000-200,000 ehp, medium's ehp=>450-550,000, large's ehp=>1-1,200,000. Deploy time: small (10minutes) medium (20minutes) large (30minutes). Base is visible untill fully deployed. Ideally, larges would be used on sov space.
3. maybe a mobile repair bay with 3 sizes? |

Demotress
Segmentum Solar Nulli Secunda
10
|
Posted - 2014.01.24 19:38:00 -
[1185] - Quote
mobile cyno field generator. lasts for 2 minutes and disappears after it goes down. takes 30 seconds to online and anchor. could also make a covert one. |

Ritsum
Ubiquitous Hurt
276
|
Posted - 2014.01.25 09:26:00 -
[1186] - Quote
Drone Interference Module.
Makes all drones in the field stop working until destroyed.
Drones.
- New drones cannot be deployed. - Cannot be recalled. - Shop shooting current target. - Requires you to connect to them after the effect has ended.
Field radius is undecided but it would need to be large enough to fit in with the anti carrier theme. Small in capacity to allow fast agile ships to be the deployers.
High EHP and low sig so Dreads take a while to lock one and reduced damage from dreads to stop it being alpha'd by dreads.
Would require a sub cap support fleet to dispose of these modules fast enough.
15 second deploy time with a 1 minute 30 second run time ~ can be changed, just my thought.
Cheap enough to be thrown out by the hundreds for large drone fleet fights but expensive enough not to interfere with smaller scale drone fights unless someone wants to spend the money.
If designed properly this modules will prove quite the tool used Vs Sentry alpha fleets while not being too overpowered as all it would require is a support sub cap fleet to bash them down fast enough and has some other uses such as defence against Fighters and heavy drones if deployed on your own fleet as the drones would get affected as they come into the field.
Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows. |

Vaju Enki
Secular Wisdom
1218
|
Posted - 2014.01.25 09:45:00 -
[1187] - Quote
Mobile structure that delays/removes local. The Tears Must Flow |

Vaju Enki
Secular Wisdom
1218
|
Posted - 2014.01.25 10:19:00 -
[1188] - Quote
Their should be a new mobile structure that when deployed in highsec would disable concord in a 30km-50km range (1 hour duration, very expensive isk cost and couldn't be deployed near stations, gates, etc). The Tears Must Flow |

Stabdealer Tichim
Hedion University Amarr Empire
7
|
Posted - 2014.01.25 11:36:00 -
[1189] - Quote
We can use part of Sansha Invasion's mechanism.
The mobile Concord Communication Disruptor will redirect 20% of ratting income to the owner of structure, from the whole constellation
Only one CCI can be anchored per constellation.
Yes we are talking about "actual ability" to control the space.
It is not a null-nerf, it's totally fine to boost null-sec's raw income if you are going to implement this idea. |

Goldiiee
Bureau of Astronomical Anomalies
871
|
Posted - 2014.01.25 11:44:00 -
[1190] - Quote
Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.
I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.
Things that keep me up at night;-á Why do we use a voice communication device to send telegraphs? Moore's Law should state,-áOnce you have paid off the last PC upgrade you will need another. |
|

Samuel Wess
Stain Police Happy Cartel
53
|
Posted - 2014.01.28 12:43:00 -
[1191] - Quote
Mobile Gate Jump Effect Inhibitor. Please. Walk into the club like "What up? I got a big cockpit!" |

Daichi Yamato
Xero Security and Technologies
1022
|
Posted - 2014.01.28 20:13:00 -
[1192] - Quote
one for compressing ore at a belt? There are no vets in EVE. Only varying levels of Noobery. |

Daichi Yamato
Xero Security and Technologies
1022
|
Posted - 2014.01.28 20:14:00 -
[1193] - Quote
Goldiiee wrote:Space Anchor; When deployed it uses a combination of Webs and Capital Tractor Beams to anchor the ship that launched it. It would work as a counter to Bumping off roids, gates and stations, would work on anything from mining barges to capitals.
I know it would have to have a drawback of some sort but I can think of a couple times this would have been handy.
like when u want to afk mine? There are no vets in EVE. Only varying levels of Noobery. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
964
|
Posted - 2014.01.28 22:47:00 -
[1194] - Quote
Mournful Conciousness wrote:Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope.
It will also put an end to the much used and under appreciated pod express service popular in null. Dumbing down of Eve Online will result in it's destruction... |

Mournful Conciousness
Embers Children TOHA Conglomerate
490
|
Posted - 2014.01.29 00:33:00 -
[1195] - Quote
Little Dragon Khamez wrote:Mournful Conciousness wrote:Biointelligence Vampiric Nosferatu Array: ================================
Input: 1 corpse Input: 1 POS fuel block Output: 1000sp to the toon that placed the corpse in the recycling array. Effects: -1000sp to the toon whose corpse was devoured Corpse is converted to food.
Restrictions: Will only work if the victim has more SP than the user.
Note: Abuse of this module to transfer from one friendly toon to another is permitted, as doing so will drain ISK during the replacement of clone upgrades. There is no net benefit in terms of SP so there is no possibility of an exploit.
Effects on Gameplay: =================
Whereas now, scooping someone's frozen corpse is merely a symbolic gesture of dominance, this module will make it more important for defenders to recover corpses of team-mates, and incentivise attackers to scoop clones mid fight as they are a now valuable resourc which can be donated to newer members of the corp to push their skills envelope. It will also put an end to the much used and under appreciated pod express service popular in null.
Self Immolation Cyclotron Kiln Oven (SICKO): =============================
Inputs: 1 corpse
Outputs: carbon
This module is immediately activated upon drop. Having been activated it remains in operation it has completed an incineration.
Function: The SICKO unit will continuously seek corpses within a 250km range. Having acquired one, it will tractor the corpse into its internal Cyclotron Oven, wherpon the oven will immolate the corpse, reducing it to carbon. At this point the unit will self destruct.
Note that this module will auto-deploy whenever it touches open space. If it survives a containing ships' destruction, it will deploy immediately.
The SICKO serves to prevent corpses being consumed by a BVNA, and to prevent ritual humiliation of corpses, a popular pastime of Eve pirates.
The SICKO may be destroyed by ordnance.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Mournful Conciousness
Embers Children TOHA Conglomerate
490
|
Posted - 2014.01.29 00:55:00 -
[1196] - Quote
Multiple Offensive Fleet Ordnance ==========================
Once deployed this unit needs to be charged with 160 cruise missiles (may be pre-changed before deployment). It will then continually scan the grid for ships hostile to the launcher.
Hostile shall be defined as: 1. Not in the launchers fleet 2. Having a 0 or negative standing with the launcher 3. Not being in hisec space
The MOFO shall select a hostile target at random and begin launching missiles at it until the hostile ship either leaves the area, is destroyed, the MOFO is ECM jammed or the MOFO is destroyed. The MOFO shall launch cruise missiles with the cruise missile skills of the launcher with a rate of fire of 1 missile per 5 seconds.
Any member of the launchers' fleet may issue a "change target" command to the MOFO when within 3km of it. The target change may either be random or a selected target.
Each time the MOFO changes target, there is a cumulative 5% chance that it will malfunction.
Upon malfunction the MOFO shall attack a friendly ship at random but with double the rate of fire (1 per 2.5 seconds). Further, there is a 15% chance of it entering Simultaneous High Intensity Tracking mode, in which the entire stock of missiles is launched simultaneously at its target. In this case, the missiles shall travel at 20% of normal speed.
At this point, the target pilot is well advised to engage GTFO mode in order to get as far away from the MOFO as possible. Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Sabriz Adoudel
Mission BLITZ
1864
|
Posted - 2014.01.29 01:47:00 -
[1197] - Quote
Highsec Encounter Surveilance System
Cost - Cheap and reusable (Mobile Tractor Unit or similar) Area of effect - Localised (only affects ships on grid) Setup time - 45 seconds. While it is being set up, it has paper thin EHP and it is completely legal to shoot one belonging to another player. Scoop time - Takes 20 seconds to scoop, during which the scooping ship is immobile. Special - Has no effect outside high security space. Cannot be used in deadspace areas that do not allow battlecruisers (to prevent it being used to kill newbies in rookie systems). Effect - Hacks into CONCORD's bounty payment system. CONCORD will pay 15% more than usual in bounties (not in ISK but in some form of legitimately useful LP), but, upon anyone killing a rat in the area, they will become suspect for as long as both they and the HESS remains on grid.
Use: An option that increases both risk and reward for missioners. Also can be deployed if you scan down a missioner that you suspect of being totally AFK - if they are not they will kill your HESS and get back to missioning, if they are AFK, they will go suspect on killing a rat after the 45 second setup time. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

Sabriz Adoudel
Mission BLITZ
1864
|
Posted - 2014.01.29 01:50:00 -
[1198] - Quote
Arielynn wrote:Read through the first 15 pages and didn't see this suggested. I appologize if it has been to the originator. What about a EXPLORATION DECOY generator? This would creat a random exploration site effect, which would be fake, where you could lure in unsuspecting explorers giving you a chance to set them up for some pirating. This causes them to be a bit more cautious and gives players a chance to get they YARR on. 
Oh I love this one. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. EVE's golden rule: Never trust anyone in-game unless you are sleeping with them in real life. Even then, they may only be screwing you to screw you. |

Daichi Yamato
Xero Security and Technologies
1027
|
Posted - 2014.01.29 20:59:00 -
[1199] - Quote
'mobile structures decoy' came up with nothing when searched, which is silly i know. so forgive me if this has appeared before
Mobile structure that takes on the appearance of ships (on grid/overview and scan) when a corresponding blueprint (copy or original whatever) is placed inside.
players can change its name for d-scan purposes. There are no vets in EVE. Only varying levels of Noobery. |

Esmanpir
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
0
|
Posted - 2014.01.29 21:26:00 -
[1200] - Quote
Hardened Corporation Control Tower (HCCT)
In order to move smaller and independent corporations into low and null-sec they need to be able to have the ability to deploy to the area and have a single, temporary, safe location to operate out of. The object is to give them a temporary station or sanctuary to encourage and offer a minimum of protection as they first move into low-sec and beyond. However, not to provide any corp with advantages over another through the use of these structures.
GÇóOnly one per corporation deployed at any one time GÇóOnly ten per alliance deployed at any one time GÇóCorporation must have 25 members and have been in existence for 90 days to deploy the HCCT GÇóDeployed HCCTs checks once a day (first time it is accessed after downtime) to determine if the owning corp has 25+ members. If not, it immediately sets an irrevocable 48 hour self-destruct timer and sends a message to the corp GÇóNot deployable in High Sec GÇóCannot be deployed within 100km of any asteroid or structure GÇóCannot be deployed on grid of any POS, Moon, Station, Gate, or player structure (including another corporations' HCCT) GÇóOnce deployed and onlined, it cannot be removed only destroyed (either through end of lifecycle, loss of Strontium hence shield allowing it to be attacked and destroyed, or through self destruction by corp) GÇóWill only last for 90-days with appropriate fuel and Strontium. However it can be off-lined and destroyed by the owner (corp) at anytime GÇóOnce fuel runs out, any deployable structures go offline - no warning messages GÇóOnce Strontium runs out the HCCT loses its shield and is immediately vulnerable to target and attack - no warning messages GÇóNo weapons or defensive systems can be anchored near the HTTC (POS structures) - this isn't a moon POS or permanent structure. And with its existing defenses, does not need other defenses or offensive weapons GÇóMobile Cynosural Inhibitors and Mobile Warp Disruptors cannot online within 100km of HTTC GÇóAny cloaked ship (including covert) within 50km of the HTTC will uncloak and all types of Cyno fields cannot be lit within 50km GÇóOnly Corporation members can enter the shield, no alliance or non-corp members GÇóAs with POSs, no ship can target from within or be targeted from outside the HTTC GÇóOnly one corporate hanger array and one ship maintenance array can be onlined within the HTTC. No other structures
HCCT uses Strontium and POS fuel to maintain its viability. It is in permanent re-enforced mode and can be re-stront'd throughout its ongoing life-cycle (90-days) .
As a re-enforced structure, it cannot be attacked.
Specifics: Same general shield radius, fuel and Strontium storage and consumption, as well as online time as a Medium POS.
|
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2619
|
Posted - 2014.01.29 22:50:00 -
[1201] - Quote
Planetary Shipping Station.
Much like the customs office, this structure allows, for a modest fee, the ability to store things on planets.
Once they're they're untouchable. To retrieve them, pay a modest fee, based on the volume, and wait for a timer to run out (say, one hour) Then they're in the structure to be picked up. (or stolen, if it's blown up) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Mournful Conciousness
Embers Children TOHA Conglomerate
494
|
Posted - 2014.01.29 23:49:00 -
[1202] - Quote
Steve Ronuken wrote:Planetary Shipping Station.
Much like the customs office, this structure allows, for a modest fee, the ability to store things on planets.
Once they're they're untouchable. To retrieve them, pay a modest fee, based on the volume, and wait for a timer to run out (say, one hour) Then they're in the structure to be picked up. (or stolen, if it's blown up)
So basically a free unlimited size SMA and hangar on every planet in eve.
No need to run a pos any more :) Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Taluc Oksaras
The Insidiously Talented Schmucks
0
|
Posted - 2014.01.30 21:29:00 -
[1203] - Quote
Subspace disruption beacon.
This deployable structure interferes with normal subspace communication channels (Local Chat). When deployed the list of pilots in local chat is cleared and local chat will behave like that of a W-space system until destroyed. Multiple Subspace disruption beacons can be depolyed in a single system and they can be hidden from dscan with a dscan disruptor thingy. |

Mr Doctor
Sex Machineguns Happy Cartel
86
|
Posted - 2014.01.30 21:46:00 -
[1204] - Quote
If any of you actually think any device that changes local will come into the game you may have braindamage. Go live in wormholes, theyre really nice. |

Mournful Conciousness
Embers Children TOHA Conglomerate
497
|
Posted - 2014.01.30 23:42:00 -
[1205] - Quote
Death trauma enhancer ===================
While active, psychologically tortures any clone killed on grid. Clones awakening in station after death trauma find themselves unable to pilot a space ship for 1 hour.
Countered with the:
Death Experience Enhancer ======================
Clones waking after death on grid with this unit will feel the same euphoric effects as one strong drug. E.g. Exile, blue pill etc.
Drug effect type is random.
Unit has 10 charges then self destructs
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Taluc Oksaras
The Insidiously Talented Schmucks
0
|
Posted - 2014.01.31 04:25:00 -
[1206] - Quote
Mr Doctor wrote:If any of you actually think any device that changes local will come into the game you may have braindamage. Go live in wormholes, theyre really nice.
Insults aside, why?
I went straight from hisec to W-space and am only just now moving a few of my pilots into null. Eve is supposed to put you at some level of risk at all times. The mechanic of local chat makes sense in hisec and lowsec but I never understood it in null.
The only argument I can think of against it is that ratters and other PVE types wouldn't have the safety blanket of knowing that nobody out there in system is about to pounce on their PVE fit ships. Ships that have been so specialized for ratting that it is incapable of holding up to even a modestly fit pvp ship.
Besides, it would be fairly obvious when one of these was deployed in system. Between dscan, intel channels, cyno disruption fields, and now dscan disruption fields, there are plenty of mechanics to give an attentive ratter time to get out of danger or make a risk assessment and opportunity to dock up before losing their ship to a PvPer passing though. This mechanic would also greatly increase the value of scouts.
The way I see it, local chat is a safety blanket that doesn't fit well with the idea that you're never safe when undocked. I think disruption of local chat would also fit will with post Rubicon storyline of Capsuleers rebelling against the long held structures and policies put in place by CONCORD and the empires. |

Kal'el Nirukhi
Spartan Industries
7
|
Posted - 2014.01.31 04:53:00 -
[1207] - Quote
a cynosaural signal disruptor.
Once this module is onlined, any ship within x range of the module, cannot see any cynosural beacons further then y lightyears from his current position.
a graviton burst emittor Instead of landing at normal range, ships jumping in land at 0- x km from original landing spot , if a Graviton Burst Emitter is anchored in system.
This workson ships jumping in from gates, wormholes and via jump drives
|

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
426
|
Posted - 2014.01.31 09:15:00 -
[1208] - Quote
Might be a silly idea but I'll throw it in here anyway. It's a nice alternative to the eternal 'nerf local' debates.
Intelligence Broadcast Node
CONCORD is sick and tired of wasting resources on systems they do not patrol, that includes transmitting basic communication information to ships within a system beyond just the pilot's name.
Standing on characters, ships, structures, etc. will no longer be displayed in Null Sec unless an Intelligence Broadcast Node is online in the system (or constellation).
Should have a sizable HP count, reinforcement timer and a notification to the owner (individual, corp or alliance level, depending on sov status). My YouTube Channel - EVE Tutorials & other game related things! |

Lephia DeGrande
Luxembourg Space Union
216
|
Posted - 2014.01.31 10:06:00 -
[1209] - Quote
Mobile Battery Array
Deployed empty but can be recharged with Remote Cap Transmitters, every Ship inside the "Cap" Bubble gets a 20% recharge Bonus for their cap until the Battery Cap is depleted. |

Steiv Dallas
Munch and Crunch Security Runners
0
|
Posted - 2014.01.31 19:42:00 -
[1210] - Quote
I think this would qualify as a mobile structure type idea...
I would like to invent a remote sensor drone that is designed to go through a warp gate or wormhole without my ship having to go.
I would have to pre-program what I want it to do, such as how far to travel once through the gate, how far to space the drones, amount of time to scan, etc. Once on the other side, it would execute the program, moving to the general area relative to the star that I programmed it for, then sending probes to the planned distance to conduct the scans. Then the sub-drones return to the main drone, which then returns through the gate.
I then scoop the drone and then could open the data and get an overview of what is on the other side. Perhaps make it very specific to what can be scanned for, so that each programming must focus on looking for resources, or tech or wormholes or whatever. I'd make standard models slower than normal scans, also.
Also, make it so that the launching ship has to be close to the gate/wormhole to launch (but doesn't have to wait there) to keep people from sitting in their ships on the other side of the system. I'd say you wouldn't have to wait at that location for the return, but the drone could be stolen if left alone too long (after the default cloaking time expires). It would make the pilot have to watch the clock based on the time expected to be away. I'd have the drone be rather large so that it would be the only drone that could be carried by a frigate, for instance. Slower scan speed means that the longer you leave it on the other side, the greater the chance of it being found, even if it is hard to scan down it's exact location. The main drone would be passive, so finding that would be hard. The scanning drones wouldn't be, so you might end up getting back a main drone and have to replace a few sub-drones that never made it back to the maine drone.
It could make an interesting dynamic to have to sit and wonder what your expensive gear is doing out of sight. It would also make it tougher for big groups to set up gate camps and lessen the mass that goes through a wormhole for initial exploring.
To limit the chances of being stolen or discovered, perhaps upgraded versions could include stealth versions that are harder to see on a scan while it is working.
Trying to balance this item is that you have no control of it once launched. It goes and can be destroyed or stolen (if found) or maybe you didn't program it for what you should have, or not for the size of the target system (especially an issue for uncharted wormhole space).
I also like the decoy idea you had in the beginning.
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Actaeon Versaea
Azaph Incorporated
14
|
Posted - 2014.01.31 21:55:00 -
[1211] - Quote
How about sentry turret, similitude to the ones you see in some missions and plexus.
Perhaps 20m^3 each, drop 'em down anywhere in space, but not closer than 200% of their falloff range from stations and gates.
A Close range and long range variant for each race/weapons system. Caldari uses missles. Possibly have a pair for each size class, as well, smaller versions do less damage, have less range, but are smaller and cheaper.
Possibly loaded with ammo in the same way a starbase gun is. Possibly ammo free like drones.
Can use any one of the attack methods below:
Can be manually controlled like star base guns, up to 5 at once, via a skill. Can be set to automatically attack suspect/criminal flaged ships in range. Can be set to automatically attack people with a negative security status Can be set to automatically target people whom undergo a security status drop whilst in range. Will automatically attack NPCs aggressing the owner, or ships in his corp. However will not attack NPCs that are targeting others, or not attacking anyone, to prevent a few of these, plus a Mobile Tractor unit auto farming a belt while you are docked.
A reasonably long online time, so they can't be put out only once under attack.
Slow lock time, so if you see them, you have a chance to warp out.
Moderate to low damage output per individual unit, so it takes a fair time for ships to die to them, so there is time to either kill them or warp out, if lots are present.
Low EHP, No reinforced mode.
|

elitatwo
Congregatio
201
|
Posted - 2014.01.31 22:24:00 -
[1212] - Quote
Killmail Nullifier:
- Has 1 billion HP - Causes deial of all killmails generated in that system - Causes ECM on all ships for 40 seconds - Makes escape pods bubble nullified - Upon ship destruction the ship and all contents are destroyed - no loot for you - Manufacturing cost at 2 million - 20 seconds anchoring time - must be 100km of any gate
Skillpoints and corpse collection suggestion inhibitor: - Causes every EVE player to reset and apply all of his / her skillpoints to his / her corpmates equally - Causes every EVE player to biomass on the second time he / she proposes something related to skillpoints - Every skillbook will be charged back from the chracter who proposes anything related to skillpoints - Every skillbook will cost 4 times more than before when buying any skillbook after the first skillpoint suggestion in the forums has been made - Can be deployed everywhere in high, low, nullsec and w-space but must be 10km of any celestial - Cannot be destroyed - Players in NPC corps will distribute all of his / her skillpoints to all EVE players equally and has to pay a fine of 10 million isk to every EVE character which is online at that time (will be taken from the Characters wallet automatically until all fines are paid)
- Instead of 'collection' corpses in space you have the option to 'scoop' an escape pod - only tech1 subcapital ships (no pirate, faction, noobship or industrials) can 'scoop' - the escape pod has a volume of 100m-¦ in your cargo hold - if you don't have enough room for the escape pod, the 'scoop' attempt fails and the pod cannot be targetted by any boat for 30 seconds - On a station you and your captured 'friend' will have to fight a hand-to-hand combat to get access to any implants - if the characters are making out instead of fighting, both loose their implants, no furhter restraints - The winner of the hand-to-hand combat fight gets all implants and bragging rights on you and may sell, steal or refine your boat - The looser cannot wear implants for 30 days and pays a fine of the winners current clonegrade price (without implants, just the clonegrade price) signature |

Mario Putzo
Welping and Dunking.
189
|
Posted - 2014.02.01 03:44:00 -
[1213] - Quote
Local chat inhibitor!. (lowsec/nullsec only)
No more "local" in system while unit is deployed. (just like W space) |

Berontur Valashnir
Mid Light
7
|
Posted - 2014.02.01 11:49:00 -
[1214] - Quote
Cloak Destabilizer
A deployable structure that within its range increases the radius around a cloaked ship that must remain free of objects for the cloak to remain active.
This idea came from my non-Eve-playing brother as I was explaining the cloaking mechanics to him. In giving this thread a quick browse to see if it had been suggested, I saw many wanted a device to completely nullify cloak. Not surprising! But I think such a device would be too powerful. This cloaking destabilizer would be useful firstly for catching covert cloaked ships more easily in a gate camp. |

elitatwo
Congregatio
201
|
Posted - 2014.02.02 14:06:00 -
[1215] - Quote
Berontur Valashnir wrote:Cloak Destabilizer
A deployable structure that within its range increases the radius around a cloaked ship that must remain free of objects for the cloak to remain active.
This idea came from my non-Eve-playing brother as I was explaining the cloaking mechanics to him. In giving this thread a quick browse to see if it had been suggested, I saw many wanted a device to completely nullify cloak. Not surprising! But I think such a device would be too powerful. This cloaking destabilizer would be useful firstly for catching covert cloaked ships more easily in a gate camp.
Veto! signature |

Mournful Conciousness
Embers Children TOHA Conglomerate
502
|
Posted - 2014.02.02 16:40:00 -
[1216] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
^^ 59 likes for this suggestion so far. Obviously not droppable in hisec.
Should be scannable, and not allowed to be deployed on grid with a POS.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

DaRk'TaLoN90
Black Omega Security Goonswarm Federation
7
|
Posted - 2014.02.02 22:12:00 -
[1217] - Quote
Would love to see some pirate faction ESS units, that give better LP payouts instead of the extra 5% isk when maxed. Right now there really isn't a better way for people to collect pirate LP other than missioning, and the problem with doing those missions is that the rewards do not really outweigh the risks and standing hits you get from doing those missions. With a pirate faction ESS, it would give pilots another outlet to generate pirate LP.
For the role players, the pirate ESS uses the bounty system to magically launder their own dirty money through the concord payouts and as an added incentive to launder their money they give better LP payments than the empire factions. Hopefully these pirates are so cutthroat that wont care if you are killing their own members in the process, otherwise restrict the pirate ESS to only be deployable in regions with pirates that are not of the same faction as the ESS.
-Pirate ESS should cost 75-100m -Can be purchased at any one of the pirate factions stations -Can be dropped in bpc form from rats or found in data sites (or ghost sites?) -Gives better LP payouts instead of the extra 5% isk that empire faction ESS units give
also, SoE ESS units? ;) |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
|
Posted - 2014.02.02 23:52:00 -
[1218] - Quote
A wormhole linking deployable. With very limited maximum transit mass.
This would be deployed in 2 different wormholes and when activated a wormhole connection is formed between them, allowing the passage of frigate sized ships. Activation with permission /standings only. Remains in place until scooped by owner or destroyed.
Purely designed so an alliance can allow members to transit between alliance bases.
There is one EvE. Many people. Many lifestyles. WE are EvE |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
|
Posted - 2014.02.03 00:52:00 -
[1219] - Quote
Solar powered doomsday deployable, with extremely high levels of destructive power. Deploy at the sun. Can target any location in a system. 2 versions available 48 hour version has 4 times the destructive power. Only one can be deployed per sun. 24 or 48 hour charge time, broadcast in system once deployed and will show the POS under attack immidiately, relatively light shields and structure, but would need a determined attempt by only as little as a single ship to destroy it. Damage taken reduces charge and gives more time before firing.
Must be actively fired by deployer from within 2000m of the weapon. if not fired within 5 minutes of being fully charged a 10 km area of dustruction of all ships within the affected area will occur.
Single use cost 500m for the 24 hr and 800m isk for the 48 hr.
Salvage of the units after destruction / firing results in 90% of the cost recovered for the salvager whether offender or defender.
Purpose is to encourage active POS defence. And also give active defenders who are successful a profit. There is one EvE. Many people. Many lifestyles. WE are EvE |

Udonor
Native Freshfood Minmatar Republic
51
|
Posted - 2014.02.03 03:32:00 -
[1220] - Quote
Instead of "plain" stasis tower that slows all enemies (IFF dependent multiple beams) or everyone (bubble) --
how about Vortex Towers that either DRAW ships,drones and missiles INWARD to tower or PUSH ships, drones and missiles OUTWARD from tower (again enemies only via IFF or everyone via bubble field effects)?
That is affected ships have a velocity X from the tower added to their own propulsion attempts. An opposite -X velocity must be generated simply to stand still.
  *** Slower ships will be unable to resist the tower effect and be either drawn into tower or kept away at a distance -- depending on which tower type/polarity is in effect. ***   
Basically a trap that creates a tactical situation where ships may not be able to attain or maintain desired ranges from the enemy.
CCP option as to whether it affects alignment to warp (if it does many ship may have to align to "go with the flow" to attain warp velocity which may expose them to more damage before warp is attained & may prevent direct flight to certain locations like a desired station for repair or refit.
The push tower could create a King of the Hill situation where defenders at tower are only vulnerable to fast or long range attackers. And pull-sink tower could be like an ant lion trap bringing slower ships into range of ships with short range weapons...and if warp alignment is affected then you have to quickly decide to warp out or be unable to warp away if your ship is too slow versus pull speed of tower.
Suggestion: Towers with smaller radius effects should have higher velocities. But there could exist very large and very expensive towers (1B) with huge areas (300-500 km+) and just 100 m/s effect for fleet use. Also T2 version might have a small (500m-3km for non-fleet) "eye of the storm" area for defenders though that is set up for attackers using bombs but then defenders could have slower ships than assaulting force.
|
|

Proddy Scun
Renfield Inc
48
|
Posted - 2014.02.03 04:50:00 -
[1221] - Quote
Salvage Tower
battlefield use or missions
could be drone based with extended range [integrated Drone Link Augmentor(s) ] drone speed [integrated Drone Navigation etc] and numbers of drones [integrated Drone Control Units] & priced and skilled accordingly
or it could be multiple beam based (extended salvager ranges and integrated tractors) -- more expensive than mobile tractor ?selector option to tractor loot loot that is not yours - criminal flagging tower and pilot as normal?
ideally it could be dropped by combat ship with larger hold & combat ship would then defend tower and wrecks against all comers. |

Proddy Scun
Renfield Inc
48
|
Posted - 2014.02.03 05:11:00 -
[1222] - Quote
Salvage interdiction tower -- to prevent non-alliance/corp/personal salvage of wrecks. An EW effect on salvage sensors.
Criminal flagging to tower and pilot if used on volume of space including neutral wrecks in high sec but can include wardec opponent wrecks (basically wreck owners can shoot you automatically without penalty)
(?selector option to work only on wrecks you own for hi sec users?)
Suggest tower have modest shields and possibly significant attack as primary use will be wreck fields outside high sec |

Proddy Scun
Renfield Inc
48
|
Posted - 2014.02.03 06:02:00 -
[1223] - Quote
Rogue Drone Slave Hive --
this tower seeds a self-sustaining rogue drone colony which
(1) Each hive tower has only one passcard which cannot be replaced. (2) Will NOT attack anything fleeted with the ship containing the passcard. (3) When the ship containing the passcard is destroyed (3a) The associated fleet becomes a rogue drone target for that hive (3b) If not destroyed the passcard may be recovered by a new owner and protection transfers to their fleet (4) Each tower needs to be planted near an asteroid field or the starter mining drones cannot start expanding the rogue fleet. (4a) Suggest each tower start with 4-10 mining drones and 3-5 of the smallest frigate class combat (4b) New drones will be randomly produced except prior goes to mining drones when number drop below a set level (4c) As the rogue drone colony expands in size new levels will be reached for mining and maximum class of combat drone
Although miners may initially use rogue drones for protection - unless trimmed by attacks eventually hive size will consume all ore rapidly each day defeating player mining. Potentially huge clouds of drones could TD the system based on renewing ore belts so CCP might want to consider an upper limit for drone control by a single tower.
For code simplification and CPU cycle conservation, I can see CCP only making protection active when possess by a unit (fleet-wing-squad) commander and protection only extending to members of that commanders unit.
Obviously planting rogue drone hives is a criminal offense in Empire and anyone planting one will be appropriately flagged. Additionally anyone possessing a rogue drone passcard would probably be CONTINUALLY at least flagged as suspect whether that Hive tower still existed or not. Though I suspect contraband measures would be more server CPU cycle effective.
|

Udonor
Native Freshfood Minmatar Republic
51
|
Posted - 2014.02.03 08:13:00 -
[1224] - Quote
SPAM message tower -- sends recorded chat message to any ships which appear in its range or probe it.
CONCORD jamming tower -- prevents CONCORD monitoring within its area, fast setup, but is contraband in all of high sec
Comm Jamming Tower - player chat become unusable within range of tower (except for CCP help etc)
False Target Tower - creates duplicate false targets which disappear upon being damaged but otherwise are lockable and can divert fire.
Pod Spray Tower - special version of False Target Tower which creates 2-4 duplicate pod images on sensors when pods are ejected but no other false images.
|

Udonor
Native Freshfood Minmatar Republic
51
|
Posted - 2014.02.03 08:37:00 -
[1225] - Quote
Anti-anchoring tower -- prevents any further actions requiring the anchoring skill & the areas available are HUGE optionally up to an entire system.
Talk about inciting warfare. |

Udonor
Native Freshfood Minmatar Republic
51
|
Posted - 2014.02.03 10:21:00 -
[1226] - Quote
Structure Camouflage Unit - Disguises itself and any adjacent deployable structure as a single structure of a type of the users choice to anyone off that grid. For example a mobile micro jump unit may appear to be a mobile tractor unit until you jump onto that grid.
Ship Camouflage Unit -- the unit itself is stealth to long range scans and further adjusts sensor returns of ships in its area of effect to match ships in a user chosen ordered list. The complexity and expense of unit determines how long the list for disguised ships can be and how radically sizes can be adjusted. The simplest model would probably just sum the size change dictated by the list for each ship present until the total # of sizes the tower can change is exhausted. Extra disguises beyond ships present are not used and ship past tower capacity show as themselves. |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
645
|
Posted - 2014.02.03 23:50:00 -
[1227] - Quote
Very simple suggestion , repair deployable, range 500m, repairs structure and armor and overheated fittings /damaged drones. Not fast enough to be of value in combat, deploy in safe spot and sit within it's area of effect for 5 or 10 minutes depending on damage. Can be integrated into an advanced space yurt.
Handy when far from a station with repair facilities. There is one EvE. Many people. Many lifestyles. WE are EvE |

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
8
|
Posted - 2014.02.04 01:40:00 -
[1228] - Quote
Vanity items. Statues, monoliths, billboards and similar. Ideally upgradeable(with a lot of ISK and a long timer). Portion of the money required for upgrades could go to pilot/pilots who destroy it. Think bounties. I wouldn't mind if the most 'prestige' upgrades would require months to upgrade (given they would be cool looking). In other words, tool to allow corporations to customize 0.0 space they own. Or course sovereignty loss would reset any ongoing upgrades. |

deseana
Imperial Academy Amarr Empire
2
|
Posted - 2014.02.04 04:25:00 -
[1229] - Quote
sorry if this is a double post.
One of the things i would like to see eventually, is an acceleration gate like missions have.
if you attempt to warp to the scan destination you end up at the acceleration gate.
I have no idea if this is even possible as a deploy-able.
what can it be used for? I don't have a damn clue... but i'm sure some sneaky bastard will figure something out. |

Destination SkillQueue
Are We There Yet
6280
|
Posted - 2014.02.04 08:15:00 -
[1230] - Quote
A mobile structure that prevents the anchoring of any new kind of objects in the vicinity. Has no affect on already anchored structures and is free for anyone to shoot at. |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2625
|
Posted - 2014.02.04 13:02:00 -
[1231] - Quote
Concord jamming tower
Blocks statistics from updating on the map and API
Requires an anchored ess to claim bounties. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

Protoburger
The Red Circle Inc.
8
|
Posted - 2014.02.04 13:12:00 -
[1232] - Quote
Siphon to steal stront from towers ?
This would enable tactics to manipulate/reduce the RF timer. |

Aneeda
Cosmic Chemicals
4
|
Posted - 2014.02.04 20:42:00 -
[1233] - Quote
Adunh Slavy wrote:Mobile refining array - Uses small amounts of fuel, something over supplied, say heavy water. Works about as well as the standard pos refining array.
Mobile POCO siphon - Maybe only useable in low and null, other wise there would be 50 million of them around jita.
Mobile Miner - Uses a t1 mining crystal and can only mine that type of ore, mines at about the same rate as a one t2 miner on a pre reblance mining cruiser. 10,000 M3 ore hold. Once at 10,000 M3, it spits out a regular jet can with 10,000 M3 ore in it. BUT, the jet can has no owner it is automatically abandoned so any one can come by and scoop it up. Only the owner (or anyone with excellent standings with the owner) can scoop from the unit's hold. When deployed, it will mine until down time and then shut down. To reactivate it has to be scooped up and deployed again.
Mobile Contraband Scanner - Will flag smugglers as suspect in a 50 KM range. Can be shot at by anyone, and does not result in concord but will apply a suspect flag to the shooter. Then, get rid of customs agents and let us players deal with the legality of naked chicks using crazy space drugs in Amarrian bars instead of mindless NPC zombies.
Mobile Camouflage - hides anything within 20 KM from probes, but not directional scanners.
Mobile Decoy - When loaded with a 1 run BPC, it will report a ship of that type to directional scanners and probes.
Mobile Store - Can be loaded with up to ten different kinds of items. 20,000 M3 maximum. A player can then set prices on the items. Players may interact with the store and make purchases. The ISK is not sent to the owning player but instead stored as a physical "isk currency" that must be retrieved. Reinforcement rules same as mobile depot.
I really really like the POCO Siphon idea. I'm a huge oppoenent of AFK ISK generating mechanics and POCOS are one of them. There definitely needs to be some mechanic that makes the anchoring corp check up on their assets to see if they are ok. |

Abyss Azizora
Viziam Amarr Empire
73
|
Posted - 2014.02.08 20:22:00 -
[1234] - Quote
Sheeana Harb wrote:Vanity items. Statues, monoliths, billboards and similar. Ideally upgradeable(with a lot of ISK and a long timer). Portion of the money required for upgrades could go to pilot/pilots who destroy it. Think bounties. I wouldn't mind if the most 'prestige' upgrades would require months to upgrade (given they would be cool looking). In other words, tool to allow corporations to customize 0.0 space they own. Or course sovereignty loss would reset any ongoing upgrades.
I really like this idea, doesn't affect gameplay balance, yet would add a lot of variety and visual improvement. Not to mention quite easy to introduce initially with a decent number of assets already in place. |

Amahole
Interplanetary Trade Federation
0
|
Posted - 2014.02.08 22:05:00 -
[1235] - Quote
how about an awesome cruiser with 80plus omni tank(gnosis sytlee) that gets weaker the more of them you have in fleet, more than 50 and they all fall apart. |

Traedar
InterStellar Trading Syndicate
26
|
Posted - 2014.02.09 01:42:00 -
[1236] - Quote
Mobile Booster Unit
When it is active, fleet booster's boost (of the launcher's fleet) applies regardless of whether or not the booster is on grid.
And all mindlinks may be activated inside of POS.
And remove off-grid boosting (except when Mobile Booster Unit is present ofc).
How much EHP it has is debatable.
|

Sentamon
Imperial Academy Amarr Empire
1431
|
Posted - 2014.02.09 08:43:00 -
[1237] - Quote
Not sure if this was mentioned, could you add "mobile structure" slots to ships with a way to deploy through the UI (similar to ship modules) so we don't have fight with the cargohold to use this feature. ~ Professional Forum Alt -á~ |

Mattpat139 Sukarala
Frensic Squad From Ashes.
0
|
Posted - 2014.02.09 23:00:00 -
[1238] - Quote
I was under a self-made illusion when i heard that the mobile depot was a "home in the stars" . What I thought it would be was essentially the equivalent or a tiny station. What I would like to see are structures like the ones i see in at least one anomaly on a daily basis. I want an anchor-able home for myself, ie: can walk-in it. I can come up with five types of mobile structures that would be used to build it.
Docking Port: lets your ship dock with the structure itself. costs 1 million isk
Command Center: let's you access station storage, look outside station and serves as a "hub" for up to 4 ofthe other structures. 1000m3 inherent storage. no more than 2 per station. costs 4 million isk
Storage: adds 5000m3 to the station storage
Captains Quarters: adds bed (to logout) and nightstand with a model of your ship to access fittings and a agent finder. cost's
Turret/Missile Hardpoint: allows you to fit small missile launchers and turrets to the station to protect it while your gone, can be toggled based on standing and security status.
Some likely rules for this would be to have walls as an option to avoid geometry clipping. if i dies while your offline you wake up in a station. can be anchored within 200km of another STATION OR GATE, and 1 person docked at a time. i know it probably wont happen with all the spaghetti code in the way. but i would be awesome to build my own station for 10millon (roughly) isk |

Z'zauoe Euopaeqorua
Nomads of the Thukker
22
|
Posted - 2014.02.11 20:07:00 -
[1239] - Quote
Massive cloaky AoE 'doomsday' that is visible during anchoring, BUT cloaked after anchored.
Now, the twist!
It should be remotely controlled!
So plant one of these to areas you expect your enemy fleet to be or want them to be there and set them off when they are there! 
Anyway, anchored minefields....in three dimension...    |

Rek Seven
Probe Patrol Awakened.
1370
|
Posted - 2014.02.12 16:31:00 -
[1240] - Quote
Mobile warp accelerator - increases warp speed of ships by 100% if you initiate warp within range +1 |
|

Dring Dingle
Polaris Rising Gentlemen's Agreement
118
|
Posted - 2014.02.14 05:23:00 -
[1241] - Quote
Wormhole generator
- Can only be anchored in K space. (cannot anchor one in J-space to get out) - Will generate a wormhole to J space. - Limited lifetime. ~ 1 hour. (maybe different sized generators for mass limits and lifespans)
Dringy o7 |

Jake Sake
Boa Innovations Brothers of Tangra
28
|
Posted - 2014.02.14 06:26:00 -
[1242] - Quote
Quote:[Beyond Rubicon] What Mobile Structures would you like to see?
None. |

Loki Feiht
Feiht Family Clan
170
|
Posted - 2014.02.14 22:40:00 -
[1243] - Quote
I don't know about a mobile structure but a POS structure for repairing ships armour and hull while inside the shields would make a lot of sense  More NPC - Randomly Generated Modular Content-áthread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |

Loki Feiht
Feiht Family Clan
170
|
Posted - 2014.02.14 22:45:00 -
[1244] - Quote
Dring Dingle wrote:Wormhole generator
- Can only be anchored in K space. (cannot anchor one in J-space to get out) - Will generate a wormhole to J space. - Limited lifetime. ~ 1 hour. (maybe different sized generators for mass limits and lifespans)
Dringy o7
Hmm... I'm not sure about this although they do have similar structures for SOV.
I think an odd but fun mobile unit of this ilk could be a wormhole stablizer, keeps wormhole stable for 4 hours and closes at the end of cycle, would attract local sleepers to it, or have some sort of adverse effect on w-space on the whole leading to some sort of storyline and introduction of sleeper incursions... (w-space is already farmed, for those who are there this could actually make things a lot more interesting) More NPC - Randomly Generated Modular Content-áthread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |

Arthur Aihaken
Embers Children TOHA Conglomerate
2895
|
Posted - 2014.02.15 04:27:00 -
[1245] - Quote
I'm still holding out for a local disruptor... I am currently away, traveling through time and will be returning last week. |

Machinn Shinn
Selinir
0
|
Posted - 2014.02.16 07:54:00 -
[1246] - Quote
I'd love to see a Mobile Drone Auto-Repair Unit 
And a Mobile Missle Array. This thing holds 60 missle with a nice damage mod. 1 time use, non reloadable. |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
652
|
Posted - 2014.02.16 08:50:00 -
[1247] - Quote
Deception broadcast unit.
Basically a decoy and disguise unit.
Alters the results of ship scanning and d scan, modifies the reported information on all ships within 3 km. Shows a variety of selectable fits, And or ships.
Combat, PvE, all T2, "nothing to see here, move along " and " gank me now loot pinata!"
Unit Not visible or probable, only appears on deployers overview.
Deployable in ALL space. Anywhere!
Plenty of uses for this! There is one EvE. Many people. Many lifestyles. WE are EvE |

Anaphylacti
SniggWaffe WAFFLES.
18
|
Posted - 2014.02.16 10:26:00 -
[1248] - Quote
What about some new mobile structures that pilots can sit in with their pods. They should have a warp drive so that capsuleers can move them around in space and jump them through gates and wormholes. These structures should also have slots to fit High, Med, and Low modules. Maybe some rigging slots with about 400 calibration points.
It would be REALLY nice if these structures also had slots to fit subsystems maybe had a sig of about 20 and base speed of about 400 m/s.
Now that would be a pretty nice mobile structure... |

Tsikuu
Inappropriate Contact
1
|
Posted - 2014.02.16 18:35:00 -
[1249] - Quote
System wide Wormhole Suppressor Unit. For the period of anchoring stops the formation of new wormholes within that system. Must be anchored within 100km of a stargate (taps into the gate to provide the energy needed etcetc). 24 hour lifetime, cannot online if there is an active WSU in any connecting systems. |

Dark Reignz
Four-Q
37
|
Posted - 2014.02.16 23:54:00 -
[1250] - Quote
How about a mobile cloaking unit.
Cloaks your ship and every fleet member within 50km of the unit. Can be activated and deactivated after deployment. Can also be scooped back up, scanned down and shot to bits.
Can imagine the fun with that one. Troll Mode - ON |
|

Cleopatrra
Swag Co. SWAG Co
0
|
Posted - 2014.02.17 18:07:00 -
[1251] - Quote
I Was thinking of something like this. How about a moble Cloak Screen. Think smoke screen but in reverse.
Basicly. It sends out a bubble say 30-50km IN THIS BUBBLE it emits some kinda special space radiation. say tachyons/ sci fi particle. That sticks to ship hulls. This would visabily sick to any cloaked ship in the bubble giving you a visual indicator of there location. It would not though , Decloak said cloaked ships nor would it make them targetable or show up on overview.
You would still have to fly over to the ship and decloak and kill. But you would have a visual indicator of where the ship is in the bubble to guide you to them. This could be a answer to all the afk cloaking complaining out there. its balanced in that is just a specific area that gives an advantage to decloaking. Also any visual indicator wears off or is just gone once cloaked ship is out of the bubble. What do you guys think?
Also if something like this is used FOR THE LOVE OF GOD CCP. DO NOT USE YOUR DAM PARTICLE CLOUDS/SYSTEM FROM MISSIONS. Those things are brighter than the suns in your game. |

Sarcasim
Powder and Ball Alchemists Union The Predictables
9
|
Posted - 2014.02.18 21:48:00 -
[1252] - Quote
Elfi Wolfe wrote:A gate/wm probe. Deploy, activate, it moves to stargate/wm at 100 m/s jumps through. Then it turns around and moves back to gate/am after taking a picture of overview. Since it only moves at 100 m/s be easy for a gate camp to kill. With speed at 100 it should take two minutes to get back to system. Unit has to be access to get a data log with the info. Gate camp could jump through right after the gate probe jump to try and catch the ship on the other side recovering the unit.
Goal: to make static gate camps less dangerous, to make dynamic gate camps more interesting.
I like and had this same idea. Same thing as using a frig from another account now. Gives the solo travler with only one account an option not to jump blind into a gate camp. |

Crazy KSK
Tsunami Cartel Gank for Profit
70
|
Posted - 2014.02.19 03:35:00 -
[1253] - Quote
Cloak inhibitor: stops the function of cloaks inside its radius of ~20km takes ~1min to activate after deploying it lasts for ~1hour can't be deployed in a 40km radius around gates or stations Quote CCP Fozzie: ... The days of balance and forget are over.
|

Captain DrunkBucket
Captain DrunkBucket's School of Intoxicated Flying
14
|
Posted - 2014.02.19 11:06:00 -
[1254] - Quote
- Deployable refining unit
|

The Jagji
Ministry of War Amarr Empire
11
|
Posted - 2014.02.19 22:38:00 -
[1255] - Quote
I would love to see a tractor unit with a drone bay.
How I see it working:
It can house up to 10 drones, but only have, say, 3 active at a time. Drone restrictions would be based on the model. Have a High sec and a Low/Null sec. High Sec box would only be able to use tech 1 drones, why the High/Low sec one would be able to use all techs. The main diff is that the Low/Null box would not be able to activate in High.
Both would not be allowed to have Salvage drones, so you still have to do that your self.
The drones would be automated by the box, and would ONLY protect the box. They would also only come out when needed, e.g. If an enemy gets with in 25-50 range, then it lunches them.
Also, if/when the box is destroyed, the drones, unlike abandoned drones, would turn in to free drones, and anyone who has free drone bay room can 're-connect' to them.
The unit it self would have more Shield and hull, but structure would stat the same. |

Amahole
Interplanetary Trade Federation
1
|
Posted - 2014.02.20 11:55:00 -
[1256] - Quote
Mobile Mirco Slingshot jump bridge
drop from hold into space, auto-anchor.
depending on skills can sling one ship XXX AU (X amount of standard jumps)
will work hisec to hisec / losec / nullsec
New Navigation skill to train. level 1 totally random destination within jump radius level 5 within target system at target spot
one time use only
destroyed during use
only one MMS jump bridge can anchor on grid until it is destroyed. |

Ltsaimon
Red's Swashbucklers Corp SOLAR FLEET
5
|
Posted - 2014.02.20 16:27:00 -
[1257] - Quote
I am not sure if this is proposed but
Local space alter mobile unit
give similar effects as inside wormhole can give positive (shield boost for example) or negative (tracking loss, speed loss etc) effects. can be loaded with effect charges (all charges with positive effect but not all is stackable) anyone can put charges in structure can't be anchored within 100 km at station, gate, pos....
Primary use PVP/PVE
can be used to boost own ship or if enemy get hold of it can be used to their advantage.
AOE about 100km would be enough not whole system.
|

Krackie
Segmentum Solar Nulli Secunda
0
|
Posted - 2014.02.20 16:37:00 -
[1258] - Quote
Mobile Surveillance System Once deployed produces beacon much like ESS and can be accessed from this beacon in the overview.
Works in one of three ways.
D-Scan Beacon can be clicked in overview and the player accessing it is provided with a 250Km D-Scan around the structure. D-Scan window works exactly the same as normal D-Scan allowing for overview filtering and such
ESS Style Sends out a signal in local when a ship enters its range. Should have range significantly larger than ESS. This could become outrageously annoying in busy systems.
System Wide Look At Beacon can be right clicked in overview and the look at command can be performed from anywhere in system giving the user a physical view of surveillance's grid.
The idea behind it is to allow care bears and ratters etc to be able to keep an eye on hot spots such as gates and stations. Although any care bear worth their salt will already be safe by the time local spikes it allows them to collect and pass on intel on activities such as gate fires and fleet movement. |

Kal'el Nirukhi
Spartan Industries
14
|
Posted - 2014.02.20 23:59:00 -
[1259] - Quote
solar lens: An anchorable anti-capital ship weapon that is anchored at the sun. Can be controlled by anyone in range of the lens. Target lock is provided by having 100% probe scan on the target, after which you get an extra option on the scan probe ui: Aim Solar Lens ( the target will see a flickering near the sun if the lens is aimed at him )
When the lens is aimed the option switches to "Fire Solar Beam"
Comes with very very cool graphics |

Anthar Thebess
REPUBLIKA ORLA C0VEN
364
|
Posted - 2014.02.21 13:46:00 -
[1260] - Quote
Something that will offer us Ewar against the drones. We still don't have any ewar that can impact drone hordes. Faction Dreadnoughts
|
|

Juliette Asanari
Saeder-Krupp Trading Division
50
|
Posted - 2014.02.22 16:37:00 -
[1261] - Quote
*tock*tock* Is this thing on?
Mobile Warp Accelerator: Ships that enter warp within x km of the structure have a y% higher warpspeed
Mobile Gravity Well: All ships within x km have their max. velocity reduced by y% (like webs). Affects ships that are interdiction nullified. (Finally, Freighters can self-web ;)) |

LightMonk
Nordgoetter Hand of Despair
1
|
Posted - 2014.02.22 22:35:00 -
[1262] - Quote
Deployable POS Weapons
- Needs Anchoring 4
- Reasonable Onlining Time ~3min
- Only 0.0
- Functions like Assisting Drones (without being drones)
- Operator needs to be within 10km or less.
- Number of Modules are limit by the "Starbase Defense Management" Skill (so max. 5 Modules) for each Pilot.
- Leaving operator range (or dieing) drops control of the Module and any other Pilot can claim its use for his own benefit.
- Claiming Control is archived by right clicking the module and "Get Conrol". Works only if no other has control of the Module.
- Dropping Control is archieved by right click again.
- Can't be unanchored/ put offline while having an Operator.
|

DrysonBennington
Eagle's Talon's
58
|
Posted - 2014.02.23 01:29:00 -
[1263] - Quote
.....oh who let the Borrower's into the fridge again....get out!
Here is my idea - For those involved with PI I would like to suggest a new idea called Automated PI Drone Management. Auto PI Drone Man. is a process where you design a drone and program it too perform a desired function such as ensuring the PI stay operating when the extraction time runs to zero as well as bringing resources from the PI Planet to a pre-determined drop off location.
To make the system work you would have a Mobile Automated PI Drone Management Depot in close proximity to the planet that was being developed. From inside the Depot you would have various slots for the Drones where basic functions be given to each of them to perform.
Each Drone Depot would come with ten slots for Drones.
The idea is basically set up like a Macro Editor where a function is recorded and when the function reaches the end of its cycle the Drone would perform the steps necessary to restart the process.
This system would require new ships to be designed that would be piloted by drones only as well as new skills to learn.
This might sound difficult for CCP to accomplish but it would create an entirely new aspect to playing Eve Online that I think would be really cool.
|

DrysonBennington
Eagle's Talon's
58
|
Posted - 2014.02.23 01:30:00 -
[1264] - Quote
Juliette Asanari wrote:*tock*tock* Is this thing on?
Mobile Warp Accelerator: Ships that enter warp within x km of the structure have a y% higher warpspeed
Mobile Gravity Well: All ships within x km have their max. velocity reduced by y% (like webs). Affects ships that are interdiction nullified. (Finally, Freighters can self-web ;))
SURVEY SAYS!
I like this idea as well. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1526
|
Posted - 2014.02.23 01:49:00 -
[1265] - Quote
Links Nullifier - kills the effects of booster links within 'x - sized' sphere. |

Wulfy Johnson
NorCorp Security
21
|
Posted - 2014.02.24 13:39:00 -
[1266] - Quote
A drone collector.. Or for that sake allow them to be tractored |

Gizznitt Malikite
Agony Unleashed Agony Empire
3572
|
Posted - 2014.02.24 21:16:00 -
[1267] - Quote
Fleet Inhibitor Module:
Option 1: A new deployable that hinders all fleet bonuses to any ship on-grid with the deployable.
Option 2: A new deployable that simply hinders all fleet bonuses within a system.
See this F&I thread for further discussion and more "detailed" ideas.
|

Luwc
Easy Co. Fatal Ascension
46
|
Posted - 2014.02.25 13:22:00 -
[1268] - Quote
None.
stop with this bullshit. |

X Gallentius
Justified Chaos
2070
|
Posted - 2014.02.25 14:14:00 -
[1269] - Quote
MObile structures for every task a station can do that can't already be done by a POS. Contracts(One per seller), Market (Space Vending Machine - one per seller), PRIVATE hangar array. |

handige harrie
Hedion University Amarr Empire
205
|
Posted - 2014.02.26 13:19:00 -
[1270] - Quote
Mobile Gate/Station guns
Can be deployed in Sov Nullsec only, max 4 per gate/station grid. Shoots ships/pods automatically based on standings (configurable). These don't need to be the same alliance that holds sov, so 'intruders' can set these up on gates shooting resident sov holders.
Mobile Cynofield Generator
Structure uses LO as fuel, as long as fuel is present, sustains a Cynofield to which capital ships can jump. Shows up on overview/map like normal Cynos do. Can be placed anywere in system. Can be scooped. Baddest poster ever |
|

HolidayDerp derf
super space conglomerate
3
|
Posted - 2014.02.27 00:16:00 -
[1271] - Quote
A mobile 1 shot marauders unit anchors in 30s not anchorable in 0.5 and above |

So riya
Hancock Neo Corporation
6
|
Posted - 2014.02.27 05:39:00 -
[1272] - Quote
I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2734
|
Posted - 2014.02.27 10:37:00 -
[1273] - Quote
So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too
Mobile Scan inhibitor already does this.
You can't be directly jumped to, if you're within 30km of it. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322
http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

GeeShizzle MacCloud
451
|
Posted - 2014.02.28 12:13:00 -
[1274] - Quote
Steve Ronuken wrote:So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too Mobile Scan inhibitor already does this. You can't be directly jumped to, if you're within 30km of it.
i though it just made you unseen by d-scan by can still be scanned down using probes?
what So Riya is wanting is to anchor a t2 large bubble on top of himself. though it wouldnt stop post-fozzie ceptors. |

Estella Osoka
Deep Void Merc Syndicate Sicarius Draconis
324
|
Posted - 2014.02.28 17:55:00 -
[1275] - Quote
Zarnak Wulf wrote:Links Nullifier - kills the effects of booster links within 'x - sized' sphere.
+1 , as the only current counter to links is to ship up, bring more, bring your own links, or don't take the fight.
I would suggest that such a mobile structure should have low EHP though. |

Einar Matveinen
nXo Circle-Of-Two
21
|
Posted - 2014.02.28 18:14:00 -
[1276] - Quote
A decoy structure that imitates a specific ship on probe and d-scan?
+1 for decoy structures. |

So riya
Hancock Neo Corporation
6
|
Posted - 2014.03.01 06:45:00 -
[1277] - Quote
GeeShizzle MacCloud wrote:Steve Ronuken wrote:So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too Mobile Scan inhibitor already does this. You can't be directly jumped to, if you're within 30km of it. i though it just made you unseen by d-scan by can still be scanned down using probes? what So Riya is wanting is to anchor a t2 large bubble on top of himself. though it wouldnt stop post-fozzie ceptors. but of course it cant be anchored/onlined in lowsec.
you still can scan the mobile down but when you warp to mobile your ship will stay 100 km from mobile . its not a bubble like in null sec |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
739
|
Posted - 2014.03.01 15:11:00 -
[1278] - Quote
Mobile Jump Bridge! |

MeBiatch
GRR GOONS
1753
|
Posted - 2014.03.01 15:24:00 -
[1279] - Quote
Mobile True Sec upgrade unit.
Its a variation of the ESS but instead of tags it gradually increases the value of the rats in the system and makes the annoms better. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Abrazzar
Vardaugas Family
2664
|
Posted - 2014.03.01 18:11:00 -
[1280] - Quote
IMHO, the mobile depot and mobile tractor unit should be one time use only and reusable versions should be added with ten times the volume and cost requiring some consumable to stay active. You are basically replacing specialized ships with those structures. Allowing just any ship to fly around with them strikes me as rather unbalanced. Sovereignty and Population New Mining Mechanics |
|

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
668
|
Posted - 2014.03.01 20:12:00 -
[1281] - Quote
Armed mobile tractor units, that are capable of destroying anything less than a t3 or battleship when attacked. Important it does not activate a limited engagement with anything other than itself.
It should be indistinguishable from a normal tractor unit until it webs, scrams and destroys aggressors.
Cost equivalent to a t1 battlecruiser.
There is one EvE. Many people. Many lifestyles. WE are EvE |

Merovee
Gorthaur Legion Imperium Mordor
140
|
Posted - 2014.03.01 21:20:00 -
[1282] - Quote
Mother Ship (Alliance ship)
GÇóBIG, Super Big like a station with jump drive. Auto anchors after jump, does not log off grid. GÇóHuge super cap hangers, for Titans and super carriers. GÇóDouble mods (16) per level GÇóAnchoring a prerequisite for sovereignty in constellations outside the home region. GÇóHome region is where you built the Factory HQ to build Mother ships. (only one Factory HQ per alliance) GÇóNeeds to be supplied GÇóSuper caps can no longer log off but only docked in a mother ship. GÇóMother ship can hanger just like a station for other ships and move everything in it when jumped.
 -½o-+ Sauron Of_Mordor |

Jodi Bong
Forsaken Enigma
13
|
Posted - 2014.03.02 15:17:00 -
[1283] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
So I'm sitting here looking at different types gear. Noting the differences in each, Ships, Ammo, Mods, Ect....
We all know that the differences between T1 & T2 can be from marginal to quite large. For example T1 Cruisers vs T2
A T1 cruiser has its base traits, with T2 you get additional traits such as extended web or disruptor/scram range, better damage and tracking, as well as a nice bump in resists. Same goes for T2 mods and ammo they all have some sort of secondary effect weather good or bad..
Now as I look at the Mobile Warp Disruption Fields i.e bubbles there really isnt much of a difference in the T1 and T2 variants... Sure the T2 version of the bubbles cover a larger radius and can be deployed faster then the T1 version. but those are the only differences. The T2 bubbles take up just as much room in your cargo hold as a T1 and cost twice as much.. So to me the time and area differences are not that much of a " Bonus " concidering the time you spend training to be able to deploy them.
T2 Bubble also have no true secondary effect as almost all the rest of the T2 gear does
So here are the changes in which I personally would like to see made to these wonderful and overlooked pieces of deployable goodness..
We all know that these bubbles warp disrupt your ship. What if the T2 version of this also webbed the ship? Now i'm not talking about an 85% or 90% web effect but like a 50-65% reduction in speed or disallows the use of a MWD
T2 Warp disruption bubbles as they currently are in game Using a large for purpose of example Volume: 585 m3 Anchoring delay: 240.00 s Warp Disruption range: 40.00 km
Changes I propose Large T2 Bubble
Volume: 350 m3 Anchoring delay: 300s Warp Disruption range: 40km Speed Reduction 55%
As you can see I've lowered the volume size of this bubble to make it easier for a Cruiser/BC hull to carry them but increased the anchoring delay slightly
Now as for Manufacturing the new bubbles not much would change with the exception of now you would need to add a Stasis webifier into the mix only slightly raising the cost for production.
Also you may have noticed I changed the phrase Warp Scramble Range to Warp Disruption Range the reason for this is quite simple. In game these lovely bubble are called Warp Disruption Fields and as such they disrupt the warp drive of the ship(s) with-in its radius. Also as we all know these Bubbles do NOT warp scramble. A warp scrambler not only scrambles the warp drive of a ship but also disallows the use of an MWD, which these bubbles do not do..
Which brings me to my next point. What about a new variant called the Mobile Warp Scramble Field? A warp scrambler fitted to a ship has the capability to not only stop a ship from warping but also disabling the use of the MWD prop mod as well as having extra points of warp scrambling. But this comes at a cost of reduction in range. Thus the new Mobile Warp Scramble Field would have a smaller radius of area effect then the Disruption Field.
T1 Large Warp Scramble Field
Volume: 585 m3 Anchoring delay: 480s Warp Scramble Range: 13.25km Disables Micro Warp/Jump Drives: True All other attributes same as the Mobile Warp Disruption Field Skill Requirement: Same as the Mobile Warp Disruption Field
T2 Large Warp Scramble Field
Volume: 300 m3 Anchoring Delay: 300s Warp Scramble Range: 20.50km Disables Micro Warp/Jump Drives: True All other attributes same as the Mobile Warp Disruption Field Skill Requirement: Same as the Mobile Warp Disruption Field
Of course the numbers for a small and medium version of these would have to be worked out as I only used the large as an example of what could be done.. |

DrysonBennington
Eagle's Talon's
63
|
Posted - 2014.03.02 20:49:00 -
[1284] - Quote
Psychoactive Stimulant wrote:Mobile billboards.
Mobile Billboards with corp advertisements that can be anchored just like a Mobile Depot is able to be anchored.
|

DrysonBennington
Eagle's Talon's
63
|
Posted - 2014.03.02 21:07:00 -
[1285] - Quote
I think a Mobile Mining Depot would be awesome to have. The MMD would have enough drone volume for five mining drones. The MMD would selected and then from the menu Deploy and Activate Mining Drones would be selected. The mining drones would then randomly pick asteroids to mine and then return them to the ore hold that is rather generous at 4000 m/3 and a cargo hold of 150 m/3 for extra drones or whatever you may want to put in the hold.....possibly even some of that good stuff that Concord says "No, No." about.
The limitation is that only a single MMD could be deployed in a solar system per pilot to help keep monopolies from taking place.
The MMD would have same the anchoring and lifetime expectancy of the Mobile Depot.
I also think that Mini POS using the Mobile Depot would be nice to have as well. The Mini POS would have a fitting service, cargo hold of 500 m/3 and have enough hangar volume to handle two fully rigged battleships.
Another idea for Depots are Trigger Depots that can be anchored any where in a system and if a ship comes within the established range of the Triggered Depot than a certain event would take place.
Events that would take place could be :
Stasis Field is applied to the ship for x amount of time. Warp Scrambler Field is applied to the ship x for amount of time. Smart Bomb Field is projected into the area surrounding the Depot for x amount of time. Warp Bubble Field is projected around the Depot for x amount of time. Broadcast Beacon signals the pilot who deployed the Beacon that an intrusion was taking place.
Triggered Depots could not be placed within 300km of a gate or NPC Station or any other non player owned structure.
Possibly even a Remote Camera Depot might be nice where the owner could watch a certain location for x amount of time which would be based off of the pilots skills. |

DrysonBennington
Eagle's Talon's
63
|
Posted - 2014.03.02 23:05:00 -
[1286] - Quote
Mobile Tractor and Salvage Depot
The Tractor Beam Depot would be able to tractor wrecks at a distance of 65 Km from the depot. Once the wreck is within 25km of the Depot salvage drones would deploy to salvage the wreck.
The salvage can would then be tractored into the station's salvage can hangar where it would remain stored for three hours. After three hours it would disintegrate along with the contents.
The MTaSD would have a Wreck Salvage Cargo Bay of 450 m/3 a Salvage Can Cargo Bay with attachment points for 20 Salvage Cans and a Salvage Drone Bay of 25 m/3.
The MTaSD II (not Tech II) would have 550 m/3 WSCB / 30 SCCB Attachment Points / 25 m/3 SDB
The MTaSD III ( not Tec III) would have 750 m/3 WSCB / 40 SCCB Attachment Points / 25 m/3 SDB
Each MTaSD could be deployed in each room after it had been cleared so the mission runner could continue their mission and come back at a late time to collect their loot and salvage.
|

Vartan Sarkisian
Reasonable People Of Sound Mind
138
|
Posted - 2014.03.03 13:21:00 -
[1287] - Quote
I would like to see a mobile structure similar to the mobile tractor unit but it also salvages the wrecks (as well as pulling loot as it currently does). I think this would be useful in areas where there are not many stations and saves you from carrying salvage drones to do the salvaging portion of missions. Either this or allow drones to be dragged from the cargo bay to the drone bay so we can alternate between drone types. I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die. |

Major Trant
CTRL-Q Iron Oxide.
667
|
Posted - 2014.03.03 14:09:00 -
[1288] - Quote
Dummy Beacon - You set the name on it to for example "Abandoned Research Outpost", "Minmatar Novice Outpost", "Huola VI - 24th Imperial Crusade Logistic Support", or "Kourmonen Gate" and tick the icon you want to appear (Gate, Station, Asteroid Belt, Plex, Moon, Planet). Drop it in space and it appears on everyone's overview.
It can be warped to by anyone, but when they land all they find is a beacon. Not a gate they can activate or a station they can dock at.
Cyno's can be lit on it, but Cyno Jammers can also be placed alongside. CTRL-Q - Minmatar FW - Low Sec PvP - Euro TZ - New Player Friendly Contact: Major Trant In game channel: FeO Public Recruitment thread: CTRL-Q |

Luwc
Easy Co. Fatal Ascension
59
|
Posted - 2014.03.04 09:38:00 -
[1289] - Quote
So riya wrote:I want a mobile than can block who warp to me at 0 km .... the mobile will make them 100 km from me or 50 km ...it will help the poor guys in eve can make the mission lvl 5 in low sec ..why put lvl 5 mission for the pirats in low sec make more isk for kill us again * in wh , in null , will help too
and here comes the carebears... sigh
Why dont we just add a supid mobile structure for everything you can in EVE
I would like a :
mobile MWD unit mobile MJD unit (OH NVM...) mobile salvager unit mobile tractor beam(OH NVM...) mobile ratting killer mobile PVP unit mobile remote repair unit mobile ship fitting unit (OH NVM...) mobile mining unit mobile scan probe unit
stop this ******* ****. |

Batelle
HOMELE55
2049
|
Posted - 2014.03.04 15:13:00 -
[1290] - Quote
I want a meta-version of the cyno jammer that is reusable and forces bridged-in forces to enter system off-grid if they want to catch you. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |
|

Luwc
Easy Co. Fatal Ascension
60
|
Posted - 2014.03.05 09:07:00 -
[1291] - Quote
DarklordKarn wrote:Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !! 
I support the cause !
PL will be busy raving ... my ratting carriers are now safe ! |

Luwc
Easy Co. Fatal Ascension
60
|
Posted - 2014.03.05 09:11:00 -
[1292] - Quote
I would like to see a anti mobile structure mobile structure that unanchors and destroys all ******* ******** mobile structures including ESS in the system. |

Iam Widdershins
Tempest Legion
844
|
Posted - 2014.03.05 12:27:00 -
[1293] - Quote
Something I think EVE could really use:
A structure to anchor within 100km of an offline control tower. If the tower stays offline for 72 or 96 hours, it starts unanchoring the control tower regardless of the tower's owner. Perhaps it sends a notification to the owner of the control tower, perhaps not.
This could work wonders for high-security moon clutter. Lobbying for your right to delete your signature |

DrysonBennington
Eagle's Talon's
64
|
Posted - 2014.03.07 01:06:00 -
[1294] - Quote
We need a Mobile Depot that manufacturers Taco's. |

DrysonBennington
Eagle's Talon's
64
|
Posted - 2014.03.07 01:07:00 -
[1295] - Quote
Iam Widdershins wrote:Something I think EVE could really use:
A structure to anchor within 100km of an offline control tower. If the tower stays offline for 72 or 96 hours, it starts unanchoring the control tower regardless of the tower's owner. Perhaps it sends a notification to the owner of the control tower, perhaps not.
This could work wonders for high-security moon clutter.
That would be awesome.
Maybe even and automated system to package the entire POS Structures up into POS Structure Blocks similar to how the Fuel Blocks have taken the old components and packaged them up into a convenient cube...thingy. |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
674
|
Posted - 2014.03.07 02:02:00 -
[1296] - Quote
 Iam Widdershins wrote:Something I think EVE could really use:
A structure to anchor within 100km of an offline control tower. If the tower stays offline for 72 or 96 hours, it starts unanchoring the control tower regardless of the tower's owner. Perhaps it sends a notification to the owner of the control tower, perhaps not.
This could work wonders for high-security moon clutter.
There's something disturbing about all the dead posses littering wormhole space, sort of monuments to failed attempts to make a go of it.
Depressing, lets have something to clean them up!
However if we find one that has run out of fuel, brimming with goodies then that's us!
But a Good idea for long abandoned ones. There is one EvE. Many people. Many lifestyles. WE are EvE |

Hunter Arngrahm
Deep Core Mining Inc. Caldari State
34
|
Posted - 2014.03.07 07:25:00 -
[1297] - Quote
As someone mentioned the hilarity of it in another thread, should ship painting become a thing and there are changes on the backend to have it done easier, Mobile Coating Station, for painting ships in space. When deployed you can drag and drop various colors into a specialized hold, and anyone can use it. When finished it can be scooped to cargo hold by the owner, which will also scoop the contents of the deployable.
As part of a ransom for allowing some to leave pirate territory or flee from battles, players could force others, with threats of ship destruction or podding, to repaint their ship whatever color they want, from cowardly yellow to hot pink. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.07 08:17:00 -
[1298] - Quote
DrysonBennington wrote:Iam Widdershins wrote:Something I think EVE could really use:
A structure to anchor within 100km of an offline control tower. If the tower stays offline for 72 or 96 hours, it starts unanchoring the control tower regardless of the tower's owner. Perhaps it sends a notification to the owner of the control tower, perhaps not.
This could work wonders for high-security moon clutter. That would be awesome. Maybe even and automated system to package the entire POS Structures up into POS Structure Blocks similar to how the Fuel Blocks have taken the old components and packaged them up into a convenient cube...thingy. Why not a deployable that hacks offline or abandoned Pos's. A successful hack would give ownership to the person operating the deployable.
It would be time dependent, the longer the pos has been offline the easier it is to hack. Any modules on the pos would also be up for grabs upon a successful hack. Take from hours to days for a successful hack and like a pos syphon could be accessed by any passerby. If you happen to be passing by and notice the unit has successfully hacked the pos (a flashing light or look at) you can claim it as yours but like an ESS it has a delay and sends out an alert so the owners of the hacking module can respond and chase you off or kill you to regain their booty. The unit could also send an alert to the corp owning the pos as it begins hacking, this would allow those who abandoned the pos to come fight for it if they choose.
If the hacked pos is not claimed within 24 hours of a successful hack the hacking unit self destructs, leaving the abandoned pos in its prior state.
With the price of pos's ever increasing, I think this could create PVP content (and bolster my income through reselling abandoned pos's and modules) |

Iam Widdershins
Tempest Legion
844
|
Posted - 2014.03.07 12:33:00 -
[1299] - Quote
DrysonBennington wrote:Iam Widdershins wrote:Something I think EVE could really use:
A structure to anchor within 100km of an offline control tower. If the tower stays offline for 72 or 96 hours, it starts unanchoring the control tower regardless of the tower's owner. Perhaps it sends a notification to the owner of the control tower, perhaps not.
This could work wonders for high-security moon clutter. That would be awesome. Maybe even and automated system to package the entire POS Structures up into POS Structure Blocks similar to how the Fuel Blocks have taken the old components and packaged them up into a convenient cube...thingy. Now that the unanchoring timers for softmods, defensive structures, and... well yeah, basically anything that isn't the tower itself... have been lowered to mere seconds instead of minutes, I think half the fun is in unanchoring and scooping the mods yourself.
Sgt Ocker wrote:Why not a deployable that hacks offline or abandoned Pos's. A successful hack would give ownership to the person operating the deployable.
It would be time dependent, the longer the pos has been offline the easier it is to hack. Any modules on the pos would also be up for grabs upon a successful hack. Take from hours to days for a successful hack and like a pos syphon could be accessed by any passerby. If you happen to be passing by and notice the unit has successfully hacked the pos (a flashing light or look at) you can claim it as yours but like an ESS it has a delay and sends out an alert so the owners of the hacking module can respond and chase you off or kill you to regain their booty. The unit could also send an alert to the corp owning the pos as it begins hacking, this would allow those who abandoned the pos to come fight for it if they choose.
If the hacked pos is not claimed within 24 hours of a successful hack the hacking unit self destructs, leaving the abandoned pos in its prior state.
With the price of pos's ever increasing, I think this could create PVP content (and bolster my income through reselling abandoned pos's and modules) I really don't think so. All it needs to do is send a mail to the POS's owner when the anchorable is first put down.
You've missed an important point: PVP is what happens when uncertainty is introduced. There's nothing very uncertain in transferring the ownership of an offline control tower. But when four days go by where people are aware that towers are going to be scoopable soon? An unanchoring control tower that people know about is one of the greatest locuses of PVP that I've found in the game, with a great prize at the end. Absolutely anyone can scoop it, and nobody can make the timer stop.
I think the whole concept of "hacking" towers is exceedingly silly. Lobbying for your right to delete your signature |

Arduemont
The State of War. Vendetta Mercenary Group
3125
|
Posted - 2014.03.08 14:59:00 -
[1300] - Quote
A 'Habitation', and 'Establishment' structure.
Yes, that's a WiS quip. "In the age of information, ignorance is a choice." www.stateofwar.co.nf |
|

Zappity
Agony Unleashed Agony Empire
840
|
Posted - 2014.03.09 01:50:00 -
[1301] - Quote
Deployable billboards. Zappity's Adventures for a taste of lowsec. |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.09 07:34:00 -
[1302] - Quote
Iam Widdershins wrote: I really don't think so. All it needs to do is send a mail to the POS's owner when the anchorable is first put down.
You've missed an important point: PVP is what happens when uncertainty is introduced. There's nothing very uncertain in transferring the ownership of an offline control tower. But when four days go by where people are aware that towers are going to be scoopable soon? An unanchoring control tower that people know about is one of the greatest locuses of PVP that I've found in the game, with a great prize at the end. Absolutely anyone can scoop it, and nobody can make the timer stop.
I think the whole concept of "hacking" towers is exceedingly silly.
And what happens after it sends a message to the pos owners?? Ahh yes, it creates uncertainty, if the owners are still active and want to keep the pos, they will turn up to defend it (pvp). If the corp is no longer active or simply don't care about the pos, the hacking module showing up on everyone in local's overview (like an ESS or pos syphon) is quite likely to encourage a fight, whether it be over the isk value of the pos and modules, the value of the moon or simply because there is something to shoot.
Not sure where you got the 4 days from, my thinking on the "Hacking Timer" was between 2 and 3 hours, up to 24 hours if the pos has only been offline for a short (48hrs) period of time.
I recently went for a little hunt through lowsec.. In 5 systems found 7 offline pos's belonging to corps now closed and many more that are simply offline "holding moons". I have lived near this lowsec pocket for just over 12 months and these same offline pos's have been there the whole time. You say an unachouring pos will often bring a fight, I totally agree. Thing is though, how does a pos belonging to a closed corp ever do anything other than take a place on a moon?? There is no-one to unanchour or transfer it.
"Hacking offline pos's is exceedingly silly??" Please tell me why you think this. Simply saying hacking is silly, is extremely silly without explanation, or maybe with a little thought, an alternative?
The ability to hack an offline pos with a deployable is a great way to encourage PVP. Did you not understand the concept of hacking otherwise useless structures?? Personally I would rather hack an offline pos, sell it and have the isk, than have to spend and hour or so shooting a 300 mil isk pos, so I can gather up the far less valuable modules.
" PVP is what happens when uncertainty is introduced." So introducing a way to hack something at a random time does not bring with it uncertainty ? Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1115
|
Posted - 2014.03.09 12:14:00 -
[1303] - Quote
I don't know if anyone has suggested it yet but a mobile mining array.
It mines when you are gone, is completely hackable so that other people can steal the array or lootable so that players can steal the ore. Give it a 50,000 m3 ore bay and let it work automatically to mine whatever ore you set it to i.e pyrite etc.
However it would put an end to the in game disgrace of afk mining as miners could find something better to do with their game time instead of watching youtube and netflix. Dumbing down of Eve Online will result in it's destruction... |

Iam Widdershins
Tempest Legion
845
|
Posted - 2014.03.09 15:04:00 -
[1304] - Quote
Sgt Ocker wrote: Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..
That's exactly what I did, or weren't you reading? Lobbying for your right to delete your signature |

DrysonBennington
Eagle's Talon's
66
|
Posted - 2014.03.09 22:21:00 -
[1305] - Quote
I would like to see the Kermit the Frog Depot that when approached at a range of 2500 m Kermit would pop out from one of the cargo bays yelling "...and now introducing FOZZIE BEAR....YAAAAAA"
No but seriously folks lets get down to business.
What about Mobile Rental Depot's?
A Mobile Rental Depot would contain ten cargo holds each being able to store 2,000 m/3 units of what-ever. The pilot pulls up to the depot clicks on it and the available slots for rent appear.
The pilot then rents out a single slot or all of the slots for x amount of hours that is established by the depot owner. The pilot then has x hours to use the depot where after the time has expired the loot inside is ejected into space.
The Mobile Rental Depot would be good for rookie pilots just starting out as well as veteran pilots to store ore in while at a belt mining. |

DrysonBennington
Eagle's Talon's
66
|
Posted - 2014.03.09 22:23:00 -
[1306] - Quote
Zappity wrote:Deployable billboards.
Deployable corporate billboards with an audio recording and animation of the speaker when activated. |

Zappity
Agony Unleashed Agony Empire
841
|
Posted - 2014.03.10 00:41:00 -
[1307] - Quote
DrysonBennington wrote:Zappity wrote:Deployable billboards. Deployable corporate billboards with an audio recording and animation of the speaker when activated. Yeah, what he said. Zappity's Adventures for a taste of lowsec. |

Dunpeal Hunter
The Executive Branch
46
|
Posted - 2014.03.10 05:12:00 -
[1308] - Quote
This one goes hand in hand with the walking in stations feature:
Deployable Gallente brothels. For all your little (dirty) fantasies you might have regarding Gallente hookers and/or damsels in destress. http://i.imgur.com/S6DMbEi.jpg
Deployable Caldari casino. For chasing that one hand on the blackjack table, that will change your life forever. Where you promise yourself you will quit after loosing most of your life-savings, after just one more hand.... http://i.imgur.com/RW8IBW6.jpg
Deployable Minmatar Blackmarket. For buying everything that is not legal in empire space. For that one drug that will bring you to the top of the universe and where the next day you wake up (hopefully) in a pool of your own puke and a massive headache. http://i.imgur.com/trrn2PY.jpg I dont know if this is important or not, but i have chickens..... |

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.10 05:14:00 -
[1309] - Quote
Iam Widdershins wrote:Sgt Ocker wrote: Offline / abandoned pos's don't get ownership transferred, currently the only way to remove an abandoned pos is to shoot it, why not introduce something that could encourage a fight and add to your wallet..
That's exactly what I did, or weren't you reading? So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.
All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module. Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize". If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.
|

Iam Widdershins
Tempest Legion
845
|
Posted - 2014.03.10 09:26:00 -
[1310] - Quote
Sgt Ocker wrote:So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.
All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module. Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize". If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.
Let me lay out the obvious, easy, default assumptions and stop this absurd overcomplication and confusion you seem so invested in before it goes too far.
The module can be found via d-scan. When viewed on grid, perhaps it shows an exact timer or perhaps it shows an estimated one (less than 4 days, less than 2 days, less than a day, less than 12 hours).
Sometime after it's anchored it sends a mail to the owner of the offline POS in question. When the timer finishes (72 or 96 hours or some such) the tower simply starts unanchoring, at which point the owner is moot. (It sounds like you've never actually seen a control tower unanchor in empire, or don't know how it works. Anyone can scoop an unanchored tower, and nobody can stop it from unanchoring; ownership is irrelevant.) Perhaps the fuel is ejected into cans, perhaps it goes into the anchorable, perhaps it is destroyed.
There is absolutely no reason for it to take a different amount of time to take the tower based on how long the tower has been offline. Lobbying for your right to delete your signature |
|

Sgt Ocker
Last Bastion of Freedom
128
|
Posted - 2014.03.10 10:52:00 -
[1311] - Quote
Iam Widdershins wrote:Sgt Ocker wrote:So how exactly does it start the un-anchoring process?? Unless your going to completely change how pos ownership currently works, your module would 1st have to hack the pos to gain control of it so the un-anchoring could commence.
All I did was add an element of uncertainty to it.. The hacking process would have a chance of failure and not automatically turn ownership of the offline pos over to whoever drops the module. Having the module visible on everyone in locals overview also adds an element of uncertainty, in that everyone in local can see the hacking process going on and if they choose, be there to fight over the "prize". If, like a lot of highsec pos's, it has been offline for months or even years, the hack would be a fairly fast process. If the pos has only been offline for a few days the hacking process takes longer with a higher chance of failure.
Let me lay out the obvious, easy, default assumptions and stop this absurd overcomplication and confusion you seem so invested in before it goes too far. The module can be found via d-scan. When viewed on grid, perhaps it shows an exact timer or perhaps it shows an estimated one (less than 4 days, less than 2 days, less than a day, less than 12 hours). Sometime after it's anchored it sends a mail to the owner of the offline POS in question. When the timer finishes (72 or 96 hours or some such) the tower simply starts unanchoring, at which point the owner is moot. (It sounds like you've never actually seen a control tower unanchor in empire, or don't know how it works. Anyone can scoop an unanchored tower, and nobody can stop it from unanchoring; ownership is irrelevant.) Perhaps the fuel is ejected into cans, perhaps it goes into the anchorable, perhaps it is destroyed. There is absolutely no reason for it to take a different amount of time to take the tower based on how long the tower has been offline. Well I'll be damned.. Pretty sure if you read my 1st post, that is around about what i said. What you just described is a module to hack an offline pos over a period of 4 days (too long if you ask me). I believe it was you who was not reading.
Oh and if you haven't noticed when dealing with some devs, it helps to have a clear idea of what you would like and put that in your suggestion. Otherwise you end up with things like RLML, RHML and the Nestor.
Oh and if you plan on salvaging the Stront from an offline pos, be sure to have a freighter or at least an orca with you.
NB; I run 15 towers moon mining + 2 research towers, 1 in lowsec 1 offline in Amarr space (which has been offline for over 12 months). |

Gizznitt Malikite
Agony Unleashed Agony Empire
3628
|
Posted - 2014.03.10 17:36:00 -
[1312] - Quote
So, there are several deployables on our overview configuration screen not yet "in game".
How soon until we can get a dev blog or F&I Post describing your vision of the:
Mobile Micro Jump Drive Inhibitor and Mobile Decoy |

LarpingBard
Pendragon Recovery Services
4
|
Posted - 2014.03.10 19:37:00 -
[1313] - Quote
Will get trolled for this....
Mobile cloak detection grid emitter.
Must be deployed in groups of 3 or more. Does not decloak anyone, but does have them show up on grid as an un-targetable object, which can be approached. Cloaked object must pass through the triangle made by the three emitters. Emitters are very thin tanked (maybe even low enough for newbie ships to break) as shields, armor, and even the mass of structure interfere with the very precise measurements needed to detect cloaked ships. Too wide a net? Very easy to destroy as one cannot respond. Pos games, station games, mining, gate crashing, all becomes more interesting. |

LarpingBard
Pendragon Recovery Services
4
|
Posted - 2014.03.10 19:42:00 -
[1314] - Quote
Scorched Earth PI Inhibitor
Inhibit the scan-ability of Planets, making PI almost impossible on a planet when deployed en masse. |

LarpingBard
Pendragon Recovery Services
4
|
Posted - 2014.03.10 19:52:00 -
[1315] - Quote
(Black Ops) Acceleration Gate, Dead Space Generator
I have a love/hate with mission acceleration gates, but it would be awesome to make a little mini dead space pocket in the middle of nowhere for our little city. :) There would have to be a legitimate tactical reason to deploy these....like a dead space pocket where MWD don't work (like oldschool) but you can still warp out...protect our little deployed cites in space. |

LarpingBard
Pendragon Recovery Services
4
|
Posted - 2014.03.10 20:00:00 -
[1316] - Quote
IHub hacking unit. Messes with IHubs. :) |

Paul Alpha Walker
KnownUnknown
0
|
Posted - 2014.03.10 22:27:00 -
[1317] - Quote
I would like to suggest Mobile covert op depot. And before everyone goes off the deep end let me explain some features to balance it out... when you place it down you get a bookmark only you can see... when you're sitting next to it in your ship it gets decloaked but you carry an option to dock to it. Once docked the depot and your ship that is attached to it cloaks up again, while cloaked it has zero shields and no reinforce... Same as when you're away from it and it's cloaked only when it's visible as a normal depot does it's shields activate. The depot would be designed specifically to only work with covert ops ships equipped ships. if the ship you dock to it does not have a cloaking device than the depot does not cloak |

LarpingBard
Pendragon Recovery Services
4
|
Posted - 2014.03.11 00:15:00 -
[1318] - Quote
Planetary Defense Platform...
A platform to defend a null-poco or a corporate planetary bombardment platform. |

Sabriz Adoudel
Mission BLITZ
2224
|
Posted - 2014.03.11 03:28:00 -
[1319] - Quote
I know the Mobile Mining Depot was a joke, but I could honestly see it working.
1HP so it dies if either a player or a rat sneezes at it, takes 60 seconds to get the ore out of it, and in highsec, removing ore from it makes you suspect flagged so lots of freighters get blown up. https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. https://forums.eveonline.com/default.aspx?g=posts&t=318489 - Proposal for a new type of tech 2 Destroyer If you want to mine in highsec, read www.minerbumping.com. |

Lfod Shi
Lfod's Ratting and Salvage
192
|
Posted - 2014.03.11 13:27:00 -
[1320] - Quote
A smaller MTU. Half the size, half the range, half the everything.
Pretty please? With sugar on top? ...end transmission... GÖ¬ They'll always be bloodclaws to me GÖ½ |
|

Iam Widdershins
Tempest Legion
846
|
Posted - 2014.03.11 17:29:00 -
[1321] - Quote
Sgt Ocker wrote:Well I'll be damned.. Pretty sure if you read my 1st post, that is around about what i said. What you just described is a module to hack an offline pos over a period of 4 days (too long if you ask me). I believe it was you who was not reading.
Oh and if you haven't noticed when dealing with some devs, it helps to have a clear idea of what you would like and put that in your suggestion. Otherwise you end up with things like RLML, RHML and the Nestor.
Oh and if you plan on salvaging the Stront from an offline pos, be sure to have a freighter or at least an orca with you.
NB; I run 15 towers moon mining + 2 research towers, 1 in lowsec 1 offline in Amarr space (which has been offline for over 12 months). Just re-read your first reply to be sure, and yeah... no. Same as before. You suggested something that can transfer ownership to someone else in a mere 24 hours, precisely what I've been arguing against. Lobbying for your right to delete your signature |

Zillians
The Zillians
0
|
Posted - 2014.03.12 21:15:00 -
[1322] - Quote
I think a mobile reprocessing unit could introduce some interesting gameplay. Essentially, it would allow modules and loot to be reprocessed into minerals for easier transport in the field. The base reprocessing would be less efficient than a station, but would open up a supplemental means of income people who are nomadic and would normally leave loot behind. |

Praxis Ginimic
Vessels of the Line Bask of Fail
780
|
Posted - 2014.03.13 01:35:00 -
[1323] - Quote
I haven't read the whole thread but assume this post will not be original... just another vote for skirmish, armor, etc, link towers. |

Sgt Ocker
Last Bastion of Freedom
129
|
Posted - 2014.03.13 06:07:00 -
[1324] - Quote
Iam Widdershins wrote:Sgt Ocker wrote:Well I'll be damned.. Pretty sure if you read my 1st post, that is around about what i said. What you just described is a module to hack an offline pos over a period of 4 days (too long if you ask me). I believe it was you who was not reading.
Oh and if you haven't noticed when dealing with some devs, it helps to have a clear idea of what you would like and put that in your suggestion. Otherwise you end up with things like RLML, RHML and the Nestor.
Oh and if you plan on salvaging the Stront from an offline pos, be sure to have a freighter or at least an orca with you.
NB; I run 15 towers moon mining + 2 research towers, 1 in lowsec 1 offline in Amarr space (which has been offline for over 12 months). Just re-read your first reply to be sure, and yeah... no. Same as before. You suggested something that can transfer ownership to someone else in a mere 24 hours, precisely what I've been arguing against. From my 1st reply.
Quote:Take from hours to days for a successful hack A pos that has only been offline for a couple of days to a week should take longer to hack than a pos that has been offline for months or even years. 4 days is a little long to be sitting around waiting for a result, 1 or 2 hours for those pos's offline for more than a month, 12 to 24 hours for less than a month but more than a week, 48 to 60 hours hours for newly offline pos's (less than 1 week).
It adds randomness to the equation because unless you have been watching the pos's for any length of time you won't know when it will be successfully hacked. Anywhere from 1 hour to 2.5 days.
The module itself would be destructable (HP of an ESS), one use only, accessible by anyone and sell for around 10 mil. |

Dr Cedric
Independent Miners Corporation Care Factor
39
|
Posted - 2014.03.14 04:07:00 -
[1325] - Quote
Totally didn't read the whole thing:
Mines...
Use the anchor mechanic to 'anchor' a 'space-mine.' Can't see it unless you/your corp/your fleet launched it. And it detonates when anyone gets close to it.
Damage similar to Stealth Bomber bombs. Takes 5-10 minutes to anchor (depending on skills?).
Upgraded version to do less damage, but detonates remotely (right click -> Detonate bomb) with a random 2-15 second timer.
:) Cedric
|

Sibius Aidon
101st New Eden Defense Fleet Divide By Zero Alliance
24
|
Posted - 2014.03.14 14:12:00 -
[1326] - Quote
I'd like to see some form of POS replacement. Instead of a control tower, a Mobile Control Unit that deploys a shield bubble same way as current POS system and same health stats but could be place anywhere except by gates/stations. Like could be placed in 'safe spots' when it comes to wormhole/null sec space. Also alternate modules to Ship Maintenance Array and to Hangars, to where any player can come in and drop their own Hangar/Ship Maintenance Array that connects to the control unit, maximum of 1 hangar/ship maintenance array per player per unit. These units would in turn use up a lot less power (by a lot) but in turn not able to store the 20 million m3 that the current version can. Mobile Hangar Unit and Mobile Ship Maintenance Array would only be able to be used by that specific player. The only issue I could see to this is space within the bubble, so perhaps modules could be placed side by side.
In the long run, I think the entire POS system could be replaced by Mobile Units that players could place without needing special permissions. In that sense if you wanted to provide a way to keep unwanted folk out of the bubble something like a password, corp/alliance usage option like the current system. And as long as a player has access to the MCU they can drop and anchor their own Mobile Units without the need of the permission system (in other words. Good bye permissions for POS related activities, well, sorta). What I mean by sorta in there is that perhaps whilst an individual Mobile Unit would not be available to everyone, perhaps a Mobile Unit dropped by someone that is allowed to control the MCU (leaving the Starbase Config Equipment role in play) could set Mobile Units he/she drops for corp/alliance usage, which would benefit R&D Corps.
Each MCU could have different presets to different functions which would in turn alter its attributes. Maybe a subsystem setup or just simply the option to do it at cost of extra fuel or isk. Each preset would alter its PG/CPU to allow different module types, so something like a Defense Preset would allow more shield hardeners, guns, or ECM modules, whilst a General Preset would balance things out and a R&D Preset would allow more Mobile Labs, Assembly Arrays, etc. Better yet, instead of simply having the PG/CPU cap a limit to how many 'utility' modules could be fitted to the MCU just like a ship, with the except of Mobile Maintenance Arrays and Mobile Hangar Arrays, where perhaps a limit on how many players an MCU (depending on size of MCU, so say you could have a small, medium, or large MCU) can handle. This would in turn dictate how many MMA's and MHA's an MCU can handle.
Another thing I'd like to see is Player Owned Billboards...players drop cans for recruitment anyhow so I wouldn't see why this could be an issue and it be easier for recruitment. |

Rek Seven
Probe Patrol Awakened.
1414
|
Posted - 2014.03.14 15:56:00 -
[1327] - Quote
Wormhole Generator (WG)
A lot of people seem to be asking CCP to add duel statics to some wormholes that currently only have one. Instead of CCP forcing this change, why not put the choice in the players hands?
Here's a feature list describing how it could work:
1. The WG is manufactured using sleeper salvage 2. Can only be deployed in wormhole space 3. Can only be deployed at the sun 4. One WG allowed per system 5. 10 minuet spool up and shutdown time 6. Can be activated by someone in the owning corp that has required roles (anyone can pass through it) 7. System wide notification when new wormhole generation in initiated 8. 23 hour reinforce time 9. Hit points: Shield= 5,000,000 - Armor= 1,250,000 - Structure= 1,000,000 10. Drops sleeper salvage if destroyed +1 |

DrysonBennington
Eagle's Talon's
74
|
Posted - 2014.03.16 01:34:00 -
[1328] - Quote
This is not a request for a Mobile Depot but a request for a new cargo bay to be added to the Noctis for the Mobile Tractor Beam Depot.
The reason for the request is quite simple. When removing salvage and loot from the Noctis cargo bay the time management efficiency factor involved with transferring the cargo is reduced because of having to work around the Mobile Depot stored.
I usually select all and then Hot Drop O'clock everything into the station hangar and then reprocess it en mass. Without having the Empty Bee in its own cargo hold and being part of the dropped load the reduction in time management efficiency is once again reduced as is the risk of mistakenly selecting the Empty Bee and reprocessing it.
So in order to keep the skill level of time management efficiency comparable to the environment is the reason I am calling for the Noctis to have an Empty Bee (MTB) specific cargo hold added to it.
Good day. |

DrysonBennington
Eagle's Talon's
74
|
Posted - 2014.03.16 01:38:00 -
[1329] - Quote
Rek Seven wrote:Wormhole Generator (WG)
A lot of people seem to be asking CCP to add duel statics to some wormholes that currently only have one. Instead of CCP forcing this change, why not put the choice in the players hands?
Here's a feature list describing how it could work:
1. The WG is manufactured using sleeper salvage 2. Can only be deployed in wormhole space 3. Can only be deployed at the sun 4. One WG allowed per system 5. 10 minuet spool up and shutdown time 6. Can be activated by someone in the owning corp that has required roles (anyone can pass through it) 7. System wide notification when new wormhole generation in initiated 8. 23 hour reinforce time 9. Hit points: Shield= 5,000,000 - Armor= 1,250,000 - Structure= 1,000,000 10. Drops sleeper salvage if destroyed
What about a Wormhole Locator Depot ? The WLD would be deployed much the same as any other depot is. The WLD would then deploy its own drones to locate a wormhole. The ability to find a wormhole using the WLD would be based off of the pilots probe abilities as well as the WLD skills associated with using the depot.
Another Depot Would Be the Scout Depot that after deployed it would launch Scout Drones that would scout the system for a time traveling to each asteroid belt and then sending the pilot a report on what was in each belt.
We also need a Troll Depot for Punkturis newborn to be incubated in so he can grow into a Master Troller. |

Barbara Nichole
Cryogenic Consultancy
529
|
Posted - 2014.03.16 18:17:00 -
[1330] - Quote
I was kicking around some ideas last night as I was trying to sleep so I decided to post them. I have read a lot of deployable suggestions both the humorous and the serious but I don't remember seeing these.
- What about a one time use transport sled deployable with which you can send/jump limited sized cargo light years away without having to use a freighter or other ship other than to open and light a cyno beacon? It would have a suitable distance limitation from stations or larger interfering bubbles at the destination and not available into a high sec destination.
- How about a one time use signature reducing deployable that reduces the sig size of all objects with in the area it effects?
- How about a limited duration one time use deployable that feeds cap to all vessels within range? or it can even burst cap feed when dropped..
- How about a limited time nav-sat deployable that mimics other ships to scanning? (I have seen this before but it was year ago)
I tried to come up with serious ideas.. though I do have plenty of non serious ideas rattling around in my head..  -á-á- remove the cloaked from local; free intel is the real problem, not-á "afk" cloaking-á-
[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG] |
|

DrysonBennington
Eagle's Talon's
74
|
Posted - 2014.03.16 18:57:00 -
[1331] - Quote
Cloaked Mobile Depot - Special Operations Depot
I would like to see a variant of the Mobile Depot called the Cloaked Mobile Depot. The cloaked depot would only be able to be deployed in . 4 and below systems. The cloaked depot would have 2000 m/3 of storage volume along with a fitting station to allow for special operations to have a depot to change their ship fittings out at while performing their operations.
The Cloaked Depot would remain cloaked for 24 hours where it would then de-cloak. The Special Operations Depot would remain cloaked for a base of 24 hours plus an additional two hours for each level of Special Operations Depot Skill that the pilot learns.
Once cloaked the Cloaked Mobile Depot could not be uncloaked manually for at least ten minutes even if the ship comes to within 2000 meters of it the depot would still remained cloaked. After ten minutes the depot could be uncloaked either manually or through bumping and search techniques. After ten minutes the depot could be uncloaked and cloaked again as many times as needed for a duration of 30 minutes where the depot would then reset its cloaking mechanism.
The Special Operations Depot could not be uncloaked manually for at least twenty minutes either manually or if a ship comes within 2000 meters of it. After twenty minutes the depot could be uncloaked either manually or through bump and search techniques. After twenty minutes the depot could be uncloaked and cloaked again as many times as needed for a duration of 15 minutes where the depot would then reset is cloaking mechanism. |

Last Wolf
Umbra Wing
9
|
Posted - 2014.03.16 18:58:00 -
[1332] - Quote
Mobile Smart bombs. Basically they deploy like warp bubbles, but deal damage in pulses to anyone with in range of their "bubble".
I'm sure this one has been suggested on every page so far, but : Mobile Salvagers
Vacuums suck. |

DrysonBennington
Eagle's Talon's
74
|
Posted - 2014.03.16 19:01:00 -
[1333] - Quote
Barbara Nichole wrote:I was kicking around some ideas last night as I was trying to sleep so I decided to post them. I have read a lot of deployable suggestions both the humorous and the serious but I don't remember seeing these.
- What about a one time use transport sled deployable with which you can send/jump limited sized cargo light years away without having to use a freighter or other ship other than to open and light a cyno beacon? It would have a suitable distance limitation from stations or larger interfering bubbles at the destination and not available into a high sec destination.
- How about a one time use signature reducing deployable that reduces the sig size of all objects with in the area it effects?
- How about a limited duration one time use deployable that feeds cap to all vessels within range? or it can even burst cap feed when dropped..
- How about a limited time nav-sat deployable that mimics other ships to scanning? (I have seen this before but it was year ago)
I tried to come up with serious ideas.. though I do have plenty of non serious ideas rattling around in my head.. 
I like this idea a Remote Cap Charging Depot that would require using Cap Boosters. The Remote Cap Charging Depot would randomly select ships to recharge unless the pilot has a special skill that allows the pilot to directly target a specific ship. These types of Depots could also come in Shield and Armor repair flavors with a total range of 45km. |

DrysonBennington
Eagle's Talon's
74
|
Posted - 2014.03.16 19:03:00 -
[1334] - Quote
Last Wolf wrote:Mobile Smart bombs. Basically they deploy like warp bubbles, but deal damage in pulses to anyone with in range of their "bubble".
I'm sure this one has been suggested on every page so far, but : Mobile Salvagers
Maybe couple the Mobile Salvager Depot with Salvage Drones as well. You deploy the Salvager Depot and then place five Salvager Drones in the Drone Bay where the drones then automatically salvage anything that is within 25 km of the depot.
Could be nice idea to incorporate repair and combat drones in the same manner. |

Wkar
The Cronos Syndicate Rebel Alliance of New Eden
1
|
Posted - 2014.03.17 01:03:00 -
[1335] - Quote
Mobile Modular Structure
comes in multiple flavors: low, med, high.
Allows user to fit a single module.
Making this item a completely modular design.
Allows for same basic fittings that any battleship slot would allow.
ie a "high MMS " would allow for a single cruise missile launcher or equivalent to be fitted and would act with the same mechanics as a drone would.
To keep it from being totally OP, it would have limitations as well. Such as only one module can be "fit" at one time, user must remain within a set control range, likely 10k from structure. As well as only allowing for the usual 1 per 5k limit. With a mass of around 100-200m3 per module, this would severely limit those attempting to use it as a pseudo drone but still allow for them to do so if they so choose.
Limits on max cpu and powergrid would also be in place to prevent other issues of OP possibilities. |

Wkar
The Cronos Syndicate Rebel Alliance of New Eden
1
|
Posted - 2014.03.17 01:25:00 -
[1336] - Quote
Mobile Cloak Generator
Exactly as it sounds, with limitations.
Generates a 5k bubble in which all ships and structures that are inside are cloaked just as if cloaking with a covert ops cloak.
Movement speed is unaffected, however, warp is scrambled by an infinite point ( not affecting interdiction nullified ships ).
Any items exiting the cloak field will immediately become able to be locked and scanned.
A possible expansion would be a true cloak field which allows for an undetectable cloak just as a cov ops cloak does, where you are allowed to warp in/out undetected ( once you land only ).
As usual, you may not target from inside the cloak field and drones become lost as far as control
1 per 5k normal limits, 250m3, last for 15 minutes max, 180 sec anchoring/online time, around 5mil per. |

Shannun Peoples
Cauldron-Born Legion The Cauldron-Born
1
|
Posted - 2014.03.17 05:48:00 -
[1337] - Quote
Maybe if you were to add 1000s of new systems so that capital fuel is a big issue getting from low sec to DEEP null you could add a fuel station. corps could deploy and stock / sell capital fuel, Set the HP high enough that it wouldn't be easily destroyed and if it were the fuel would go boom with it. Limit 1 per system Change fuel to a fuel bay or fuel ship item only (couldn't be transported in a standard cargo hold due to it's unstable nature.) Add a few hundred LY (1000s of new systems) to the outer edge of New Eden as to make the need for such a structure legit.(doing so will also let the little guys get a start in fresh null) also making WHs more sought after as means of reaching the outer limits of New Eden with greater ease.
It would open up more lines of "work" a corp could be involved in |

Unkind Omen
Next Day Sun
39
|
Posted - 2014.03.18 05:41:00 -
[1338] - Quote
Please add a constellation-wide resistance/damage disruption module.
The realization can be done the same way as it is done for Incursions although it should be deployable by players, unique per solar system and providing no distinction between players(no FoF detection).
Such module will allow players to organize their own incursions to harass sov holders who are not willing to protect their care-bears against such pirate blockades. This is a better solution for small PvP groups then station undock camping blockades as they are constellation wide and such a group can have a cyno ship per 2-3 solar systems instead of 10 people in each solar system in the constellation.
This will as well cause fleet fights over stations and Ihubs to spread around the constellation as those modules will effectively cause players to have too low DPS to kill the station in reasonable time with subcaps and too low resistances on their capital to risk those.
The modules should be rather expensive to prevent spam abuse. Optionally they might have versions to build up resistance penalty over time(1 hour) while having large HP pool in structure instead of having low HP but instant penalty application. Both versions should be around 50 mil ISK per deploy. |

Martin T
Seburo Tech
0
|
Posted - 2014.03.19 02:18:00 -
[1339] - Quote
I for one would like to see a shield and/or armor structure that you can deploy around your other structures. We can already refit in space with the new mobile depots. We can also anchor and access containers in space. It's almost like a cute tiny POS with a ship maintenance array and corp hangar. It lacks the defense that a POS provides though, since they can be put into reinforced mode or outright destroyed fairly easily. So this is where some sort of small force field generator or something similar could come in.
Besides, right now alliances get sov and stations, corps have POSes, but solo players do not have a way to really stage things in space for a longer period of time (the 30 day limit right now is perfect), which is the theme of the new ships.
It doesn't have to be anything powerful - certainly not something you would want to leave under attack for more than a few minutes at most. Maybe you get a notification when it gets attacked, so you can warp in and reconnect to your sentry drones. I think it makes for a decent addition as it adds some small optional excitement for pvp both 1v1 and fleet-wise (guerilla warfare anyone?) It's also something that can grow as the mobile structures get more powerful.
PS. I WANT ARTILLERY STRUCTS - BIG SPACE CANNONS AND LASORS THAT MAKE THINGS GO BOOM or at least let you fit like one high slot module on them, maybe run them on cap boosters. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1172
|
Posted - 2014.03.19 09:29:00 -
[1340] - Quote
How about a mini moon mining array, deploy it anywhere in orbit of the moon and start mining moon goo. Deploy it alongside other modules to build your own modular pos. Dumbing down of Eve Online will result in it's destruction... |
|

Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
81
|
Posted - 2014.03.19 17:21:00 -
[1341] - Quote
I would like to see a few types of deployable markers.
Distress Beacon - Essentally a very small single use deployable. It onlines very quickly and then becomes a warp point in the overview. It would also have a relatively short duration of an hour.
Nav Beacon - Similar ot the Distress Beacon, but takes a minute to online, and lasts a few days. It can also be recovered for later reuse. It would be signficantly larger and a bit more durable than the Distress Beacon. Also the beacon name could be customized by the person deploying it.
Encrypted Nav Beacon - A variant of the Nav Beacon, it would require the person deploying it to enter a code. Other ships would only see it then on the overview if they have the same code entered in their ship, much like a POS shield password. It would have a higher cost and a shorter lifespan than the convetnional Nav Beacon.
|

DetKhord Saisio
Seniors Clan The NME Alliance
47
|
Posted - 2014.03.20 18:24:00 -
[1342] - Quote
What would I like to see? My assets in the wormhole listed in the assets window. |

GetSirrus
Imperial Academy Amarr Empire
80
|
Posted - 2014.03.20 22:43:00 -
[1343] - Quote
mobile ore compression deployable. |

Little Blackjack
Money Savers Inc
7
|
Posted - 2014.03.21 15:35:00 -
[1344] - Quote
*Shiled Power Station* // *armor power station* // *hull power station* .. once deployed, it takes time to load a shieldbuffer to max. Any ship (or only owner) nearer than 2,5km will be able to active the device. Once activated, the device will boost the shields of the activating ship until ship max or until the devices buffer is empty. Example: loading time: 600s Shield buffer max.: 20k So after 300s any ship near will be able to recharge 10k of its shield. Then the device buffer is zero, loading starts again from zero.
|

zuranus
Kebec corporation Silent Infinity
3
|
Posted - 2014.03.21 16:20:00 -
[1345] - Quote
A system decloaking module ,You (CCP) have been asked to do something for how many years now...2-3 years .
I dare you !
How many accounts will you lose, you tell me ,thats why you won't touch it.
Ok guys just log on and go to work see ya later. |

Machinn Shinn
Selinir
1
|
Posted - 2014.03.21 21:56:00 -
[1346] - Quote
Mobile Ore Reprocessing Unit |

DrysonBennington
Eagle's Talon's
75
|
Posted - 2014.03.22 17:38:00 -
[1347] - Quote
Yawnn....suppose we better undock then....
What about Pirate Faction Mobile Structures? They have probably been brought up already but I'm going to spend time sifting through what has already been posted.
What about Sansha Incursion, Infested Drone and Sleeper Mobile Depots?
|

DrysonBennington
Eagle's Talon's
75
|
Posted - 2014.03.22 17:40:00 -
[1348] - Quote
GetSirrus wrote:mobile ore compression deployable.
Mobile Compression Depot
A sorta mini mobile Roqural that would be able to compress one type of resource. Not a bad idea. |

DrysonBennington
Eagle's Talon's
75
|
Posted - 2014.03.22 17:43:00 -
[1349] - Quote
Little Dragon Khamez wrote:How about a mini moon mining array, deploy it anywhere in orbit of the moon and start mining moon goo. Deploy it alongside other modules to build your own modular pos.
Another good idea that merits warrant.
You could deploy the Moon Mining Depot where it would mine Moon Material for 24 hours after which it would offline and not be useable.
Cargo Hold would be 3500 m/3. |

Lakotnik
TSOE Po1ice TSOE Consortium
3
|
Posted - 2014.03.23 13:52:00 -
[1350] - Quote
What I'd like to see for mobile structures is the addtion of:
"Launch for Fleet" "Launch for Corporation" "Launch for Alliance"
So you don't have 50 pilotes who each have to carry THEIR own Mobile Depot, less debris and chunks floating through space as well. |
|

DrysonBennington
Eagle's Talon's
75
|
Posted - 2014.03.23 15:08:00 -
[1351] - Quote
Lakotnik wrote:What I'd like to see for mobile structures is the addtion of:
"Launch for Fleet" "Launch for Corporation" "Launch for Alliance"
So you don't have 50 pilotes who each have to carry THEIR own Mobile Depot, less debris and chunks floating through space as well.
You mean a Fleet Mobile Depot that could a certain number and type of smaller depots that could be launched for Fleet, Corp or Alliance where the each member could then launch their own depot from the Fleet Mobile Depot?
I think the idea warrants merit.
A Fleet Mobile Depot would have the ability to launch up to ten Mobile Structures.
A Corporate Mobile Depot would have the ability to launch up to twelve Mobile Structures and could be used as a ship fitting array.
An Alliance Mobile Depot would have the ability to launch up to fifthteen Mobile Structures, could be used as a ship fitting array as well as having a remote armor, shield or hull repair capability. |

Swiftstrike1
Swiftstrike Incorporated
550
|
Posted - 2014.03.24 16:50:00 -
[1352] - Quote
Mobile Deployable Spray Painter
Consumes one of the new ship skin BPCs and turns your standard spaceship into the new model while you are still in it. After all, it's only a paintjob and the current method for applying the new skins is less than ideal.
BONUS FEATURE: Should be programmable to let other people use it for a fee based on standings. Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Debora Tsung
The Investment Bankers Guild
958
|
Posted - 2014.03.25 10:13:00 -
[1353] - Quote
zuranus wrote:A system decloaking module ,You (CCP) have been asked to do something for how many years now...2-3 years .
I dare you !
How many accounts will you lose, you tell me ,thats why you won't touch it.
Ok guys just log on and go to work see ya later.
Follow the link in my signature, thank you for your cooperation.
EDIT: Also just for giggles, deployable shield resistance scramblers.
Creates a bubble about 15km diametre that lowers the shield resistance for any ship inside by about 2 - 3 %. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Catherine Laartii
Knights of Xibalba
116
|
Posted - 2014.03.28 03:33:00 -
[1354] - Quote
Mobile self-repair tower, with the addendum of being unable to work or be deployed during combat. Would repair shield, armor, and then hull in that order. Would be great for armor tankers in pvp and pve that can't find a station to dock in; would be ideal in hostile null. |

Catherine Laartii
Knights of Xibalba
116
|
Posted - 2014.03.28 03:36:00 -
[1355] - Quote
DrysonBennington wrote:Zappity wrote:Deployable billboards. Deployable corporate billboards with an audio recording and animation of the speaker when activated.
What about changing the current system billboards to pull up local adverts for corporations? It'd be a good way to passively recruit and would elliminate the need to spam cans in hisec to advertise. |

DrysonBennington
Eagle's Talon's
84
|
Posted - 2014.03.28 22:59:00 -
[1356] - Quote
Catherine Laartii wrote:DrysonBennington wrote:Zappity wrote:Deployable billboards. Deployable corporate billboards with an audio recording and animation of the speaker when activated. What about changing the current system billboards to pull up local adverts for corporations? It'd be a good way to passively recruit and would elliminate the need to spam cans in hisec to advertise.
Even better yet why not create a Mobile Billboard Depot where the owner would input advertisements that the pilot wanted to be read. Once paid for the advertisers name with a small description would be display when the depot is scrolled over. The viewer would then click the depot and the advertisers name to read the full advertisement.
Example: DEPOT IN SPACE <------ Pilot scrolls over the depot and comes across this advertisement
Eagles Talons seeks new mining barge pilots. inquire within.
The viewer then clicks the depot and the corporation name where the entire message is displayed.
Eagles Talons seeks new mining barge pilots to help fulfill market orders to help build the profitability of the corporation. Pay is based on the amount of time you spend mining as well as receiving free items and modules that the corporation manufactures.
Eagles Talons is an open enrollment corporation and does not discriminate based on race, sexual preference or the color of underwear that you have worn for the last week....or two.
Please E-Mail Dryson Bennington with your inquires.
|

Catherine Laartii
Knights of Xibalba
118
|
Posted - 2014.03.28 23:30:00 -
[1357] - Quote
DrysonBennington wrote:Catherine Laartii wrote:DrysonBennington wrote:Zappity wrote:Deployable billboards. Deployable corporate billboards with an audio recording and animation of the speaker when activated. What about changing the current system billboards to pull up local adverts for corporations? It'd be a good way to passively recruit and would elliminate the need to spam cans in hisec to advertise. Even better yet why not create a Mobile Billboard Depot where the owner would input advertisements that the pilot wanted to be read. Once paid for the advertisers name with a small description would be display when the depot is scrolled over. The viewer would then click the depot and the advertisers name to read the full advertisement. Example: DEPOT IN SPACE <------ Pilot scrolls over the depot and comes across this advertisement Eagles Talons seeks new mining barge pilots. inquire within. The viewer then clicks the depot and the corporation name where the entire message is displayed. Eagles Talons seeks new mining barge pilots to help fulfill market orders to help build the profitability of the corporation. Pay is based on the amount of time you spend mining as well as receiving free items and modules that the corporation manufactures. Eagles Talons is an open enrollment corporation and does not discriminate based on race, sexual preference or the color of underwear that you have worn for the last week....or two. Please E-Mail Dryson Bennington with your inquires. Are you guys just looking for Barge pilots or you going with combat pilots too? Just curious |

Justin Cody
AQUILA INC Verge of Collapse
150
|
Posted - 2014.03.31 13:45:00 -
[1358] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
Living in W-space I'd like to see a couple things:
A mobile structure that affects wormholes (or a couple of them).
1) increase maximum mass that can pass through - so a 3B KG hole becomes a 4 or 5B KG hole (destroying the structure causes the hole to collapse immediately as does unanchoring it) - my god the meta with that.
2) Increase the duration - anchorable only on an EOL hole, the WH gains an additional 4 hours life and is set back to normal status. Hole will collapse if unanchored or destroyed immediately.
So out of it we get some fun new collapsing metas and ways to roll chains without using ships even. These structures should be built out of sleeper salvage and PI and be tech 3 flagged. Anchoring 5 and Graviton Physics to 5 should be required for use as well (if for no other reason than role play) and consistency. For mineral requirements - some tritanium, but not much.
HP - 120K same as a large anchorable t2 bubble. No RF timer.
Appearance? - Something like *HERE* but with physical emitter structures orbiting the sphere in an animated fashion.
Make one greenish-black in color pallet and the other that blue-purple.
|

Electrified Circuits
12 years a sex slave
16
|
Posted - 2014.04.01 05:40:00 -
[1359] - Quote
Honestly, less deployables |

Vadeim Rizen
TYR. Exodus.
17
|
Posted - 2014.04.01 17:14:00 -
[1360] - Quote
Mobile trading post. Designed to allow for a mobile market of sorts. Would be good for wh living, and for wanting to set up shop in 0.0 for those who dont have access to a station. put items in to the structure, players can removed items from the structure once the isk is transferred. The post would be destructable, so would not be left unattended for long.
EDIT: Think of a giant space vending machine |
|

Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
6
|
Posted - 2014.04.01 22:37:00 -
[1361] - Quote
Mobile Capacitor Disruptor
Same sizes/ variants as warp bubbles, but slowly drains the cap of people inside of it, similar drain to nos sizes
effects stacking on overlap |

Bloodmyst Ranwar
War Toys Inc
121
|
Posted - 2014.04.02 03:24:00 -
[1362] - Quote
Mobile Structure: Tactical warp inhibitor
Description: Increases the minimum warp distance from 150km to 500km when unit is deployed on grid. Unit can be deployed next to stargates, wormholes and stations.
Area of effect: 500km
In order for a small gang or fleet to warp onto fleet members they must now be at least 500km away from the warp in point.
PS - Make it happen CCP!  |

shadow-storm
The Constantins Constantin Republic
0
|
Posted - 2014.04.02 09:36:00 -
[1363] - Quote
I would really love to see mobile stargates that will jump you into jovian star systems. |

ALI Virgo
hirr RAZOR Alliance
88
|
Posted - 2014.04.03 03:47:00 -
[1364] - Quote
mobile unit that has one high one low and one med
we can put mods on it and ancher it. kind of like a side kick that decays in time if not scooped
It will have a skill for it like we have skills for pi based on how good it performs and in what field
Ai skill and how many we can deploy. < it be nice if we can write a form of script in note pad and place it in its cargo and it follows those commands. Some basic C but that's over thinking.> But if we can personalize what it does like we do with pos before we eject it in space that be nice too.
We can personalize this unit
mobile smart bomb
mobile salvager
mobile bomber
Mobile rockets turrets that shoot what ever we are shooting
Mobile warp scrambler
Mobile reps that rep what ever we are reping
Mobile mining drones and strip miner unit.
Mobile ecm burst unit with stealth abilities
Mobile drone relay even
Mobile cyno
Mobile vamp |

Andreus Ixiris
Duty.
4504
|
Posted - 2014.04.04 21:29:00 -
[1365] - Quote
Mobile stargates. Mane 614
|

Nalelmir Ahashion
Omen Industries -Entropy-
263
|
Posted - 2014.04.06 00:37:00 -
[1366] - Quote
Hulasikali Walla wrote:An ore mining/refining/compressing structure for ninja mining 
This. "What's worse than a foul-mouthed eight-year-old constantly claiming he's had relations with your mother? A foul-mouthed eight-year-old constantly claiming he's had relations with your mother who thinks he's a gangser, that's what." --áAaron Birch |

DrysonBennington
Eagle's Talon's
92
|
Posted - 2014.04.06 03:18:00 -
[1367] - Quote
Sometimes when I get nervous I pull my CCP Bangerz Hammer out and give it a good lick...ah the taste of corrosive metal.
What about a Depot that would be able to set up a field around a gate in null that would render the gate useless unless the Depot was hacked and offlined?
The hacking of the depot would be much the same as hacking a site where you had to beat the networks security protocol to unlock the gate.
This would make pvp much more interesting in null instead of just sitting there on the gate with a bubble waiting for the high sector pods to come through after a ratting mission. |

DrysonBennington
Eagle's Talon's
92
|
Posted - 2014.04.06 03:29:00 -
[1368] - Quote
Vadeim Rizen wrote:Mobile trading post. Designed to allow for a mobile market of sorts. Would be good for wh living, and for wanting to set up shop in 0.0 for those who dont have access to a station. put items in to the structure, players can removed items from the structure once the isk is transferred. The post would be destructable, so would not be left unattended for long.
EDIT: Think of a giant space vending machine
I definitely give this idea a ten star rating.
You could place the Mobile Trading Post at a planet or Moon where the pilot would open the Mobile Trading Post Up much like a cargo can to see what was being sold.
The pilot clicks the Trade with the De-pot Button a window opens up and the pilot places the item or items into the trade window and then hits accept. The Depot then calculates the cost and displays the total price. If the pilot wants to purchase the item or items the pilot would then click Complete Trade. Once the Complete Trade button has been clicked the items are jettisoned into space to be scooped by the pitlo,pilto <----Dryson Bennington language guide translates into pilot.
The Mobile Trading Post Depot would have three flavors to lick from with the first one having ten slots, the second one having 12 slots and the third one having 15 slots.
The Mobile Trading Depot would require new skills to be learned but would not effect the total number of station market sell slots.
The Mobile Trading Depot would not be invincible but would be considered a Concordable offense resulting in ship loss. |

DrysonBennington
Eagle's Talon's
92
|
Posted - 2014.04.06 03:38:00 -
[1369] - Quote
Praxis Ginimic wrote:I haven't read the whole thread but assume this post will not be original... just another vote for skirmish, armor, etc, link towers.
Another good idea that warrants merit.
|

Jagoff Haverford
Northstar Cabal Tactical Narcotics Team
124
|
Posted - 2014.04.06 13:16:00 -
[1370] - Quote
Probably already been mentioned -- Mobile Cloak Inhibitor, preventing cloaks from activating within a certain (probably small) range.
It would be evil as hell. |
|

Woeste Veegmachine
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.04.08 12:55:00 -
[1371] - Quote
Something really simple; a small mobile drone maintenance bay. to dock up in and repair armor / hull for paste. Maybe have it use capacitor to increase shield regen inside.
The drones inside this hangar should still count as being controlled - they are just having maintenance. Though it should probally only be able to handle light, medium and heavies. (An extra large version for fighters perhaps?) |

Sabriz Adoudel
Mission BLITZ
2494
|
Posted - 2014.04.09 02:26:00 -
[1372] - Quote
Woeste Veegmachine wrote:Something really simple; a small mobile drone maintenance bay. to dock up in and repair armor / hull for paste. Maybe have it use capacitor to increase shield regen inside.
The drones inside this hangar should still count as being controlled - they are just having maintenance. Though it should probally only be able to handle light, medium and heavies. (An extra large version for fighters perhaps?)
Oh this is an excellent idea. Paper thin EHP so it can't be used in combat.
https://forums.eveonline.com/default.aspx?g=posts&t=326497 --áPsychotic Monk for CSM! https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. If you want to mine in highsec, read www.minerbumping.com. |

Ix Method
Brutor Tribe Minmatar Republic
125
|
Posted - 2014.04.10 17:50:00 -
[1373] - Quote
Mobile Medical Service, deployed for the corp and adds medical services for its members at every station within the system. Travelling at the speed of love. |

X Gallentius
Justified Chaos
2138
|
Posted - 2014.04.10 21:22:00 -
[1374] - Quote
Mobile Gun/Missile Batteries. I want to build a "Hidden Justified Chaos Den" at a deep space location in Vlillirier. :D |

Darth Saladyn
Hooded Underworld Guys Northern Coalition.
1
|
Posted - 2014.04.10 22:21:00 -
[1375] - Quote
Mobile logistics units . they rep only capsuleer ships and only within a set distance lets say 5 km. The range you can anchor them to each other is the same distance as the rep range so you can only be repped by one. there would be armor, shield, hull and capacitor ones. and you can anchor an armor one next to a shield one however. the rep amount of one would be equivalent to maybe a T2 logi ship. just a thought that might be nice or stupid dont know yet |

Protector X
The Xziles
7
|
Posted - 2014.04.11 19:48:00 -
[1376] - Quote
Advertisement Signs of all shapes and sizes! |

David Goldline
Lonestar Distribution Inc. LEGIO ASTARTES ARCANUM
0
|
Posted - 2014.04.12 06:20:00 -
[1377] - Quote
Mobile Cynosural tunnel Generator .. It could be called a Mobile interspatial Corridor Generator, artificially-created energy conduit through a realm of subspace known as wormhole space. Could be utilized by sub-capital ships to cover great distances in a relatively short period of time. With a life time of 2 days and cannot be retrieved - it is only a one-time , one-way use disposable structure. just like the Micro Jump Drive Array.
Good for for 1 to 2 Light years and warm up time of 30 minutes before "lighting up" another unit
Like why not.. There's a Mobile Cynosural Inhibitor. Why not a device that does opposite of the inhibitor ?.
This would make pvp much more interesting in null sec |

Zuminez
Shell corp.
1
|
Posted - 2014.04.12 07:44:00 -
[1378] - Quote
Steve Ronuken wrote:Omnathious Deninard wrote:Forgive me for being frank, but I would rather POSes get overhauled before new mobile structures get introduced. Welcome to the replacement for POS. Current POS code is a nightmare of complexity. So replacement with new code in an incremental fashion is probably a lot easier.
I would prefer being able to anchor structures anywhere. Only around moons feels so restrictive. |

Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
13
|
Posted - 2014.04.12 17:52:00 -
[1379] - Quote
Mobile Jump Unit
Single use, cannot be re-scooped
1 min to deploy, can Jump the Deployee up to 5 Ly from starting system to a cyno or beacon
Can come in size variances, small, med, large - same as rigs
Small - 60m3 Med - 125 m3 Large- 250m3
Cost 8-10m for small 15- 20m for med 40 - 50m for large
|

Eiken Song
DER AUFSTAND
1
|
Posted - 2014.04.13 22:33:00 -
[1380] - Quote
I would see a Support/Protect Unit. For example: All miner in icebelt assist theyr drones/modules to the unit and if some player get global aggression all drones and assisted moduls will activate in the criminal. |
|

DrysonBennington
Eagle's Talon's
99
|
Posted - 2014.04.14 23:03:00 -
[1381] - Quote
What about a Mobile Asteroid Scan Depot?
The depot would be placed close to an asteroid belt and would then scan each asteroid within its range to return a scan result of the roids? |

Bland Inquisitor
Vanishing Point. The Initiative.
19
|
Posted - 2014.04.15 01:14:00 -
[1382] - Quote
a deployable that when placed between two celestial bodies, pulls ships out of warp. Think of this as a drag bubble but in a safespot. Its easy to avoid by pinging around it just like a drag bubble and will make direct travel potentially more of a risk for faster travel. |

DrysonBennington
Eagle's Talon's
99
|
Posted - 2014.04.15 22:11:00 -
[1383] - Quote
A Mobile PI Depot that could bet to automatically receive shipments from your PI on a weekly basis.
The basic unit would last for a month and be able to hold 2500 m/3 of a single type of PI - Cost 15 million ISK.
The second unit would last for 20 days and be able to hold 3500 m/3 in two holds (1750 m/3 each hold ) of two different types of PI - Cost 25 million ISK.
The third unit would last for 20 days and be able to hold 3000 m/3 in three holds ( 1000 m/3 each hold) of three different types of PI - Cost 35 million ISK.
These units would need to be anchored at 65,000 km from the planet and not within the range of 30,000 km of another similar Depot. |

Vulfen
Snuff Box
100
|
Posted - 2014.04.17 18:21:00 -
[1384] - Quote
1. How about a mining siphon unit
So you place it in a belt and ift someone uses a strip miner it breaks away some of their ore, you are imediately flaged against this person's corp and a legal target. the structures should be fairly weak say about the HP of a Destroyer so a miner with drones can kill it. 1 time usage
But if they attack it you are then allowed to attack them. Adding risk to mining.
2. Sensor re-calibration unit
Everyone in it's radius (15km or so) gets a 25% boost to sensor strength but suffers a 15 % loss in lock range & 10% loss in scan resolution. Also a structure that can do the opposite. Reuseable
|

Xe'Cara'eos
A Big Enough Lever
160
|
Posted - 2014.04.20 18:18:00 -
[1385] - Quote
mobile loot scooper kinda like the MTU - but works better with a noctis - does not tractor anything, but will loot all applicable wrecks/cans within it's 2500m radius, 50m3 or less, with 27,500m3 cargohold, decays after 5 minutes, has a 'loot all' button, and is re-usable (anchoring/unanchoring delay of 30s, tops) should be somewhat cheaper than an MTU, but not too much. For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it WILL be. |

Aegis Angelica
Extra Dimensional Rat Pack Renegades
0
|
Posted - 2014.04.21 23:00:00 -
[1386] - Quote
I would like to be able to have businesses in stations - a passive income generator which is based upon how many ships visit the station in 24 hrs (ships have many crew remember, not just us - the pilots)...
Each business costs X (isk to set-up) + Y ( isk to maintain) + Z (isk to rent) per month (like an office).
I would open a Roadhouse which sells virgin pina-coladas and cheese nachos grande. |

DrysonBennington
Eagle's Talon's
99
|
Posted - 2014.04.22 01:09:00 -
[1387] - Quote
I would like to see Mobile Depot Skins similar to the ship skins be created so we can create a unique look for our depots.
The Mobile Depot Skins would be similar to the Ship Skins. Then there would be the Battle Damage Mobile Depot Skins that would show damage to the depot. |

Yun Kuai
Polaris Rising Gentlemen's Agreement
113
|
Posted - 2014.04.22 03:44:00 -
[1388] - Quote
Mobile Sentry Battery
A deployable turret that is used to support mining operations in low, null, and wh space. The idea is to provide small groups of miners some protection against the constant NPC's that spawn in the belts. The turret would be able to fire upon suspect/criminal flagged players as well, but the tracking and/or damage would be laughable against anyone who has a properly fit ship. These turrets would take some time to anchor and set up in position, but would be a benefit to organized miners who want to take excursions into more risky areas for the better rewards.
Is used to support miners during their mining operations against NPC spawns (not used to replace defense against other players)
Can only be anchored in asteroid belts and gravimetric sites
Can only be anchored in low, null, and wh space
Turret size is 7,500m3 packaged
Anchor and Online time would be 5-10mins altogether
Limited to 2 turrets per asteroid belt
Turrets must be loaded with ammo similar to pos modules
Turret EHP is considerably low: 1-2.5k EHP (easily destroyable by players)
Turrets would survive in space for 24 hours before breaking down but can be scooped
|

erg cz
Sliperer
58
|
Posted - 2014.04.22 13:18:00 -
[1389] - Quote
Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build. |

SpaceSaft
Sub Par. The East India Co.
71
|
Posted - 2014.04.22 18:51:00 -
[1390] - Quote
I know it's been brought up before but a mobile store would be insanely handy.
Mainly not to buy from but to sell to.
Imagine how easy it would be to organize mining ops with a proper payment mechanism! I don't even know anymore what to think about CCP... |
|

Arronicus
Ravens' Nest Outlaw Horizon.
927
|
Posted - 2014.04.22 20:06:00 -
[1391] - Quote
erg cz wrote:Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build.
How do you figure? control towers must still be anchored at moons, and nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it. Just because the standings requirement was dropped, doesn't mean there's going to be any new pos locations, I doubt more than a hundred new towers will go up, total.
Yun Kuai wrote:Mobile Sentry Battery
A deployable turret that is used to support mining operations in low, null, and wh space.
Turrets must be loaded with ammo similar to pos modules
Turret EHP is considerably low: 1-2.5k EHP (easily destroyable by players)
So, the turret gets 1-2 shot by a pack of sleepers/nullsec rats. What's the point? |

erg cz
Sliperer
58
|
Posted - 2014.04.23 07:10:00 -
[1392] - Quote
Arronicus wrote:erg cz wrote:Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time.... This. Absolutely needed, IMHO, with incomming summer patch. High sec is going to be overspammed with abandoned towers, that were build just because they could be build. How do you figure? control towers must still be anchored at moons, and nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it. Just because the standings requirement was dropped, doesn't mean there's going to be any new pos locations, I doubt more than a hundred new towers will go up, total.
1. Players with one man corp like my own will get new toy to play with. Even without standings. So we will spam new towers :) 2. Right now it is impossible to anchor POS in 0.9 or 1.0 systems. After the patch it will be possible. 3. "nearly every single moon in highsec that connects to trade hubs without going through lowsec, already has a tower on it" - and many of them are abondoned, without fuel and shields. That is the very reason why we need POS salvaging mobile device. Hack it, unanchor it, sell it or use it. Go to the next one. The whole new profession, one would say.
|

Greviouss
Ashfell Celestial Equilibrium POD-SQUAD
0
|
Posted - 2014.04.24 01:38:00 -
[1393] - Quote
good evening
cloak pulse (and added mini game?) ok people dont liek this idea and i know which ones of you you are. were not after you. were after that biowaste sitting in a cloaky afk watching your home system traffic and reporting it to YOUR ENEMIES! took me 2 years to devise this one... and here it is..
a POS deployable that requires alot of science cloaking and various other skills to manipulate. the better the skills the better your odds of winning. the better the skills of the afk biowaste the better his chances of not having his cloak go offline and need to be turned back on. player A operates the POS module and a pulse goes out across the system. The biowaste cloaky gets a 10 second warning that his cloak is being hacked. this begins a two player minigame that resembles the existing hacking system. the difference is that the cloaker places his firewalls and cloaking core on the board (30 seconds to do this?) attacker gets a "loading hack" message while he sets his defenses. then the game proceeds liek any normal hack accept the player can choose where to start. you can add various different implants or variations on the pos module and a midslot anti hack module would make for varying degrees of options for both sides. you can base attack strengths on a multitude of skills to acquire varying numbers of attack and defense.
again this is not to kill all the cloakers. but .. can REMOVE AFK CLOAKYS ALTOGETHER (no response no minigame and the attacker wins automatically deactivating the cloak) or at least have a BALANCE against their ability to watch everything you do and you can do nothing about it. to be fair the POS module should have a 1 hour cooldown timer if it fails to win the hack on a cloaked ship, and eat a ton of fuel. you can have a t2 variant of the POS module that is designed to work against cov ops (and doesnt work against non cov ops cloaks) also you can only have one online in any system at a time, and have a 30 minute onlining time. there see not so bad considering the drawbacks. 1 has to manually operated, 2 is expensive as u can imagine, doesnt blanket all cloaks with one item, doesnt prevent you from cloaking anywhere in the system at any time unless its being operated. and even then it cannot be operated 24 hours a day cause of failure or fuel.
deployable (> 0.4) or modifiable (HS) billboards there are billboards all over eve in hi sec, allow capsuleers to make thier own advertisements on them for whatever, look to entropia unverse for the model for this as i see it in my head. allow pilots to choose the billboards that run thier ad in cycle with others for an isk fee per day. for null, same principal but allow the deployment of billboards, billboards last various times based on the bpc used to build it (week, month, 3 month) fuel them with mechanical parts ;)
deployable broadcast towers - a devoted channel opens if there is a broadcast tower up . make it fueled, and make it eat fuel fairly quickly. it should be expensive to automate a message to an entire system, and the entire system should b able to ignore it. it causes suspect status for destroying, it lasts upto 60 minutes, eats like 100k water or ozone or consumer electronics
mobile dscan (from lots of posts) PLEASE GIVE US A WAY TO AUTO DSCAN OMG PLEASE. mice everywhere will rejoice, as will pointer fingers of miners around the globe. requires skills, primary of which will reduce the amount of time between auto dscans
the beacon from #39 - deployable that you your fleet your corp and your alliance can warp to about the size of a drone... it does not show up on any scans. extremely low HP no status change for destroying it
reflector deployable (reflects one or two types of damage(randomly determined at manufacturing time?))
black market hub (max 5 items / 5km3) cannot b launched in any system containing a station. raises suspect status for destroying. requires trade, and manufacturing skills which can effect the items and mass allowed. does not leave behind any items when destroyed, but could be suceptable to a variant of the already released sucker deployable that siphons off 5% of the isk sales.
drone hive a deployable that auto agresses any attacker of it, the owner, or owners fleet with up to 5 drones at a time. fueled by robotics and BYODrones 100m3 drone bay
modularize the mobile depot currently only seems useful for griefers n pirates? u can use H/M/L & PG/CPU like ships fit create a whole new tree of skills if you wanted to for it. create any item ingame or being discussed as plugins for it expanded cargo etc. make these things NOT function AND UNREMOVABLE if the reinforcement mode begins, just the basic module as it is now. scooping the mobile depot with mdules attached puts them in a container UNPACKAGED in space. this leaves everything you had in it vulnerable to being taken and or destroyed. you want it you better be able to defend it.
grid detector (pretty much only useful for WH - puts anyone who passes in local for 1 hour and if connection with the ship is lost the name is removed from local)
WH stabalizer A (fueled, extends WH life indefinately as long as anchored, has like 5 hitpoints, costs millions requires insane science skills and jumpdrive skills, expires after 120 hours, only one allowed in any system at any time, cannot be used with version B) (would b funny if attempting to place a second causes a massive explosion for real destroying the launching ship - people make mistakes ...) (removing this item instantly collapsees the closest WH) WH stabalizer B (fueled, increases the amount of mass of the WH can withstand for collapsing, cannot be used with version A, only 1 allowed in system at a time
MOBILE GUNS MISSLES AND MINING ARRAYS ARE A NO GO
WTF this is EVE and I ran out of space? thanks  |

Freelancer117
So you want to be a Hero
186
|
Posted - 2014.04.24 11:54:00 -
[1394] - Quote
a Personal Deployable Structure that can use mineral compression blueprints  Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
|

Althalus Stenory
Flying Blacksmiths
5
|
Posted - 2014.04.24 12:42:00 -
[1395] - Quote
Some kind of "trading array" or "public hangar".
The idea here is to have an anchorable structure somewhere around POS (not too far too) that people can use as "courier contract" dest (reachable easily from courier bookmark).
Then this structure can be (or not) linked to some hangar array to automatically move item from the "trade array" to the hangar.
The main issue will be abuse from corp settings bad standing and shooting people doing the contracts, so it will require some kind of "peace time" until contract is fulfilled and only for industrials (not to have a fleet using this courier to "safe warp on a POS")
*stop dreaming* |

Jeanne-Luise Argenau
Cruis3r's Cr3w Inc. Constructive. Criticism.
92
|
Posted - 2014.04.24 21:31:00 -
[1396] - Quote
mobile compression unit
as the name states a structure which can compress ore without the need of a pos
if posted before count this as support for it  |

Kyle Wildfire
Federal Defense Union Gallente Federation
0
|
Posted - 2014.04.26 07:01:00 -
[1397] - Quote
A Mobile hanger, to suplement the mobile depot then solo players can make a base out in the middle of nowhere. |

Mikhem
Taxisk Unlimited
131
|
Posted - 2014.04.27 16:58:00 -
[1398] - Quote
Could mines return as deploydables? https://forums.eveonline.com/default.aspx?g=posts&t=327700&find=unread Mikhem
Door is still closed. :(
|

IDGAD
The Scope Gallente Federation
116
|
Posted - 2014.04.28 17:09:00 -
[1399] - Quote
Mobile POS! Slap a jump drive on that ***** |

Frostys Virpio
The Mjolnir Bloc The Bloc
1044
|
Posted - 2014.04.28 17:46:00 -
[1400] - Quote
Only if they fix the sillyness of getting concordokken if your mines in null hit someone. |
|

leavemymomalone idiot
State War Academy Caldari State
40
|
Posted - 2014.04.28 21:46:00 -
[1401] - Quote
i would like to see a deployable structure that breaks and prevents a warp scramble.
as it sits just now if you get scrambled, until the ship holding you is dead or out of range your toast.
being able to drop a mobile lock breaker would allow the owner to warp out of the area
one time use only
personally i think this item would make eve even harder for ganking and gives the fleeing party a way out.
|

Anthar Thebess
REPUBLIKA ORLA C0VEN
382
|
Posted - 2014.04.29 09:38:00 -
[1402] - Quote
Moon mining inhibitor - while active blocks all mining activities on a pos. Something like siphon but without the stealing part. Isthar Changes LVL 5 Missions in Nullspace |

Mr Deathstalker
Artificial Intelligence. The East India Co.
0
|
Posted - 2014.04.29 15:25:00 -
[1403] - Quote
Koban Agalder wrote:Stationary (geostationary) orbital bombardment unit/cannon.
But anchorable guns (with limited lifespan, and no possibility to anchor them nearby POS/gates/stations) would be interesting.
I was about to say something similar. Novadays everyone is crying about HS being not safe for miners and other ppl. I wanna sugest dropable local guns, who could react to agression or something like that. |

DrysonBennington
Eagle's Talon's
106
|
Posted - 2014.04.29 21:47:00 -
[1404] - Quote
Mobile Micro-Warp Jump Drive Depot that would micro jump any ship passing through its field in the direction of travel 120km. |

motie one
Aliastra Gallente Federation
4
|
Posted - 2014.04.30 11:10:00 -
[1405] - Quote
Hisec only deployable the CONCORD enhancement response system, a deployable that decreases bounties and mining yield on grid and in exchange boosts concord response times and flight times.
Comes in 5 varieties, level 1 reduces bounties by 5% level 2 10% etc. concord bonus. Level one increases concord response in for example a .5 system by .1 to make response equal to a .6 system.
Only operates on grid. Redeployable. Operating time 2 hours before switching off. Cannot be fitted within 500km of station or gate. Cost from 100mil to 200mil dependent on version. Can be destroyed with the same mechanic as the mobile tractor unit, hard to destroy but disrupting mining operations for example can be solved with a couple of new procurers in 15-30 minutes. Retained ore and bounties drop if destroyed before being re-scooped |

motie one
Aliastra Gallente Federation
4
|
Posted - 2014.04.30 11:30:00 -
[1406] - Quote
Greviouss wrote:good evening cloak pulse (and added mini game?) ok people dont liek this idea and i know which ones of you you are. were not after you. were after that biowaste sitting in a cloaky afk watching your home system traffic and reporting it to YOUR ENEMIES! took me 2 years to devise this one... and here it is.. a POS deployable that requires alot of science cloaking and various other skills to manipulate. the better the skills the better your odds of winning. the better the skills of the afk biowaste the better his chances of not having his cloak go offline and need to be turned back on. player A operates the POS module and a pulse goes out across the system. The biowaste cloaky gets a 10 second warning that his cloak is being hacked. this begins a two player minigame that resembles the existing hacking system. the difference is that the cloaker places his firewalls and cloaking core on the board (30 seconds to do this?) attacker gets a "loading hack" message while he sets his defenses. then the game proceeds liek any normal hack accept the player can choose where to start. you can add various different implants or variations on the pos module and a midslot anti hack module would make for varying degrees of options for both sides. you can base attack strengths on a multitude of skills to acquire varying numbers of attack and defense. again this is not to kill all the cloakers. but .. can REMOVE AFK CLOAKYS ALTOGETHER (no response no minigame and the attacker wins automatically deactivating the cloak) or at least have a BALANCE against their ability to watch everything you do and you can do nothing about it. to be fair the POS module should have a 1 hour cooldown timer if it fails to win the hack on a cloaked ship, and eat a ton of fuel. you can have a t2 variant of the POS module that is designed to work against cov ops (and doesnt work against non cov ops cloaks) also you can only have one online in any system at a time, and have a 30 minute onlining time. there see not so bad considering the drawbacks. 1 has to manually operated, 2 is expensive as u can imagine, doesnt blanket all cloaks with one item, doesnt prevent you from cloaking anywhere in the system at any time unless its being operated. and even then it cannot be operated 24 hours a day cause of failure or fuel. deployable (> 0.4) or modifiable (HS) billboards there are billboards all over eve in hi sec, allow capsuleers to make thier own advertisements on them for whatever, look to entropia unverse for the model for this as i see it in my head. allow pilots to choose the billboards that run thier ad in cycle with others for an isk fee per day. for null, same principal but allow the deployment of billboards, billboards last various times based on the bpc used to build it (week, month, 3 month) fuel them with mechanical parts ;) deployable broadcast towers - a devoted channel opens if there is a broadcast tower up . make it fueled, and make it eat fuel fairly quickly. it should be expensive to automate a message to an entire system, and the entire system should b able to ignore it. it causes suspect status for destroying, it lasts upto 60 minutes, eats like 100k water or ozone or consumer electronics the beacon from #39 - deployable that you your fleet your corp and your alliance can warp to about the size of a drone... it does not show up on any scans. extremely low HP no status change for destroying it reflector deployable (reflects one or two types of damage(randomly determined at manufacturing time?)) black market hub (max 5 items / 5km3) cannot b launched in any system containing a station. raises suspect status for destroying. requires trade, and manufacturing skills which can effect the items and mass allowed. does not leave behind any items when destroyed, but could be suceptable to a variant of the already released sucker deployable that siphons off 5% of the isk sales. drone hive a deployable that auto agresses any attacker of it, the owner, or owners fleet with up to 5 drones at a time. fueled by robotics and BYODrones 100m3 drone bay modularize the mobile depot currently only seems useful for griefers n pirates? u can use H/M/L & PG/CPU like ships fit create a whole new tree of skills if you wanted to for it. create any item ingame or being discussed as plugins for it expanded cargo etc. make these things NOT function AND UNREMOVABLE if the reinforcement mode begins, just the basic module as it is now. scooping the mobile depot with mdules attached puts them in a container UNPACKAGED in space. this leaves everything you had in it vulnerable to being taken and or destroyed. you want it you better be able to defend it. grid detector (pretty much only useful for WH - puts anyone who passes in local for 1 hour and if connection with the ship is lost the name is removed from local) WH stabalizer A (fueled, extends WH life indefinately as long as anchored, has like 5 hitpoints, costs millions requires insane science skills and jumpdrive skills, expires after 120 hours, only one allowed in any system at any time, cannot be used with version B) (would b funny if attempting to place a second causes a massive explosion for real destroying the launching ship - people make mistakes ...) (removing this item instantly collapsees the closest WH) WH stabalizer B (fueled, increases the amount of mass of the WH can withstand for collapsing, cannot be used with version A, only 1 allowed in system at a time thanks 
Oh dear god please no! I will edit with more details as to why these ideas are either insane or totally game-breaking, once i stop shutting my head in a door for relief. |

supernova ranger
The End of Eternity Ad-Astra
100
|
Posted - 2014.05.01 03:54:00 -
[1407] - Quote
Gas cloud deployment array.
One thing that can save you from a cloaky is knowing its there. May times has my little venture run away while gas mining since the cloaky got too close to the cloud.
It might be nice if it was a little poisonous but its just there as visual camouflage and as a cheap way to knock out cloaks.
They wouldn't last long but they'd be cheap and get used allot in hostile mining areas or gate camps. I would make a restriction of them not being allowed to be close to each other though. |

Grayland Aubaris
Ocellus Technology Tiger Cats
57
|
Posted - 2014.05.01 12:43:00 -
[1408] - Quote
Disclaimer: I apologise if any of these have been mentioned before, I really don't have time to read 71 pages :)
Personal refinery - refines modules / minerals in a very inefficient way - useful for ops where you are miles away from a refinery Mobile armoury - is a mobile 1 slot factory, slow and inefficient and only allows you to build T1 ammo and drones. Useful for deep space ops when you need to replace your ammo Mobile hanger - Allows me to store ships. Enough space to store 1 BS. Solar harvester - allows you to place 'empty' cap charges in, and they recharge over time. new item: Spent cap charge. Mobile shield bubble. Deployable but not re-scoop-able. Shield does not recharge when damaged. When reaches 0% the structure self destructs Mobile cloaking field. Creates a bubble 10k across in which all ships inside are cloaked. Lasts 2 hours the self destructs. Beacon. Can be dropped and warped to by any member of your corp or fleet. Lasts 24 hours. Skill based to prevent spamming. Mobile repair station. All ships within 5km slowly regenerate shield / armour/ hull. Does not work if you have a weapons timer. Listening post - has a configurable listening range (5 / 20 / 50 / 100 / 500) km - pings a message to the owners log when a ship enters the detection radius. Also keeps a log that can be browsed. Only deployable < 0.4 space. |

Phoenix22
The Empire Nation
0
|
Posted - 2014.05.02 19:03:00 -
[1409] - Quote
Love to see some New Mobile turrets ore missile launcher for extra Dmg :) |

DrysonBennington
Eagle's Talon's
112
|
Posted - 2014.05.03 00:59:00 -
[1410] - Quote
What about a Mining Bonus Mobile Depot?
It would be a combination of the Encounter Surveillance System and Mining Bonuses. When deployed a pilot could put a certain amount of ISK into the depot where the pilot would then receive mining bonuses for a period of an hour after which the pilot would have to pay another round of ISK to receive the bonuses.
Level 1: 50,000 ISK - 2% mining yield Level 2: 100,000 ISK - 4% mining yield Level 3: 200,000 ISK - 6% mining yield Level 4: 500,000 ISK - 8% mining yield, -5% reduced mining laser or strip miner cycle time Level 5: 2,000,000 ISK - 10% mining yield, - 10% reduced mining laser or strip miner cycle time
A second Mining Bonus Depot would involve Mining Drones
Level 1: 50,000 ISK - 2% mining yield Level 2: 100,000 ISK - 4% mining yield Level 3: 200,000 ISK - 6% mining yield Level 4: 500,000 ISK - 8% mining yield, -5% reduced mining laser cycle time Level 5: 2,000,000 ISK - 10% mining yield, -10% reduced mining laser cycle time
The Mining Bonus Mobile Depot would store the ISK in the Depot and if attacked and destroyed would drop an amount of ISK in AUR based on a random roll.
The Mining Bonus Mobile Depot after deployed would have a lifetime of five hours and would cost 50,000,000 million isk.
Each Mining Bonus Depot would as many ten pilots to use it at a time. |
|

Pidgeon Saissore
DNS Requiem Brothers of Tangra
31
|
Posted - 2014.05.03 23:24:00 -
[1411] - Quote
scanning depot scans any ship that comes into range and posts to local should be highly squishy so someone can have a scout deal with them if they dont want to be scanned |

Jaz Antollare
Deadly Loneliness
98
|
Posted - 2014.05.04 11:26:00 -
[1412] - Quote
I dont remember have i told this already or not., but here it is again. Checkpoint structures that can be linked in a chain, so the user could see in a log, who flow by, at what speed, signature and at what time - so we can arrange races between capsuleers ^^ and maybe for scouting... =__= |

FleetAdmiralHarper
Codename-47 Chained Reactions
28
|
Posted - 2014.05.04 12:37:00 -
[1413] - Quote
i like Grayland Aubaris repair depo idea.
i still think we need deployable gun battery's, and automated mining arrays.
this is one i REALLY think should be in the game. some kinda anchor-able smart bomb array. if something uncloaked enters its range, it activates and acts exactly like a large smart bomb. doing AOE to everything in range.
should be cheap and squishy like mobile tractors. the deployable smart bomb array would essentially work like a reusable mine, except it wouldn't move.
it would be nice to bring back a defensive element to the game. |

Utremi Fasolasi
La Dolce Vita
377
|
Posted - 2014.05.04 22:32:00 -
[1414] - Quote
Mobile Strip Mining Inhibitor.
Perfect for environmentalists - reduces yield from or shuts down strip miners and ice harvesters. The locals in a Null system will have to deal with it to get their harvesting underway again and static invulnerable ones can be dropped by the Empires in the Rookie systems. |

Rialen
Gravit Negotii Northern Associates.
5
|
Posted - 2014.05.04 23:45:00 -
[1415] - Quote
mobile laser focusing unit -
extends the range of mining lasers by 20 kilometers from the mobile unit. -5% yield mobile laser focusing skillbook = +1% yield per skill level |

Kyle Yanowski
Rifterlings Point Blank Alliance
143
|
Posted - 2014.05.05 21:10:00 -
[1416] - Quote
Trip wire structure. (believe this is was written into the lore; gallente caldari battle)
A structure that can monitor and alert ship / fleet composition at a stargate or wormhole.
Would love to have the structure generate a message to the deployer about the direction a ship is traveling as well.
This would allow fleet members who enjoy reconnaissance to employ a "web" of sensors in a given area.
Host of the High Drag Eve Online Podcast ( http://highdrag.wordpress.com). Director of Aideron Robotics.
|

DrysonBennington
Eagle's Talon's
118
|
Posted - 2014.05.05 23:29:00 -
[1417] - Quote
Deflection Shield Array Mobile Depot - would create a shield 5km in diameter around an area where the ship inside would be impervious to any form of attack.
The only way to defeat the depot would be target the depot itself and then pound away at it until it was destroyed. The depot would only have 5500 hit points total but actually be destroyed because of the assault on the shield itself as the weapon discharge passed through the shield on its way to the depot. Attacking the depot would not be CONCORDABLE offense nor would it give aggro rights to the deploying pilot. The attacking pilot would however lose security status for the attack allowing other pilots in the system to attack her or him freely without CONCORD arriving.
Once deployed the depot would last an hour and could not be unanchored but it could be scooped after the hour time limit and then reprocessed for minerals.
The pilot deploying the shield would be protected but any other pilot would have to be in a fleet with the deploying pilot in order to have access to the shield itself and mine comfortably.
Cost : ten million isk.
Useable only within ten kilometers of an asteroid, ice chunk or gas pocket. |

Jur Tissant
Federal Navy Academy Gallente Federation
33
|
Posted - 2014.05.07 05:11:00 -
[1418] - Quote
A false signal generator. It would give out a select false signal on d-scan (e.g. fake ships, MTUs, bubbles, etc.) and would not be discernible until you were on the same grid as it (at which point it would appear in the overview as its true self). Perhaps the most obvious use would be as a pirate trap, but it could also be used defensively by miners to feign the presence of protection. |

Aureus Ahishatsu
Deadspace Knights
3
|
Posted - 2014.05.07 14:02:00 -
[1419] - Quote
Mega bubble. This is going to cause a lot of controversy but I would like to see something introduced that is like a super warp disruption bubble say on the order of 200km. Next is why.
Anyone who has ever participated in major fleet battles will tell you that the a lot of the time long range weapons are neglected in PVP with 3 exceptions.
-insta pop welping nados -support dps fleet to an engagement already in progress. -pos bashing out of defense ranges.
I realize there are a few other situations but for the most part pvp is get up in your face where you can touch someone. This also makes individual ship alignment and velocities almost irrelevant. Nobody cares too much that the minmatar after the fastest once you go beyond cruisers in the game if you're just going to warp a BS fleet to zero on people. This is the problem i always had with the EVE commercial "i was there" where a long range fleet is killing the gallente fleet. in reality the short range just warps away and then has a frig gets on the other fleet before warping to zero on him. In all likely hood though the sniper fleet would warp away again before the frig even got to them so nothing happens and conflict is avoided. nobody will sit there and take the beating from sniper fleets and there is nothing stopping them from leaving.
What a module like this would do is give long range weapons a purpose again in game. it would also make ship velocities actually matter in game again as now a shot range that can close faster has a significant affect on which is more powerful. speedy non-capital ships would serve a purpose again. The catch obviously is that the fleet that deploys it is ALSO affected by it so don't expect to get out quickly after deploying.
Obviously there would have to be pretty heavy restrictions on a module like this such as a long activation time, or deactivation time, long redeploy times etc. But i think something like this would have a pretty heave impact on the pvp scene |

Cassini Valentine
EVE University Ivy League
3
|
Posted - 2014.05.07 19:35:00 -
[1420] - Quote
Radiation Detection Unit (Mobile Geiger Counter). (Designed for W-Space)
Seeing as NPC kills are being removed from api for W-Space because it's an unfair advantage to have free intel that ruins the lore aspect and immersion of w-space I would like to introduce the idea of a Radiation detection unit.
When sleepers die they emit a radiation from their core capacitor systems that leaves it's radiation signature in the system. The idea being that you can use the deployable device to measure the relative levels of radiation to pin point the time at which a magnitude of sleepers were killed. This deployable would have a data collection time of 20 minutes and would be able to detect PvE activity from up to 12 hours ago (to be tweaked). The deployable will be recognisable on d-scan and combat scanner probes.
Designed idea would be good because:
- Reduces seemly emptiness of w-space through encouraging player interaction and content around the unit. W-Space is empty enough as it is PvP is very difficult to come by.
- Comes to a compromise on the free intel / NPC kill information to be available for W-Space whilst in keeping with lore.
- Is not an advantage provided by a 3rd party.
- Used by attacking groups but gives the defenders a heads up of incoming hostilies/activity to prepare for a fight/gank.
- Systems with lots of radiation (lots of PvE) are more at risk of being attacked (more PvE corresponds with increasing PvP danger)
- Cannot be used to monitor NPC kills away from system for log off traps if defenders destroy the unit (log off traps will require the appropriate planning for time to gather intel).
W-Space should be dangerous, difficult and unknown. The current changes with the discovery scanner makes mass PvE too safe for its relative reward (~700 mil per capital escalation). Intel should only be gained through meaningful interaction and this deployable ensures that. |
|

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS type X
149
|
Posted - 2014.05.07 20:01:00 -
[1421] - Quote
Drone repair: put them in there, press button and accept costs, needs to be small. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Arthur Aihaken
Erebus Solia
3480
|
Posted - 2014.05.07 22:52:00 -
[1422] - Quote
Mobile casinos. http://www.space-readyroom.de/images/ep_rr.jpg I am currently away, traveling through time and will be returning last week. |

Sorcess
SteelFactory Inc. Legion of xXDEATHXx
0
|
Posted - 2014.05.08 08:21:00 -
[1423] - Quote
Please return "Intelligence" mission devision. Then provide players with Corp-specific anchorable structures that gather data, that need to be anchored at distant system (enemy faction hisec, enemy faction lowsec, null) certain belt, moon , planet and need to be protected for some short time. It will gather data needed by mission objective or just will count enemy npc faction kills done by you in that system. For hi level ones send people to 0.0 sec. After completion of count/gathering data (ending of timer/counter) player will be informed and will need to unachnor structure, and deliver it to mission agent. This will create nice mechanic, alot of content, and possibility of interaction between different zone dvellers |

Viserys Anstian
Wayward Chickens
14
|
Posted - 2014.05.08 17:59:00 -
[1424] - Quote
Integrate salvage with the MTU. Maybe make it an option to turn on and off in the MTU.
Or just add a mobile salvage unit, but not something that takes up 100M3... |

Belinda HwaFang
Coreli Corporation Ineluctable.
8
|
Posted - 2014.05.09 10:21:00 -
[1425] - Quote
Arthur Aihaken wrote:A communications structure that completely disables local while deployed.
Would love this!
Would take, say, 15-30 mins to online and not that hard to kill, but would would be very handy to encourage renters to pvp or dock up. |

Lena Lazair
Khanid Irregulars
123
|
Posted - 2014.05.09 17:19:00 -
[1426] - Quote
As mentioned over in the FW changes thread, a mobile structure that is used for capturing plexes (instead of the current button mechanic). Never hurts to ask twice :) |

Cylin Rath
14
|
Posted - 2014.05.10 02:45:00 -
[1427] - Quote
A mobile structure that replicates the natural phenomena which causes deadspace pockets and limits warping would be interesting |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
433
|
Posted - 2014.05.10 10:57:00 -
[1428] - Quote
Mobile Repair Depot
Similar to a mobile depot but has no storage.
Can't be placed within 150km of a station or stargate.
60 second deployment
Requires a ship to "dock" with it. - 500m activation range ** Docking with a Mobile Repair Depot would be activated like a MMJD. It would render you stationary for the duration of the repair. It would reduce active targets to 0 (zero) and disconnect you from your active drones. It will repair hull and armour and recharge shields and capacitor but not repair modules. It will repair drones that are in your drone bay. |

George Gouillot
Eleutherian Guard Villore Accords
16
|
Posted - 2014.05.10 11:43:00 -
[1429] - Quote
Khador Vess wrote:Anchorable Hacking unit. Allows you to take over a pos, or other anchored deployable unit whose shields have been drained or which has no fuel remaining. Make it so its skill and time based and there is a limit to the number you can control at any one time....
mobile warp core stab scrambling unit - can only deployed within fw complexes |

Alexei Stryker
Steiners Erben Die Konkurrenz
3
|
Posted - 2014.05.12 12:16:00 -
[1430] - Quote
A Wormhole destabilizer / liquidator
Designed to close a wormhole. The side effect will be that the wormhole will explode destroying everything in a radius of 100km.  |
|

CETA Elitist
The Prometheus Society
73
|
Posted - 2014.05.12 14:06:00 -
[1431] - Quote
deployable logi! |

Ivan Tukachev
The 1st Regiment HUN Reloaded
0
|
Posted - 2014.05.12 17:26:00 -
[1432] - Quote
By disabling some intel gathering options from the EVE API, and creating mobile structures to gain the would be restricted information could create a new motivation for recon missions and scouting which could lead to more conflict and action.
Problem: Even these days there is too much information which one can obtain with zero action and energy investment. There is just too much info in the EVE API which can be easily accessed through several tools, even like the ingame map, or via Dotlan. A few examples for these: NPC kills, Jumps, PvP kills, Active cyno fields... This free information contradicts the Risk vs Reward style of this game, as people can easily access vital information without taking any risk at all...
Solution: All these data could be disabled from the API and instead all the vital information could be gain through deploying new mobile structures. These structures could come in different forms of detection arrays and listening posts and each should last for several days after deployed. By giving these modules a bit longer online time could lead to nice and welcome conflict as the owners should need to defend these structures in order to gain access to the desired information. Once a structure is deployed it could read 2-3 hours data history back regarding the system, and could keep gathering vital data which could be accessible for the corp or alliance members of the owner entity.
This could lead to actual scouting missions where the objective is simply to deploy these kind of structures or patrol mission where the objective is to destroy or reinforce them. This could be a major conflict driver around parts of 0.0 and low sec, space as vital war information could be accessed through these intel gathering structures. It could even lead to special class of satelite layer ship which could carry more of these structures and should be escorted for maximum efficiency.
By allowing these modules to browse back only 2-3 hours of history and not the last 24 hours could lead to the point that if you want to gain some intel regarding the NPC kills of a system or jumps of a system the players need to be deploying these structues during the most active prime times for the best intel, which again could lead to combat and conflict. |

Lady Aesir
Ghost Recon Inc
11
|
Posted - 2014.05.13 18:39:00 -
[1433] - Quote
Not sure if its been mentioned before but it would be really nice to see a mobile unit like the Siphon unit but one that syphons Strontium at a random rate.
No more fixed timers, you could conduct a pre-emptive siphon strike to drain a tower prior to a fleet attack. |

Odithia
Federal Defense Union Gallente Federation
36
|
Posted - 2014.05.14 09:11:00 -
[1434] - Quote
I would like to see a mobile structure that would reduce the effect of bombs in a certain radius around it. It would need some limitations such as setup and duration timer but I believe it could make battleships more relevant in null sec. Tier 3 battleships are somehow ships of the line but they are too vulnerable to bombing run. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
406
|
Posted - 2014.05.14 09:32:00 -
[1435] - Quote
Wormhole spawn unit - can be deployed near the sun in k space - it have: - 1% chance of spawning WH to Higscec - 2% chance of spawning WH to Lowsec - 3% chance of spawning WH to WH Space - 85% chance of spawning WH to Null Space. - 10% of a failure
Cost 10mil , but you have to fuel it up using heavy water ~ around 50mil cost Summer 2014 - Carrier Split
|

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
137
|
Posted - 2014.05.14 10:48:00 -
[1436] - Quote
Potentially wild idea incoming:
A deployable that provides capacitor to nearby ships. With a damn big generator or solar panels.
The problem with this one and other logistics-related deployable ideas is they should not overlap with logistics ships. Their power should be balanced with them. The only difference is that they need to be deployed and they don't move; imagine it as a gas station.
Things to consider about this one: it would easy things up for putting modules online/offline, or recovering from fights, or from jumping through a cyno... while being detectable through D-Scan and Combat Probes. |

Ralph King-Griffin
Var Foundation inc.
1465
|
Posted - 2014.05.14 11:53:00 -
[1437] - Quote
Mobile tooltip inhibitor. |

Willmahh
35
|
Posted - 2014.05.14 13:05:00 -
[1438] - Quote
Whatever new Mobile structures CCP decides to go with (and there are a few here that are good and a few that are terrible) my only request is that they all be hackable using the standard Relic/data hacking minigame.
If they are containers, let them be hackable to get to the juicy center.
if they are ewar, guns, projectors etc... let us hack them to turn on their owners without the need to destroy them.
why not just destroy them, you say?
tactically, as bait, deception, or just plain old tomfoolery.
imagine the scenario where the enemy sees their module and thinks its working, but the module is actually working for you.
|

Sizeof Void
Ninja Suicide Squadron
428
|
Posted - 2014.05.15 04:57:00 -
[1439] - Quote
I'd like to see a Mobile Structure which bubbles only players with neg sec status - ships and pods - and can be deployed in high-sec, next to gates and stations.
This would encourage high-sec players to engage in non-consensual PVP against the outlaws. :) |

Sizeof Void
Ninja Suicide Squadron
428
|
Posted - 2014.05.15 05:05:00 -
[1440] - Quote
How about a booby-trap Mobile Structure, which explodes when you destroy it, damaging everything within 100 km radius? |
|

Alundil
Rolled Out
508
|
Posted - 2014.05.15 05:08:00 -
[1441] - Quote
In light of the plans to alter the API as it relates to w-space and thereby removing a useful piece of 'out of game' data:
System Occupancy Surveillance
Alundil wrote:System Occupancy Surveillance - deployable structure intended for the vast darkness of wormhole space This deployable structure would: - Gather system-wide intel
-- Not restricted by distance -- Records/reports average variance in detected levels of debris every 6 hours (intel is delayed - "due to vast distances signal must travel") -- Can differentiate between debris from sleeper technology and empire technology (T3 debris "muddies" the data - tbd) -- Can record delta of signatures and anomalies while active -- Can identify types of anomalies, NOT signatures
- Relay/report above intel to anchoring pilot/corp via new screen accessible in scanner window
- Be very difficult to find
-- Along the lines of the 'Yurt' sensor strength
- Be relatively easy to kill (MTU levels of hitpoints)
-- Open to ideas on what these drop/salvage but should be something used in their manufacture
- Generate killmail
-- Why? because we love them
- Not show up on default overview
- Not create a warpable beacon (a la ESS)
- Need to be scanned down using combat probes
-- Effort should be required to find and kill these
- Be anchored by pilot/corp
- Be scooped by pilot/corp
- Be player manufactured
- Cost roughly 150m ISK
-- Expensive enough to not easily be abandoned or carelessly placed -- Expensive enough to warrant some time spent hunting it
- Can be hacked by anyone using existing data analyzer module
-- Offers a 15% chance (tbd) on successful hack to alter the data reporting accuracy and frequency -- Offers a 5% chance to offline the mobile device -- Offers a 1% chance to unanchor the mobile device (could be scooped by anyone)
|

Sizeof Void
Ninja Suicide Squadron
428
|
Posted - 2014.05.15 05:17:00 -
[1442] - Quote
A Mobile Structure, powered by strontium clathrates, which erects a force field similar to that around a POS, but with a smaller diameter and only lasts for a finite amount of time, until the stront runs out. |

Lony88
Yard Industries Synergy of Steel
2
|
Posted - 2014.05.15 10:00:00 -
[1443] - Quote
What about an Ore collector ? you drop it in an mining ops 3 little drone like ships undock from it and fly to the barges and dock with them they take the Ore from the barges collect it back to the deployed hub so an hauler just needs to fly to the hub and the barges dont need to care about jet can-¦s
you would be able to have some configuration stuff like the mining barge would need to allow the frigs to get the ore from him there was some fancy art showed on fanfest of some "drone-¦s" carrying containers placing them somewhere to make space look busy why not use that ones ?!? and some expansive deployables would also take that lets say maximum 2 gate to an pos or station ?
|

Aureus Ahishatsu
Deadspace Knights
11
|
Posted - 2014.05.15 18:01:00 -
[1444] - Quote
Lony88 wrote:What about an Ore collector ? you drop it in an mining ops 3 little drone like ships undock from it and fly to the barges and dock with them they take the Ore from the barges collect it back to the deployed hub so an hauler just needs to fly to the hub and the barges dont need to care about jet can-¦s
you would be able to have some configuration stuff like the mining barge would need to allow the frigs to get the ore from him there was some fancy art showed on fanfest of some "drone-¦s" carrying containers placing them somewhere to make space look busy why not use that ones ?!? and some expansive deployables would also take that lets say maximum 2 gate to an pos or station ?
I thought about this as well but i doubt CCP would make them take it back to the hub as that would nullify the use of the retriever and the mackinaw. However a mobile ore collector with a large bay would be nice. Then if you are solo mining you could have it in the belt with you to collect your ore. then if people wanted to come steal form you it would require shooting a structure rather than just aligning to a station, looting, and docking. I don't know how this would be balanced though as i see gobs of hulks with mobile ore collectors everywhere. |

XxRTEKxX
Fenrir's Dogs of War Union 0f Revolution
112
|
Posted - 2014.05.15 19:17:00 -
[1445] - Quote
Mobile Wormhole Generator. Opens a wormhole from anywhere, wormhole type and destination would be completely random. Structure can be scooped up once wh has opened so pilot can take it and reuse it.
I think this mobile structure would be fun because of the randomness of it. It'd be great for going on roams, exploration etc. Could be an effective escape tool.
Make the structure visible on overview at a certain range to balance its use in pvp. Make a stealth version that requires a certain skill be at lvl 5 to deploy, and only certain ships can deploy. Stealth version doesnt show up on overview.
Allow it to be deployed anywhere, except the obvious places like stations and gates.
Possibly, make one that can deployed inside a wh system and another wh system that when both are calibrated (timer), the wormhole opened connects to both structures. These can only be deployed inside wh systems. No direction connection to specific kspace would be possible.
Basic Wormhole Generator: deployment anywhere. Random wh opened. Visible on overview.
Covert Ops Wormhole Generator: stealth version of BWG. Not visible on overview.
Advanced Wormhole Generator: Advanced version of basic. Can be calibrated with another to open a wh to connect both AWG structures. Connection only allowed in wh space. AWG to AWG connection cannot be created if one or both are in K Space. Deployed solo, no connection calibration, it performs just as the BWG. Visible on overview.
Black Ops Advanced Wormhole Generator: stealth version of the Advanced version. Not visible on overview. |

Torrentula
Republic Military School Minmatar Republic
5
|
Posted - 2014.05.16 05:16:00 -
[1446] - Quote
Cloaked mines that slowly drift. Cant depoy closer then 20k of another mine or objects not including what they can blow up. Have blast strong enough to clear corpse, wrecks, and the really small containers, and mobile disrupters, etc. Easily scanable to decloak them. Can be scooped up or shot down. Proximity blast triggred at 2500 meters any object 5k range damage. A 15 second delay if uncloaked. |

Konnore
November 17th Fidelas Constans
7
|
Posted - 2014.05.19 17:08:00 -
[1447] - Quote
Forgive me if there is already an idea like this, but I realy believe that we need a something to fix our Armor and our Hull hitpoints if there is no Station arround.! (out of combat ofcourse)
Or place it as an extra feature in the Mobile Depot.
Armor fitted ships are doomed in the need of reps, or the present of a station, to play with. |

XxRTEKxX
Fenrir's Dogs of War Union 0f Revolution
114
|
Posted - 2014.05.19 19:00:00 -
[1448] - Quote
Konnore wrote:Forgive me if there is already an idea like this, but I realy believe that we need a something to fix our Armor and our Hull hitpoints if there is no Station arround.! (out of combat ofcourse)
Or place it as an extra feature in the Mobile Depot.
Armor fitted ships are doomed in the need of reps, or the present of a station, to play with.
Mobile Logistics Structures? I like that idea. |

Alexoii
Hest mot folkgrupp
0
|
Posted - 2014.05.19 19:44:00 -
[1449] - Quote
Abdiel Kavash wrote:Mashie Saldana wrote:Deployable mining rig, drop in belt, collect ore a few hours later. This is frankly how mining should have been designed from the start. 
This, so much this! |

Myrthiis
Boon Odd Ducks Bath Toys
14
|
Posted - 2014.05.19 19:45:00 -
[1450] - Quote
+1 to the logistic structure ,should be upgraded by nanite paste and deployable only from a logistic ships and nestor |
|

Konnore
November 17th Fidelas Constans
7
|
Posted - 2014.05.19 22:48:00 -
[1451] - Quote
Myrthiis wrote:+1 to the logistic structure ,should be upgraded by nanite paste and deployable only from a logistic ships and nestor
+1 to Nanite Paste usage... but if you have logistic ship with you, this structure is uselss...
Solo roamers and small gangers need something to repair their ships when they are in enemy sovereinghty... |

TeKoNeR
November 17th Fidelas Constans
0
|
Posted - 2014.05.19 22:50:00 -
[1452] - Quote
+1 to Konnore |

Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
23
|
Posted - 2014.05.19 23:24:00 -
[1453] - Quote
Mobile warpin beacon, Lights a system wide warpin beacon for x time depending on size
10min small 50m3 20min med 100m3 30min large 250m3 1h xl 500m3
different deploy times per size
once deployed, immune to damage till end of cycle
|

Bland Inquisitor
Vanishing Point. The Initiative.
31
|
Posted - 2014.05.20 00:16:00 -
[1454] - Quote
A 3rd party hub for sales of titans/supers. The seller deploys this device around a titan or super and is then transferred to a shuttle docked within. The seller can then place a price on the titan/super and the proposed buyer, a system bookmark is added for the buyer. They warp to the hub and click a purchase button, it confirms he/she can fly the ship and its fittings and content and they accept.
If the sale is accepted, the seller is credited the money while the new owner is transferred to the Titan/Super and is randomly jumped to the nearest empty nullsec/lowsec space and is cloaked until he/she moves.
The structure is immune to damage until the sale and is consumed in the process. |

Alexei Stryker
Steiners Erben Die Konkurrenz
9
|
Posted - 2014.05.20 11:28:00 -
[1455] - Quote
A large mobile cannon. Once deployed, shot at everything the player is shooting at. Explodes after 1 hour and destroys every friendly unit in a radius of 100km |

M4NOS theGREEK
November 17th Fidelas Constans
1
|
Posted - 2014.05.20 13:12:00 -
[1456] - Quote
Konnore wrote:Forgive me if there is already an idea like this, but I realy believe that we need a something to fix our Armor and our Hull hitpoints if there is no Station arround.! (out of combat ofcourse)
Or place it as an extra feature in the Mobile Depot.
Armor fitted ships are doomed in the need of reps, or the present of a station, to play with.
it could be a small deployable structure that can fix armor and structure overtime...
tha could be very helpfull for roaming armor groups in hostile territories
|

Grarr Dexx
Snuff Box
414
|
Posted - 2014.05.20 13:14:00 -
[1457] - Quote
Ncc 1709 wrote:Mobile warpin beacon, Lights a system wide warpin beacon for x time depending on size
10min small 50m3 20min med 100m3 30min large 250m3 1h xl 500m3
different deploy times per size
once deployed, immune to damage till end of cycle
Immune to damage? lol |

Alexei Stryker
Steiners Erben Die Konkurrenz
9
|
Posted - 2014.05.20 15:23:00 -
[1458] - Quote
Grarr Dexx wrote:Ncc 1709 wrote:Mobile warpin beacon, Lights a system wide warpin beacon for x time depending on size
10min small 50m3 20min med 100m3 30min large 250m3 1h xl 500m3
different deploy times per size
once deployed, immune to damage till end of cycle
Immune to damage? lol
+1 if it explodes after end of cycle killing everything in a radius of 100km |

Maru Sha
The Department of Justice
40
|
Posted - 2014.05.21 16:26:00 -
[1459] - Quote
How about a mobile structure that you can deploy, assume control and then activate to search for cloaked ships? Like the directional scanner, you would select a (limited) angle of aperture, point in one direction and activate the module which sprays a cloud of highly accelerated particles in that direction and depending on the density of the particle stream (which depends on angle and distance), a ship get's uncloaked if it's in that part of space. |

Gizznitt Malikite
Agony Unleashed Agony Empire
3945
|
Posted - 2014.05.21 22:47:00 -
[1460] - Quote
I'd like a deployable that disabled all Remote Repair modules in the System.
It would may actually need to be a POS module that has some crazy online timer and creates a system beacon to let people know RR was disabled. I am debating whether capital modules should be effected by this, or whether only subcap RR should be hindered. Perhaps eliminating RR is too much, and this should instead just adversely alter RR modules (longer cycle times, less RR / Cycle, more cap / cycle, etc).
|
|

Nano Sito
Out Of Pure Selfishness
17
|
Posted - 2014.05.22 06:01:00 -
[1461] - Quote
A Mobile Salvaging Structure would be a very welcome addition to the game. It rewards people who run missions without blitzing them (mostly newbies). |

Netan MalDoran
Yumping Amok Apocalypse Now.
10
|
Posted - 2014.05.22 08:11:00 -
[1462] - Quote
tldr the 74 pages so sorry if this is a repeat. Mobile missile and EWAR batteries like a POS battery.
Do the Winnebago! "Your security status has been lowered." - Hell yeah it was! |

Foxstar Damaskeenus
Biohazard. WINMATAR.
137
|
Posted - 2014.05.22 09:47:00 -
[1463] - Quote
Concord confusion model. Only lasts a few seconds but attracts concord to an area of space, like a gate, to either improve their response time at a location or distract them and give somebody 2-3 more seconds to shoot at something. |

Regan Rotineque
Arch Angels Assault Force The Kadeshi
336
|
Posted - 2014.05.22 11:08:00 -
[1464] - Quote
Mobile medical/jump clone facility |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
139
|
Posted - 2014.05.22 19:31:00 -
[1465] - Quote
I suggest everyone to have a look at this: link. I think it has quite important things to consider.
Whatever the deployables, it would be welcome to know what's going to happen with POS first. Are they going to get updated, having deployables as a complement, or are they going to be completely replaced by the deployables system?
Don't know, but removing everything POS have -I mean, their structures, their game assets- and have them replaced with deployables, which in theory can be placed everywhere and not only at moons, might be more effort than updating the POS code (or perhaps not!). If POS are removed, I would miss them... In my opinion, just a few small deployables can't replace the feeling of "my little home" you have when next to a tower several kilometers long, specially in W-space, where they feel like the only place to hold to something solid above the abyss.
Feelings aside, I'd like to hear what's the future of POS first. |

Captain Finklestein
School of Applied Knowledge Caldari State
8
|
Posted - 2014.05.22 19:39:00 -
[1466] - Quote
I might get flamed for this, but throwing out the idea none the less.
Mobile Mass Increaser Purpose: To balance out miner bumping
Anyone within 2,500m of the deployable has their mass increased to a point where they can barely be bumped. The deployable may be shot, rendering it immediately useless much like fitting with the mobile depot. It can however be repped up making it useful once again.
This means to bump miners, you need to have someone on grid turning himself suspect by shooting the MMI each time it's repped up and activated again.
Thus giving the miners a tool to fight back with while still preserving the ability to bump. |

Axe Coldon
41
|
Posted - 2014.05.22 22:33:00 -
[1467] - Quote
Komodo Askold wrote:I suggest everyone to have a look at this: link. I think it has quite important things to consider. Whatever the deployables, it would be welcome to know what's going to happen with POS first. Are they going to get updated, having deployables as a complement, or are they going to be completely replaced by the deployables system? Don't know, but removing everything POS have -I mean, their structures, their game assets- and have them replaced with deployables, which in theory can be placed everywhere and not only at moons, might be more effort than updating the POS code (or perhaps not!). If POS are removed, I would miss them... In my opinion, just a few small deployables can't replace the feeling of "my little home" you have when next to a tower several kilometers long, specially in W-space, where they feel like the only place to hold to something solid above the abyss. Feelings aside, I'd like to hear what's the future of POS first.
Rethinking POS's would be okay with me. As long as they have some sort of defenses.
I would like to see modular dockable pos's. Not attached to moons. Let people scan them down. its not hard. Now some just send peeps in to visit all the moons. I see nothing wrong with having to scan them. Then we can be creative with how we use them. _________________________________________________________________________________________________ No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced. |

Hoddafas Doaken
Catastrophic Operations The Explicit Alliance
0
|
Posted - 2014.05.23 06:38:00 -
[1468] - Quote
Gate sentry guns for nullsec sov stargates. |

Rek Seven
Probe Patrol Ixtab.
1542
|
Posted - 2014.05.23 07:52:00 -
[1469] - Quote
I don't think CCP are paying attention to this thread anymore but i would just like someone to "fix" the mobile deployables we already have in game.
+ The cyno jammer should be able to be deployed closer to gates, POS and stations + Scan inhibitors shouldn't be single use. The owner should be able to scoop them just like the depot + All deployables should have more HP so they can be used in combat
+1 |

Abrazzar
Vardaugas Family
3555
|
Posted - 2014.05.24 01:44:00 -
[1470] - Quote
Proximity Probe: Gives you a ping when someone enters the grid in which the probe is anchored. Does not work on cloaked ships but will ping if a ship uncloakes on grid. One use. Lifetime dependant on tech level, something between 30min and 3hours. Sovereignty and Population New Mining Mechanics |
|

Herzog Wolfhammer
Sigma Special Tactics Group
4915
|
Posted - 2014.05.24 02:15:00 -
[1471] - Quote
"Rally Beacon"
This is a deployable that will appear in every overview in the system and getting info on it reveals the owner. Anybody can warp to it.
That's all - I can list tons of uses for what is basically an instant public bookmark. Bring back DEEEEP Space! |

Ra'Shyne Viper
90
|
Posted - 2014.05.24 08:50:00 -
[1472] - Quote
Mobile Distress beacon DUST 514 player
Ingame name: Vin Vicious |

Raw Matters
NORDIC COMPANY Northern Associates.
27
|
Posted - 2014.05.24 19:24:00 -
[1473] - Quote
Well if it is cristmas-wish-list-time... here are my ideas. ;)
- Mobile Warp Inhibitor - This module will target any hostile (attacking the owner, bad standing to the owner) and fire a scrambling beam at them to disable warp.
- Salvage cruncher - Companion of the mobile tractor beam: it will salvage all wrecks in range.
- Mobile repair/shield transporter unit - Works like your favorite logistic friend, but must be placed close to a structure to function properly (tower, station)
- Mobile Cyno Generator - Fire & forget cyno generator for your fleet (or anyone?) to prevent all those poor rookie ships from being destroyed pointlessly. Cannot be retrieved, but is cheap to buy/build.
- Mobile Tractor Unit T2 - Same as the T1 version, but allows everyone to access it (even pesky thieves!). Will take much longer to anchor, but will stay in space for 1 month.
- Dual-link portal - Comes in pairs and if set up and linked properly it will form a jump portal in both directions. It will not require any fuel itself, but the ship that wants to jump needs to have fuel accordingly. No access restrictions, because we totally want the red guys appear right next to you totally unexpected.
- Mobile auto pilot - To activate you first need to set a route, then activate the module. If you do, you will be ejected from your ship and the auto-pilot will take your place. The ship will then auto-pilot to the destination and stay there. The ship cannot be boarded, at least not until the auto-pilot is deactivated again. Which will hopefully be inside a station.
- Mobile Sensor Array - If placed somewhere, it will activate and stay there until retrieved. Via a new menu you can access your currently placed beacons and they will give you some statistical information (slightly delayed/cached) about their immediate surroundings: number of pilots close by, the ability to query market data of the station (if any close by), number of cosmic anomalies in that system. Low HP, no Concord intervention, but will give aggression flag (we don't want Jita to be flooded with these).
|

Saisin
State War Academy Caldari State
15
|
Posted - 2014.05.24 22:40:00 -
[1474] - Quote
Did not read the 74 pages, so if it has been suggested before it gets a +1 from me. Not my idea either, but found it Here.
Have a mobile structure that breaks off-grid boosting links. |

Casualitis
State War Academy Caldari State
1
|
Posted - 2014.05.25 14:10:00 -
[1475] - Quote
Portable "battering ram" for taking down abandoned offline poses |

Deacon Abox
Justified Chaos
332
|
Posted - 2014.05.25 14:28:00 -
[1476] - Quote
Probably been said before, but
How about a mobile Off Button for features that mess up the "immersive" experience of Eve, like 
tool tips, nauseating and annoying gate jump and autoscan visuals, some soon to come UI or graphical change that the player base was not requesting but which some group of devs and their boss thought wasn't a waste of resources to develop and force feed to the playerbase.
Thanx in advance. CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us a persisting-áoff button for the jump gate and autoscan visuals. |

Santo Trafficante
Snuff Box
21
|
Posted - 2014.05.26 11:00:00 -
[1477] - Quote
Mobile tracking agent. i was expecting this for quiet sum time.It will be a good addition for the full time bounty hunters |

w3ak3stl1nk
Hedion University Amarr Empire
43
|
Posted - 2014.05.26 14:24:00 -
[1478] - Quote
Mobile signature radius booster. Increase signature of ships in area... This would increase targeting speed for all and missile damage for all in range. |

w3ak3stl1nk
Hedion University Amarr Empire
43
|
Posted - 2014.05.26 14:33:00 -
[1479] - Quote
Mobile local disruptor. If in radius can't see anyone in local. |

Lothrus Andastar
Associated North American Lovers of Dolphins
14
|
Posted - 2014.05.28 14:14:00 -
[1480] - Quote
Would a MTU that focuses only wrecks with loot be considered too powerful? |
|

Gaijin Lanis
Astral Silence Surely You're Joking
25
|
Posted - 2014.05.28 21:14:00 -
[1481] - Quote
Mobile jump portal/bridge generators.
Materials required: a couple covert jump portal generators, some T2 targeting salvage, a decent sized wad of fuel, some capital fusion reactors, and a smattering of minerals to glue it all together. Probably around 100m total cost.
Limited to sub capitals, but unlimited otherwise unlimited. 60 seconds to online, goes online in a standby mode for up to 3 hours until bridge is activated, bridge stays up for 15 seconds, then smartbombs everything within 2500m for around 200 omni (800 total) as it explodes.
Skills required: Thermodynamics 5, Jury Rigging 5, Jump portal generation 1
Basically duct taping a couple covert jump portal generators together, rigging up a makeshift fuel container, jamming in some fuel, strapping some fusion reactors to them, then overloading everything when needed. As this game desperately needs more "inventive" makeshift structures.
Just to throw out what is quite possibly the worst best idea possible. |

Tarra Firma
WildFoul
0
|
Posted - 2014.05.28 22:08:00 -
[1482] - Quote
Deployable Radar Unit
- emits a radar pulse once a minute- this pulse detects the presence of cloaked vessels within a 150km radius it howerver WILL NOT cause them to decloak |

ctx2007
Wychwood and Wells Beer needs you
393
|
Posted - 2014.05.29 20:15:00 -
[1483] - Quote
Mobile Bar and Brothel...... extra income from pimping  You only-árealise you life has been a waste of time, when you wake up dead. |

Carniflex
StarHunt Mordus Angels
218
|
Posted - 2014.05.30 07:38:00 -
[1484] - Quote
Would it be asking too much to be able to launch some of the structure for the corp instead of individually. I mean mobile tractor unit, in particular. Sure, the one who launched it can just scoop it (which drops stuff in it into jet can so another guy can pick it up) but it would be so much simpler to be able to just launch it for corp. So that another guy can do a walkabout at some later date collecting the mobile tractor units once they have done their magic (assuming no one has bothered to probe em down and kill them). Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Noxisia Arkana
Deadspace Knights
356
|
Posted - 2014.05.30 13:57:00 -
[1485] - Quote
Would like to see some passive income structures anchorable only in 0.0 or lower that can't be guarded. If no - one pops them, you make a little cash - if someone pops it - they get some loot pinata. |

Aareya
Freelance Economics Astrological resources Tactical Narcotics Team
21
|
Posted - 2014.06.02 14:19:00 -
[1486] - Quote
Expand upon the Mobile Cynosural Inhibitor and provide a lower cost, weaker version for small groups.
Stats of Current Module EHP: 170,000 Estimated Cost: 40-50 million ISK Disruption Range: 100 km Placement Restriction: No closer than 200km Lifetime: 1 hour
New Module: Mobile Small Cynosural Inhibitor EHP: 10,000-20,000 ehp (existing standard unit has 170,000) Estimated Cost: 2-5 million ISK
Benefits: 1. Small gang and/or solo pvp can use this to prevent escalation of fights. 2. Small gang and/or solo pfp can also reasonably kill the inhibitor while in a fight.
Role Change (for both variants): Cynosural disruption includes covert cynosural fields.
Obvious Impact of Role Change: Covert Hotdrops
Current Engagement Strategy: While cloaked, approach target, decloak, warp disrupt/scramb, light covert cyno.
Potential New Engagement Options: 1. While cloaked, approach target, decloak, warp disrupt/scramb, kill inhibitor, light cyno 2. Get 100+ km out, decloak, light cyno, tackle burns to target to warp disrupt/scramb 3. Get 100+ km out, decloak, light cyno, MJD on top of target (giving up the option of using MJD to escape) 4. Get 150+km out, decloak, light cyno., tackle warps down to target to warp/disrupt
Twitter:-á-á @AareyaEVE |

afkalt
Republic Military School Minmatar Republic
103
|
Posted - 2014.06.03 13:28:00 -
[1487] - Quote
Mobile remote rep inhibitor. Yes I know the carnage one could sow with yes. Yes, this is a large part of why I think it'd be great. |

Ray Kyonhe
Ray's Relentless Research Special Circumstances Alliance
30
|
Posted - 2014.06.05 00:32:00 -
[1488] - Quote
Some kind of mines mb? Like those you can encounter in some missions, but cloaked ones. It can be used as subterfuge tools, dropped by fleets of cloacked vessels on supposed root the enemy will move along. On activation they for a brief moment will jam/damp/disrupt their weapon systems, block propulsion, create temporal warp bubbles and the like.
Ability to designate some labels to them, like "field1", "field2" and get notifications like "Activation on field1!" Survey/voting system inbuilt to the game client:-álink |

Rusty Waynne
Section 8. Fatal Ascension
11
|
Posted - 2014.06.09 11:47:00 -
[1489] - Quote
Bairfhionn Isu wrote:Jump Portal Structure or Jump Bridge Structure. Independant of POS/Titan. Make it big and expensive so you need some serious logistic to have it
It could make things way more interesting in Low/Null
I don't like that one much.
It'll mean alot less titan kills. Not only that, but Titans already don't get much play as it is. |

Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:09:00 -
[1490] - Quote
Are any new mobile structures planned or is this basically it for the foreseeable future? I am currently away, traveling through time and will be returning last week. |
|

Arthur Aihaken
Erebus Solia
3704
|
Posted - 2014.06.11 10:09:00 -
[1491] - Quote
Double post. I am currently away, traveling through time and will be returning last week. |

Udan666333
Science and Trade Institute Caldari State
0
|
Posted - 2014.06.12 05:36:00 -
[1492] - Quote
Hi I play some time with Tractor Unit and Mobile Depot, and have some issues with them, if this is intensional then apolagize for bothering. Tractor Unit have very big volume, BS have abaou 500-600m3 cargo, flaying around doing staf i get that i sometimes have need to take even 11 of Tractor Units that's 1100m3, plus amo and other thing, for bs it is little to much, it is possible to change volume of Tractor Unito to 20m3 or 30m3 or something like that? for example is better to do caple mission and later pick couple units by one course, then changing ship every time after each mission and make one aditionl flith after each mission, it also give more time for Tractors Units to pull wrecks. Other thing abaut it, that cloud be posible availble for friendly characters to get acces to it, fleet members but not corp members, and or corp members, friends, friendly char, outside of corporation can use, launch it or thake it. it, one char drop it and difrent char can pick it, something like "lauch for fleet" members usable only or "launch for corporation option" members usable only? I will be bery glad to get this. Mobile depot - smaler volume be nice ? and shorter onlining time abaut 10-30 secs? and smilar option like for Tractor Unit "option for launching for fleet" and/or "lauch foor corporatiom" to give fiends acces to it. or maby you can make fitting drones with option to use it by yourself or asist to other ship for fiting in space, one drone give option to change fit to one ship, and taractor meam drones, and option to move drones form cargo bay to dron bay and from drone bay to cargo bay? for me it sonuds logical? what you think? |

Bal'Ayle
Sebiestor Tribe Minmatar Republic
21
|
Posted - 2014.06.12 11:52:00 -
[1493] - Quote
CCP Fozzie wrote:.... A decoy structure that imitates a specific ship on probe and d-scan?....
I know im really late to this discussion - But I have wanted this since I joined eve, this would make baiting so so much fun with cloaky ships.
Or similarly, A device you can deploy that STOPS you showing up on d-scan or Probes. Something akin to a Mobile warp disruptor. You cant warp away while inside it but you cannot be scanned down while your inside it.
OR even better, You cannot warp while inside it. And it gives out the signature information of a ship of your choice, based on the BP that you load it with.
that way if you do get caught out and attacked and lose, the winner gets a BP as well as the device :D |

Klatu Satori
Shadows of the Black
10
|
Posted - 2014.06.12 18:20:00 -
[1494] - Quote
Change local chat mechanics in sov-null to what they are in w-space. Then:
Broadcast Tower Anchorable/deployable by anyone but only in claimable space. Uncloaked players on grid with one of these shows up in local chat. If a Broadcast Tower "sees" a player exit via a gate or wormhole, they are removed from local. If a player logs out they are removed from local, but if they log back in they are immediately placed back in local unless the tower that saw them has been taken down or destroyed. One per grid. Control-based Sovereignty System |

w3ak3stl1nk
Hedion University
66
|
Posted - 2014.06.13 11:11:00 -
[1495] - Quote
Mobile Webber... like mobile cyno, but web instead. Is that my two cents or yours? |

Khan'Wulf
Delta Corvi Brothers of Tangra
1
|
Posted - 2014.06.13 13:18:00 -
[1496] - Quote
Tarra Firma wrote:Deployable Radar Unit
- emits a radar pulse once a minute- this pulse detects the presence of cloaked vessels within a 150km radius it howerver WILL NOT cause them to decloak
This would be fine if the DRU (deployable radar unit) emitted a sound tone and highlighted the cloaked ship with a directional beam (showing vector). The DRU would also need to be not un-anchorable, or very expensive.
I have a similar idea:
Local Gravitic Pulse Generator (LGPG) The LGPG emits mass-disruption pulses about every 40 seconds that destabilize the fragile cloaking mechanisms of ships, causing them to temporarily deactivate (30 seconds), rendering the cloaked ship visible. The LGPG consumes fuel while operating and is relatively fragile and expensive. Range of pulse would be current grid.
Aaaand another one:
Compact turret Anchorable some distance from objects only, must be loaded with charges/etc. Will acquire and fire on ships aggressed to owner/owners' corp/alliance. Obviously not something that could be deployed in Highsec.
--Khan'wulf |

Veinnail
FinFleet Northern Coalition.
86
|
Posted - 2014.06.13 15:47:00 -
[1497] - Quote
Mobile Repair Unit seems like a viable concept considering the realm. |

DrysonBennington
Federal Defense Union Gallente Federation
135
|
Posted - 2014.06.13 22:48:00 -
[1498] - Quote
Mobile Gunner's Depot
The MGD would be similar to a POS weapon system except that the only way it would function is if it was manned by a pilot.
To man the MGD you would have to have the same skills to necessary to be a POS Gunner.
The MGD would come in two sizes small and medium or medium and large ammo use.
An additional set of skills associated with the MGD would need to be learned in order to have bonuses to damage, tracking and optimal range, number of targets locked, lock speed and shield and armor systems.
The MGD would have enough ship hangar volume to fit a Cruiser without rigs as well as a fitting facility cargo bay of 150 m/3 and an ammo bay of 200 m/3
The MGD would cost 35 million and decay after three days of deployment and anchoring.
The fighting mechanics would be the same as if the MGD was a ship where it could attack any criminal with a - Red Dead status, Faction War Target, War Target, or someone that has attacked the depot itself.
If the MGD attacks a neutral target Concord would show up and destroy the depot including all items and any ships within the ship hangar. If the pilot tries to eject after engaging in criminal activity they are locked into the depot by a command override and would not be able to access the ship in order to get away from Concord.
If the MGD is left unoccupied then it and its contents can be looted simply by boarding the MGD and then wait for the boarding timer to count down and then exit the depot and scoop it causing all items to be ejected into space except for any ships which must be removed first.
Anchoring ranges would be the MGD would be the same as the Mobile Depot.
The benefit of the MGD is too help protect miners against ganking attacks as well as providing support against gankers attacking the shipping lanes at system gates. |

Rommiee
Mercury Inc.
821
|
Posted - 2014.06.16 07:07:00 -
[1499] - Quote
T2 Mobile Tractor units that also salvage wrecks |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.18 11:08:00 -
[1500] - Quote
Mobile Gas Compression Module
With the new expedition ships it would be great to ninja salvage drug relatet gas sites in 0.0. Unfortunatly each unit of gas has a volume of 10m-¦.
The module can be deployed and you store your harvested gas in it like the new compression array for posses. It compresses 10 units of gas into 1 unit of compressed gas. so you can decrease the volume from 10 units of gas (100m-¦) to 1 unit of compressed gas (1m-¦). and due to physics the preassure increases to 100bar per compressed unit of gas^^.
anchoring and online times like the ones from mobile depot with a volume of 30m-¦ when in cargo. |
|

Jason Amelana
Lith 'n' Brannor Enterprises Northern Associates.
5
|
Posted - 2014.06.18 21:48:00 -
[1501] - Quote
> https://forums.eveonline.com/default.aspx?g=posts&t=352914&find=unread < Linked Above Read No Bad Comments Now |

scorchlikeshiswhiskey
Cult of Mooby
207
|
Posted - 2014.06.19 01:07:00 -
[1502] - Quote
What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?
For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km |

Jasmin Fox
Keeper of the Black Star
27
|
Posted - 2014.06.19 06:42:00 -
[1503] - Quote
I like to see this one: Mobile Interference Bubble (sorry for opening a topic for that) |

Edwin McAlister
Interstellar Engineering and Electronics INC
27
|
Posted - 2014.06.19 07:58:00 -
[1504] - Quote
Mobile Sensor interferance bubble
Radius 250km Effect: reduce sensor strength of ALL ships within the radius by 75% |

Dig Mangeiri
5
|
Posted - 2014.06.19 08:23:00 -
[1505] - Quote
A drone hive. Cause drones are awesome.
A decoy system of some kind, I am not sure what. Make people think you are there when you are not. (Please don't get into the AFK cloaking debate). Maybe a transponder matching your ship frequency.
Something like the probes SG1 sent through gates. Get remote analysis of systems, and what materials are in it. Easily destroyable. |

Goti fase
Fase Industries Special Circumstances Alliance
34
|
Posted - 2014.06.19 11:41:00 -
[1506] - Quote
Mobile Mining Array
Does what it says on the tin.
Very flimsy so easy to gank. High material requirements to make it expensive perhaps. Small version has mining capability of a t2 miner Larger version has mining capability of a t1 strip miner Hulk-esque ore bay size Only 1 can be deployed per pilot, automatically shuts down when pilot is not on grid.
Alternatively this could be made as some kind of mining sentry drone? |

Tennej
LoTax POCO Company of HiSEC
0
|
Posted - 2014.06.22 21:18:00 -
[1507] - Quote
Mobile Salvage Unit
One salvager and only works in conjunction with a MTU.
Expires after 2 days. |

MeBiatch
GRR GOONS
1895
|
Posted - 2014.06.23 15:25:00 -
[1508] - Quote
Mobile Med bay for clones. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Lucius Regni
The 4th Legion DARKNESS.
0
|
Posted - 2014.06.25 02:38:00 -
[1509] - Quote
I suspect this has been said before, because it's such a pleasant idea.
I want a vending machine.
Limited variety and quantity of items for sale in it, has a reinforce timer, you don't get isk from the sales until you pick it up.
can haz? |

Chewytowel Haklar
Minmatar Brotherhood
8
|
Posted - 2014.06.25 14:46:00 -
[1510] - Quote
If it hasn't been brought up already:
Portable Repair Facility
Portable Docking Station (restricted to certain ship sizes only) - Could be used with the storage mobile in game for a cheap fast and temporary PoS in any location for whatever reason.
Temporary Mobile Defense Turrets to perhaps work with the PDS above.
Mobile Asteroid Belt Booster (works only in one belt each, and only affects that player or their fleet)
Mobile Intel Unit (preinput set parameters to detect at any location and have it feed it back to you via in game mail) -set range
Portable Drone Hub, store your drones in it, will auto attack any hostile that engages it or any enemies of your corp, alliance, or faction. Drones effectiveness and range modified by skills already learned and trained of course.
|
|

DrysonBennington
Aliastra Gallente Federation
144
|
Posted - 2014.06.29 20:25:00 -
[1511] - Quote
scorchlikeshiswhiskey wrote:What about deployables that would mimic the environmental effects you can find in wormholes within a small radius?
For example: Pulsar module projects the effects of Class 1 (?) Pulsar, or a Wolf Rayet module projects the effects of a Class 1 (?) Wolf Rayet with a radius of maybe 100km
That would be interesting to deploy in high sector belts.
You would first have to collect such stuff from a WH using a special ship and then built the data core in a PI facility where the Depot would then release the stuff.
Limited time of stuff release would be twenty minutes to an hour and depot itself would be a worthless hulk after two hours.
Cost of the depot - 50 million isk. |

DrysonBennington
Aliastra Gallente Federation
144
|
Posted - 2014.06.29 20:28:00 -
[1512] - Quote
Probably already posted.
Mobile Ship Scanning Depot - would scan a ship every minute and then send the results to you in an email. The depot could be turned on or off would have a lifetime of ten days and would have base attributes the same as the Mobile Depot. |

Rialen
Gravit Negotii Northern Associates.
11
|
Posted - 2014.06.29 23:21:00 -
[1513] - Quote
Mobile asteroid attractor - A unit which is launched at an existing asteroid belt. After downtime, all existing asteroid in that belt will be closer together making it easier to mine without having to move around as much. |

Alternative Splicing
Center for Advanced Studies Gallente Federation
71
|
Posted - 2014.06.30 23:46:00 -
[1514] - Quote
POS empires are too easily maintained and defended, with perfect intelligence being relayed at all times - a sneak attack on one is never possible. No matter how remote a POS is, once notification of its timer is sent, its defence is virtually secured.
A 'clandestine signal distortion array' would be good deployable to add to the game. It would last one week in space and would not be attacked by POS modules. After two full days of being in space, as to allow time for the POS owner to find and destroy it, it would prevent the POS from sending any notifications to its owner. |

Apelacja
Fungi Company
75
|
Posted - 2014.07.01 15:18:00 -
[1515] - Quote
mobile compression and refining modules. Useable also for modules and just minerals.
|

Koniforous
Tauren Transit
124
|
Posted - 2014.07.01 23:06:00 -
[1516] - Quote
Mobile Fleet Booster Unit. Projecting fleet boosts within its AOE sphere. TAUTX Bank: 12.5% of profits paid to investors monthly. More info: https://forums.eveonline.com/default.aspx?g=posts&t=322582&find=unread |

Alador Afuran
33
|
Posted - 2014.07.01 23:25:00 -
[1517] - Quote
No more conts on jump gates. Mobile Billboard. Only for corps with 10 members or more. Player have pay for the place weekly (no idea about price). Anchoring = V (IV). Distance = 50 km. from the gate and each other. |

Saisin
State War Academy Caldari State
86
|
Posted - 2014.07.02 02:03:00 -
[1518] - Quote
Mobile cyno hacking device
Deploy after a cyno is lit in system, and will hack its signal immediately (no delay one launched). Ships using this cyno once deployed will land to the mobile cyno hacking device, instead of the actual cyno they intended. One use only. Create its own beacon in system, to generate good fights :) Can not be lit from any frigate size ship, and lasts as long as the hacked cyno. The ship dropping it would have to remain within a short to medium range to keep it active (plus possible sustained cap expenditure)
Let's have space faring wreckers...
"surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

DrysonBennington
Aliastra Gallente Federation
145
|
Posted - 2014.07.02 14:03:00 -
[1519] - Quote
What is needed in High Sector is a Depot that will allow for Kill Mails of -5.00 to -10.00 to be used to get items of value.
Basically the Kill Mail is placed into the Depot and depending on a very stringent set of guidelines would issue an item of value to the Kill Mail Holder.
Kill Mails based on War Dec's and Faction Warfare would be prohibited.
The value of the Kill Mail would be reduced by half if the Kill Mail is sold to another pilot and by twenty five percent if sold to a corporation or alliance member. The value would remain the same if the Kill Mail is made available to everyone. |

Janeway84
Masters Of Destiny Pride Before Fall
83
|
Posted - 2014.07.04 11:28:00 -
[1520] - Quote
anchorable doomsday device 1 time use for all your christmas shopping needs!  Deployable in wormhole or nullsec space and once deployed you can have your ship 2500 m close to it and activate it and it gives you a 30-60 second timer until it does a 15 km big explosion depleting the anchorable in the process and doing dmg to everything thats destructable, player ships, player structures, npc's , jet cans other deployables?
Could have a estimated cost between 40 and 80 mil. + graphical effect doing the epic white emp blast wave that was in the last eve trailer for kronos.
areas of use, clear camps of ships or as a self defense weapon in critical situations or to clean space debris with or to blow up your own ship in style!  |
|

Snape Dieboldmotor
Minotaur Congress
34
|
Posted - 2014.07.10 12:56:00 -
[1521] - Quote
Mobile super capital anchoring unit. Traps a single ship in place. Can be deployed and destroyed only by sub capitals. |

Saelem Black
Savage Knights
8
|
Posted - 2014.07.10 20:46:00 -
[1522] - Quote
Dunno if this has been suggested already, but:
Deployable turrets. Basically, a single 425mm railgun, tachyon, or howitzer, otherwise unmodified. Fires some set number of rounds (maybe 30-40), does 50 dps @ 30+20 km. Destructs after rounds are expended or 5 min. 1000 shield, armor, and structure. Shoots at enemy targets within 50km, in order of descending ship class. Can't deploy within 10km of another mobile structure (including itself). ~2 million isk each. Unlike drones, they wouldn't be governed by skills, and are not reusable.
Radiation field. Does continual 100 dps damage (25 of each type) to all targets in an 8km radius for 3 min, then destructs. |

Saelem Black
Savage Knights
8
|
Posted - 2014.07.10 21:01:00 -
[1523] - Quote
Anchorable probes:
D-scan monitor Lasts 1 hour if not retrieved Gives remote sensor data to an out of system owner such as: D-scan (perhaps with limited range or direction) from the probe. Local population (in low or zero sec) Easy to scan down and destroy.
Deep space monitor: Lasts 6 hours Gives limited access to system's local channel, for pilots out of system. Deployer cannot chat, but can still see the channel and any pilots in local. Permanently cloaked. |

Mina Sebiestar
Mactabilis Simplex Cursus
688
|
Posted - 2014.07.10 22:38:00 -
[1524] - Quote
A mobile quad 2000mm howitzer artillery platform.
for fun.
http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
|

Arctic Estidal
Negative-Impact Gentlemen's.Club
0
|
Posted - 2014.07.11 01:31:00 -
[1525] - Quote
1. Mobile Vending Machine Provide different sizes to accommodate different items. Make them permanent deployables that perhaps run on a fuel (needs to be appropriate to the return the vending machines can make). Enable them to be easily scanned down for players but potentially harder to destroy so valuable items can be placed inside. There may be a limit of one per player per system.
2. Mobile Billboard Enable players one billboard per system where they can have their message of the day. This would be great for advertising deals, items for sale, warnings to players, etc. You click on the billboard and a window pops up so you can read and click on links through to webpages, the market, contracts page, etc. |

DrysonBennington
Aliastra Gallente Federation
148
|
Posted - 2014.07.13 21:14:00 -
[1526] - Quote
What about a Mobile Depot Hub?
The Mobile Depot Hub would allow for four ships up to Battleship in size fit with rigs to dock. In addition to be able to dock ships the Hub would also be able to dock four Mobile Depots to it of any type.
The Hub could be anchored 100km from an mineable belt and 500 km from a station or gate or POS.
The Hub would last for a week and would nullify the time duration of the mobile depots docked to it. |

Elfi Wolfe
University of Caille Gallente Federation
68
|
Posted - 2014.07.14 18:09:00 -
[1527] - Quote
FOB (Foward Operating Base) Depot on a large size May not be able to deployed within 6km of another mobile depot/fob, within 50km of stargates or stations, or within 40km of a starbase. May not be able to be deployed within 100km of a beacon (Like a beacon denoting an asteroid field)
Automatically decays is abandoned for thrity days. Is recoverable.
Shield capacity 10,000 Armor capacity 6000 Hull capaacity 40,000 Has a reinforced mode with a 24-72 hour timer.
Packaged size 40,000 or 50,000 m3
all 4 sensor strength 50 - 400 depending on meta level
Has a 400,000-500,000 m3 ship maintenance bay Has a 40,000-50,000 m3 cargo bay
Has one slot for construction. (possible restricted to ammo/drone) Able to recycle item but not refine ores? Able to repair items in cargo bay or ship maintenance bay.
LFOB (Large Forward Operating Base) Depot on large size
Shield capacity 40,000 Armor capacity 24,000 Hull capacity 120,000 Has a reinforced mode with a 24-72 hour timer Packaged size 200,000 - 400,000 m3 All 4 sensor strengths 12 - 250 (300) depending on meta level
Has a 600,000 to 1,000,000 m3 ship maintenance bay Has a 100,000 to 150,000 cargo bay
Has 1 - 4 slots for construction Able to recyle items but not refine ores? Able to repair items in cargo bay or ship maintenance bay.
Usage. To set up a base in a system with limit ship storage capacity and limited ammo/drone making capacity.
The higher meta would be for setting up in hostile systems. Due to the more expensive items used in outer hull to reduce signature.
Possible add a "vending machine" So that items could be put up for sale "Please point to the place on the doll where the carebear touched you." |

Syrias Bizniz
Zebra Corp The Bastion
316
|
Posted - 2014.07.15 15:45:00 -
[1528] - Quote
Black Market Hub
A deployable that allows the owner (and potentially people on an 'allowed' list) to put Items into it and list those items for sale. However, these Sell-Orders (and potentially buy-orders?) would NOT show up in the regional market hub. These orders are listed on the blackmarket, which can only be seen by actually accessing one of the Black Market Hubs. Buying from one of the Hubs would only be possible by actually accessing the very same Hub, so no buying from 2 jumps out.
This way, people could sell stuff in Space that usually hasn't stations, or even in actually HOSTILE places. And only to people who know where it is, so to say, has a bookmark.
To collect the ISK, the owner('allowed' player) has to get to the Hub and access it.
Reinforcing would denyl listing Orders, cancelling Orders and ISK withdrawal. Buying would still work.
Upon destruction, all ISK that are not withdrewn yet are destroyed. Items in the Cargo / Sellorders would have the usual 50/50 dropchance.
Edit:
Damn, it is an ISK-Sink, Risk vs Reward thingy. Come on peeps, make it happen! |

Miss Everest
Elysium Accord
4
|
Posted - 2014.07.16 01:41:00 -
[1529] - Quote
There are 76 pages at this point so I am unsure if it has been said already but.
Has anyone mentioned deploy-able Turrets?
Before you go to far let me explain.
This will be put onto Outposts and gates only.
Essentially counter to what all other deploy-able things where you cannot put them near Outposts and Gates.
The cost/effectiveness is up to you guys I just think it would be a cool idea.
Secondly, what about a beacon? Simply something that when placed will tell you someone else is close by.
Example of this would be putting a beacon, (that is visible and kill able), could be placed next to a acceleration gate. So when anyone else comes near the gate it will alert the owner. |

Solj RichPopolous
Mentally Assured Destruction The Pursuit of Happiness
58
|
Posted - 2014.07.16 08:34:00 -
[1530] - Quote
Not sure if said anywhere else. But some sort of deployable gun structure needs to be created for taking the tedious out of POS killing in high sec. Let it start with low damage and ramp up over time. POS will not automatically target and shoot this making the POS owners need to actually show up and do something about it. |
|

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 06:38:00 -
[1531] - Quote
Maybe proposed, maybe not:
Mobile Planetary Destroyer: fueled by Titan or Titans, after deployed and connected to hull(s) and after timer it has ability to destroy planets into asteroid belts.
Mobile Planetary Terraformer: opposite, build planets from asteroid belts of terraform exist ones. Need resources to operate, and obviously longer time for the process (month?).
Both "huge" devices. I watched "herectics gate" trailer time last night and those came in mind. Bacon tastes so much better when it's marinated in vegan tears.-á |

Nyssah
Burning Napalm Northern Coalition.
13
|
Posted - 2014.07.18 04:00:00 -
[1532] - Quote
-=Mobile EMP Device=-
An anchorable structure which takes a decent amount of time to anchor, 3-5 minutes or so. The device acts as a self destructing EMP bomb that decloaks any ships within a 100km radius destroying itself in the process. The device will disable any cloaked ships cloaks from being activated for 5-10 minutes, in turn it gives the cloaked ships who were affected by it will also gain aggro timers which will mean they cannot simply log off and wait out the EMP.
The device also affects any uncloaked ships on field who had a cloak on them, making their cloaks also disabled and unusable for 5-10 minutes. The device could weigh a decent amount to stop it being hauled around in frigates/covops potentially.
[Uses]
1. Decloaking hostiles on jump bridge/cyno beacons 2. Finding cloaked targets on grid who are believed to have recently cloaked after trying to get away. (Boosters and such)
[Stats]
-= Mobile Anchorable EMP Device I =- Volume: 200.00 m^3 Anchor Time: 180 seconds Radius Affected: 100km Effects: Cloaking Devices Affected Duration: 300 seconds Immune Ships: Black Ops Battleships
-= Mobile Anchorable EMP Device II =- Volume: 250.00 m^3 Anchor Time: 180 seconds Radius Affected: 150km Effects: Cloaking Devices Affected Duration: 360 seconds Immune Ships: Black Ops Battleships
|

Quinn Corvez
Probe Patrol Ixtab.
248
|
Posted - 2014.07.18 10:36:00 -
[1533] - Quote
It has probably been suggested but i would like a Mobile Jump Portal. Allows a ship to jump to a cyno without a jump drive but only the owner can use it. |

DillPickels
Defenders of Commerce
1
|
Posted - 2014.07.24 15:51:00 -
[1534] - Quote
A Mobile Structure that can increase the chances of choose able sites to spawn (of the racial rats) or ore sites. |

Irya Boone
Never Surrender.
371
|
Posted - 2014.07.27 02:37:00 -
[1535] - Quote
Just want the siphon and the cynojammer improved :( RENAME WH systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome.
GalMIl>>ALL |

Scorpionstrike
Federal Defense Union Gallente Federation
10
|
Posted - 2014.07.27 10:24:00 -
[1536] - Quote
I think being able to deploy mini bases that others can jump to for safe zones for a docking fee and you can also upgrade the base remotely e.g. guns / defenses, i would like to see ways of creating your own businesses in EVE that you can manage remotely. |

Tujiko Noriko
Dirt 'n' Glitter I Whip My Slaves Back and Forth
9
|
Posted - 2014.07.27 22:46:00 -
[1537] - Quote
Snape Dieboldmotor wrote:Mobile super capital anchoring unit. Traps a single ship in place. Can be deployed and destroyed only by sub capitals.
You mean like, a bubble? CEO, Dirt 'n' Glitter |

Trii Seo
Sabotage Incorporated Executive Outcomes
646
|
Posted - 2014.07.28 17:01:00 -
[1538] - Quote
Bring back spacemines. Like landmines, just in space. Preferably in several flavours - from small to anti-capital.
Boop-boop-boom!
Maybe with some limitations as to how many can be anchored on grid. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Mad'Ness
Voyagers Inc.
0
|
Posted - 2014.08.01 07:18:00 -
[1539] - Quote
Cynosural redirection array.
Description: When deployed forces all capitals heading to the system to exit from jump at its location instead of cynosural field. Can only be seen on d-scan. Cannot be deployed closer than 500 km away from stations. Lasts 30 minutes. Activation time 2-3 minutes. 200 k EHp. Cost around 100 mil.
Expected effect on gameplay. Counters safe cyno in dock range logistics. Allows small organized groups camp for JF and carriers. Allows big alliances disrupt capital activities and big fleet bridging of each other. Power projection is no longer 100 reliable. |

frasdasd Aakiwa
State War Academy Caldari State
0
|
Posted - 2014.08.01 11:41:00 -
[1540] - Quote
allow people to anchor pos for personal use (whithout corp) but make it so if its anchor for self u recieve: - -50% size and hp - +20-30 % on cpu and pg usage of guns, misile, and e-war - canot anchor moon harvester, jumpbridge, cyno gen, CSAA, cyno jammer - can add people to allowed list as manager - do not requires corp roles to anchor - corp/alliance member doeas not have any acces to it if not on the allowed list
the rest would be the same as anchoring it for corp including fuel usage |
|

Micky Nox
Angry Mustellid Overload Everything
21
|
Posted - 2014.08.01 16:52:00 -
[1541] - Quote
How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...
|

Kieron Krodmandouin
Sebiestor Tribe Minmatar Republic
9
|
Posted - 2014.08.03 03:57:00 -
[1542] - Quote
I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.
Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that. |

Arctic Estidal
Negative-Impact Gentlemen's.Club
1
|
Posted - 2014.08.03 13:24:00 -
[1543] - Quote
Deployables in these areas would be great: 1. Industry 2. PVP 3. Counter PVP 4. Piracy & Theft
The key must be more content creation with a view of enabling single players to create pvp opportunities, undertake piracy etc.
The key is to enable single players more opportunity to disrupt supply lines, moon harvesting, pi, hauling, mining etc.
If we can enable more solo players to be effective this may assist in reducing the blob effect and create more content across EVE. |

Arctic Estidal
Negative-Impact Gentlemen's.Club
1
|
Posted - 2014.08.04 06:32:00 -
[1544] - Quote
Remove the Local Window in null sec and limit in low sec.
Then add deployables which provide limited range and time notification of players entering the system only. |

Spurty
V0LTA Triumvirate.
1373
|
Posted - 2014.08.06 01:28:00 -
[1545] - Quote
Mobile POS.
Can slap guns on it and warp it around system. Love to park one outside a station / gate.
Thats what I want. *signature is not allowed on the EVE Online forums* |

afkboss
Imperial Academy Amarr Empire
29
|
Posted - 2014.08.06 16:18:00 -
[1546] - Quote
Mobile Cynos beacon. Can only be launched by recon cruisers.
Takes around 1 minute to anchor Has around 300 HP Cost 3-4 mill, they explode after 5 mins. Cost 500 liquid ozone + some PI junk + cyno module to build. Appear on overview when lit.
Sick of depending on 900k SP cyno alts for all my cyno needs. The 1 minute to anchor with 300 HP means its for moving capitals and not for hot dropping. Maybe requires cynofield gen lvl 5.
|

Shaklu
Mass Effect Enterprises Dark Knights of Eden
3
|
Posted - 2014.08.06 19:38:00 -
[1547] - Quote
Spurty wrote:Mobile POS.
Can slap guns on it and warp it around system. Love to park one outside a station / gate.
Thats what I want.
Pretty sure that was the idea behind Titans |

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
31
|
Posted - 2014.08.07 10:03:00 -
[1548] - Quote
Deployables that simulate effects of Wormhole systems within given area. NPC ships would be immune and I guess there might be needed a 'one within xx range of another' limit :). |

Pie Napple
SniggWaffe WAFFLES.
13
|
Posted - 2014.08.08 09:17:00 -
[1549] - Quote
Kieron Krodmandouin wrote:I would like to see... The planted distress beacon... Set it to various levels of begging for help, kill pirates as they show up. Can set it to call bigger ships, so you can get on-demand battleship fights in your frigate. The loot and salvage should be terrible, this device is entirely so players who don't have a huge time commitment can get some fights in on their timeline instead of a missions timeline, or without flying deep into BFE looking for a fight that may or may not be there.
Sometimes I just want to shoot things, I am fine with committing time into something profitable, I am not fine with it taking hours to find an amusing fight. This would address that.
Why would you want to sit still in space and shoot solo npc-ships? Ship after ship. With zero rewards.
I think we have very different definition on what "an amusing fight" is.
I can see this having a usage if you want to try out fits. Test damage at different ranges etc.
That leads me to my own suggestion. A training dummy.
It could be cool to have a structure that you could have imitate other ships. You could have it be a condor and orbit you at 25km. Then you could practice slingshotting or try out different kind of ammunition on it or activate its MWD and see how that affects your damage.
Might be to complicated to create for the benefits it gives, i don't know. But it could be useful. :) |

Amy Farrah FowIer
School of Applied Knowledge Caldari State
0
|
Posted - 2014.08.09 22:24:00 -
[1550] - Quote
"mobile ship ancor structure"
anchor with structure = 10s ancor timer/10s unanchor timer
no longer able to be bumped |
|

LazyDeer
Strategic Industries INC. Unknown Destination
11
|
Posted - 2014.08.10 03:18:00 -
[1551] - Quote
I would like to see a Deployable scanning assembly.
It scans the system your in showing you if there are hostiles near a certain area, cloaked or not. Just like a directional scanner however with increased skill levels increases that accuracy of pinpointing a certain location. Example I scan the system and I find a player who is at planet X ( I do not know were exactly at planet X just know he is near it). Next I scan that planet and it shows he is within 20-100k away from this point of accuracy which is affected by my skill level. This way players can have a tool to beat cloaked up players waiting to strike, and making its riskier to sit AFK cloaked. |

Amy Farrah FowIer
School of Applied Knowledge Caldari State
0
|
Posted - 2014.08.10 08:03:00 -
[1552] - Quote
"mobile black hole holorelais" (and for all the other effects)
simulates in a grid/specific range the black hole effect (only 1 unit anchorable per grid/specific range
"mobile alert unit"
alerts if some gets into the range of it (cloacked too)
-great to deploy near a wh for example
|

Arthur Aihaken
Erebus Solia
3748
|
Posted - 2014.08.10 18:23:00 -
[1553] - Quote
A Paint Booth. I am currently away, traveling through time and will be returning last week. |

Gallastian Khanid
Sniggerdly Pandemic Legion
68
|
Posted - 2014.08.11 18:45:00 -
[1554] - Quote
Jump Drive Interdictor. You anchor a mobile structure that onlines over half an hour. When it starts anchoring a beacon appears in system to alert individuals passing through, but no indication is given on the in game map. If a capital ship jumps between two points whose path comes within .5 au of the system the Jump Drive Interdictor is onlined in that capital ends up coming out of jump within 10km of the Jump Drive Inhibitor instead of at its destination. If two Jump Drive Inhibitors are on the path, the capital gets stuck at the one closest to the capital's starting point. Do not allow this mobile structure to be anchored in lowsec.
Suddenly Jumpfreighters have a way to get caught if you don't police your space. If there's going to be a huge fight or move op you can place these guys between your enemy's staging system and the planned battle to mess with reinforcements dog piling in.
However, you don't remove the ability of groups to do planned deployment and you don't completely destroy the ability of nullsec alliances to do logistics (though you do make it riskier f they don't take precautions). |

Momiji Sakora
Omni Galactic
23
|
Posted - 2014.08.11 23:07:00 -
[1555] - Quote
How about some kind of sensor bouy, you deploy it somewhere in a system (on a gate etc) and anything that comes within say 5km-10km. It'd be a 1-time use (like the Mobile Jump Unit).
It should call out in local, or as a notification like the Cyno when someone triggers it, I don't think it should report who, or what triggered it of course.
I envision it's use by small pvp gangs and explorers/mission runners in low-sec. Helpful for both finding targets (you know when they're at a location you want to warp to) and also negates the ridiculous need by lowsec pilots to drop alts on gates in a shuttle as an early warning system for when someone is about to come into your site. You could possibly deploy them off gates I guess, but I think actual jump-gates or stations should have sensible anchor ranges.
Obviously destructible etc.
-
Another thought is to make the Mobile Jump Unit require a Large Micro Jump Drive for it's manufacturing requirements to bring it in line with other mobile units (The MTU requires a Tractor beam... or did now that I look it up... it no longer requires it, but I always felt these were nice little touches to the blueprints). |

Flaming Forum Spammer
Imperial Academy Amarr Empire
10
|
Posted - 2014.08.12 22:11:00 -
[1556] - Quote
if you can introduce all this stuff, then introduce a system-wide graviton pulse engine to decloak ships and prevent them from recloaking for 1 minute. |

Thorado
Rim Collection RC Sorry We're In Your Space Eh
5
|
Posted - 2014.08.13 14:02:00 -
[1557] - Quote
Micky Nox wrote:How about deployable that will prevent drones from being controlled (same as if you being inside pos shield) with like 30-50km radius. Call it Drone Interference Thingy. Would be really useful to counter supers (especially in lowsec)...
Also would be great to counter the effect of Ishtar swarms. In fact why not make this a mod to fit on HIC which could be activated in the middle of the swarm. The module activation would work similar to.....mmmnnn I feel another post coming on.
No dramas
Thorado |

jullll
SnaiLs aNd FroGs
1
|
Posted - 2014.08.14 12:37:00 -
[1558] - Quote
TCU DISRUPTING MOBILES
Aimed to "perturb" solar systems upgrades in 0.0. Citizens of those systems have the choice to defend their home and keep their systems fully upgraded, or skip the fight but have their solar system "perturbed" for X hours ( X to be defined). those MOBILES charge for X minutes, launch a disruptive pulse crippling the system for X hours.
ANOMALIES DISRUPTING MOBILE:
- 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging. - After 5 minutes a single pulse occure, making anomalies spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
MILITARY DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making wormholes and combat exploration sites spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
IDUSTRIAL DISRUPTING MOBILE:
- a 5 minutes countdown on launch + becon on overview + alert in system. Mobile is slowly charging - After 5 minutes a single pulse occure, making hidden asteroid belts and mini-profession site spawn rate in system dramaticly reduced for X hours. - Should be mid range expensive, enough that you don't want to spam it and loose it too easely. - You can scoop the mobile after the disruptive pulse occured.
we can also make this to a bigger level, for a whole constellation: make it bigger to transport, harder to deploy, longer to charge. Easier for citizens of the aimed constellation to react and organise to encounter.
CONSTALLETION TCUs PERTURBING MOBILE:
- 15 minutes countdown on launch + becon on overview + alert in whole constellation. Mobile is slowly charging - After 15 minutes a single pulse occure, Constellation anomalies / industrial / combat sites spawn rate is reduced for X hours. - Should be kind of expensive and big, that you don't want to spam it or loose it too easely at all. - You can scoop the mobile after the disruptive pulse occured.
Those mobiles allow for small to medium entities beeing able to matter on conquerable space, "disrupting" normal/daily activities of who lives in. Those citizens may choose to defend their systems and keep their activities at normal rates, or simply skip the fights but suffer from system "perturbed" for X hours. After X hours everything came back to normal.
That would lead the actual sov mechanics on a better direction, that is completely broken on current state of the game.
Would love to see such evolution. |

Cold Burrito
Master B8ers Brawls Deep
41
|
Posted - 2014.08.15 06:25:00 -
[1559] - Quote
It has become apparent that people like deploying structures for the sake of deploying structures (Depot art anyone?) and not just for their intended purposes. In fact, these depots that are being deployed are there for the sake of being deployed.
So what about structures that are just that: structures for the sake of being a structure.
CCP, please let us deploy structures without any purpose apart from just existing in space.
I want to be able to deploy all manner of things surrounding starbases, stations and gates. Brothels, smoke shops, dairy farms, strip joints, more brothels, library, bank, a bigger brothel, etc. Just structures that have no defenses, no reinforcement timer, and no strategic value apart from planting a comedic flag at my, or my enemies, base.
Now, for the construction of these structures, we could make a use for some very old items. For years people have been collecting these "extra" items from missions. Exotic dancers, prostitutes, milk, long limb roes, janitors, etc. And NPC's are selling other similar items such as tobacco, spirits, and garbage. If a series of structures were introduced that required these items for construction, we could finally trade these commodities on the market as something other than a novelty to get blown up and appear on a killmail.
As an extension of this, perhaps we could allow the creation of player made monuments (destructible) which cost quite a bit of money and have reinforcement timers and such. Have a couple of models to choose from and a name and description given by the deploying corp. This could be deployed as a monument to an event, memorial, or just a plain old middle finger.
CCP: please let us provide work for the millions of unemployed passengers sitting in our stations and cargoholds. |

Rodric O'Connor
The United Federation New Eden Dark Taboo
3
|
Posted - 2014.08.16 20:07:00 -
[1560] - Quote
i was thinking a mobile loge or ECM unit that could be droped and the loge repairs you allys ship and not you and for the ECM it lock one to two targers and jams them but they would only be a stop gape and only would be used in low and null as for high sec ill leave that up to every one else |
|

Vulfen
Snuff Box
128
|
Posted - 2014.08.18 15:00:00 -
[1561] - Quote
How about a "drone disabling array"
Here's what I propose;
Randomly it targets drones within it's radius, upto 10 at a time regardless of owner, and it attempts to disable the drone it has a chance based on the M/bit strength to make the drone go inactive, this does not destroy the drones but makes it so the owner has to either deploy new drones or use the "reconnect to lost drones" function Does not affect fighters or fighter bombers
Restrictions below
Cannot anchor with 75km of a gate or station Effective range 20km 5-8m/bit strength (depending on Meta) Cycle time: 15 seconds Anchor time 5 seconds Online time 30 seconds 1 time use, cannot rescoop duration 1 hour
|

Chessur
Pod Liberation Authority HYDRA RELOADED
364
|
Posted - 2014.08.18 16:15:00 -
[1562] - Quote
I was thinking one of two things
The first:
A deployable structure that would allow all ships (Not deployable structures, or any other objects in space) inside of it to be cloaked. Ships within this field, would be unable to activate any modules. The structure itself, would be uncloaked, probable, and targetable. these structures cannot cloak themselves, and cloaking fields would not overlap. As for the size of the field, 25 / 50K Sphere would be very interesting. The person who deployed the structure, would be able to quickly turn of the cloaking field, allowing ships to then active all mods. Ships would be able to warp in and out of the field at their whim.
The second would be
A deployable structure that would disable all cloaking within its range. Again, no overlapping would be allowed, and the range would be quite short. 25/50k The module would again be targetable. This could be used with sniper fleets, or as counter play to bombers. |

Gallastian Khanid
Sniggerdly Pandemic Legion
68
|
Posted - 2014.08.18 16:17:00 -
[1563] - Quote
Mobile Police Jammer. Players on grid with an anchored and online Mobile Police Jammer do not loss Security Status for aggression.
This structure effectively turns off gate guns in lowsec and removes sec status grinding for Lowsec PvPers who are careful to engage near one.
One could use it in Highsec to preserve Sec Status for suicide gankers, but Concord will still respond to the illegal act. Provides a nice warning that suicide gankers are present and a nice target for white knights to target to drive conflict. |

Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
4
|
Posted - 2014.08.18 16:21:00 -
[1564] - Quote
Mobile Scam Unit
Each time a member of goons comes into system, it empties their wallet.
 |

Oban Kado
Hedion University Amarr Empire
0
|
Posted - 2014.08.18 23:06:00 -
[1565] - Quote
Mobile Warp Disruptor Inhibitor. Would make null sec a bit more interesting instead of predictable death at nearly every entry point...
Low spin up time... 0.2 Sec (maybe instantaneous?), plus limited life... 8 seconds max? |

Nou Mene
Kaweshkar Solo
0
|
Posted - 2014.08.19 21:26:00 -
[1566] - Quote
Automated Mining Unit sounds good for me
I guess anything that makes the small guy easier to prey on the big one. |

FireFrenzy
Satan's Unicorns
35
|
Posted - 2014.08.20 10:08:00 -
[1567] - Quote
I just want some kind of mobile office type thing,
You can dock a pod on it, and then you "count as" being in a station for **** that requires you in a station... Would be dead useful for wormholers... |

Daniel Toner
F0RCED ENTRY F0RCED ENTRY.
0
|
Posted - 2014.08.20 23:43:00 -
[1568] - Quote
Some thing I want is a mobile staion with x dock space ect. Sine it will help people make a little home away from home and be good for the WH space guys.
|

Adwokat Diabla
Hel No plz
17
|
Posted - 2014.08.21 08:38:00 -
[1569] - Quote
mobile cyno micro-jump-drive inhibitor which prevents anyone within 100km from mjding. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1564
|
Posted - 2014.08.21 11:05:00 -
[1570] - Quote
1)Mobile doomsday device.
Deploy time 60 seconds.... when fully deployed it triggers the old AOE doomsday effect centered around it. :P
Eat this BLOBS!!!
2) Mobile Jump drive Shenaninganzator
Deploy time 60 seconds.. when deployed it creates a wave of 40 km radius.. any ship within that area that has a jump drive and is able to jump (not bubbled, not in siege) will jump to a random system within its jump range limit.
Eat this DAMM SUPERCAPITALS!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

unslaught
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.21 11:26:00 -
[1571] - Quote
mines, i need mines with the sig of a mobile tractor beam... |

unslaught
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.21 12:23:00 -
[1572] - Quote
a stucture that mimics a ship (player needs to stay withing 50km from structure), only the ship of the person that dropped it gets copied. has low hp, and can only be anchored at least 100km from another "mobile mimic thingy"...
basically a bait structure
|

Valenthe de Celine
Center for Advanced Studies Gallente Federation
16
|
Posted - 2014.08.22 23:43:00 -
[1573] - Quote
TL:DR
Not sure if it's ever been suggested (or shot down) before, but how about an anchorable device that mimics the D-scan signatures of a set of ships being in space, without actually having them present? I'm thinking of a means to create the illusion of ships being present at a location without them actually being there. So far I've seen plenty off things to hide folks, how about the ability to give misinformation? I saw some kind of a mimic already mentioned, but this is just for the purposes of someone gathering intel in, say, a wormhole, using D-scan or combat probes. |

Lojak 2501
United Research and Development
17
|
Posted - 2014.08.23 05:17:00 -
[1574] - Quote
id like to see a mobile compression array.
*leaves his 2 cents on the table*
|

Foghail
Sons of Chaos and Anarchy Stellar Eclipse
11
|
Posted - 2014.08.24 12:31:00 -
[1575] - Quote
Yazzinra wrote:Arthur Aihaken wrote:A communications structure that completely disables local while deployed. this. so much this.
Comms Jammer, deployable that burns out when it runs out of fuel, say 1-10 (or longer) minutes. Make it a 2au lock for probes. remote activation by pilot (say 3 jumps)
Create a Sov System Communications Array - Target that can be attacked/hacked to create that delay (once hacked, the pilot in question can activate the remote trojan, and drop system wide comms for that longer time window) Comms Array shows that it has been *Hacked* - Rehack to repair/remove the trojan with no local while hacking.
Deployable Decloaker - on grid say 300km can't be anchored next to staion / gates within 500km.
Pulse Locator - Cloak Destabilizer (Targetted to pilot name) 1-5 minute run if pilot is warping around, until will not find them, if the pilot is afk burning away while cloaked will force cloak down so they can be scanned with probes (firework effect if successful) |

DrysonBennington
Aliastra Gallente Federation
168
|
Posted - 2014.08.24 21:30:00 -
[1576] - Quote
Now that an MTU can be used as a Mobile Mining Storage Facility - https://forums.eveonline.com/default.aspx?g=posts&t=369288&find=unread
I think that a combination MTU / MD for miners is what is needed.
The only difference in using the above the Mining Operations Network is that the MTU / MD would be a single hull design with the MTU section of the Depot having an increased Ore Cargo Bay of 45k m/3 and 500 m/3 cargo volume for ship fittings.
Another change would be that the tractor beam range would decrease to 75 km but the tractor beam velocity would increase to 2000 m / s
|

DrysonBennington
Aliastra Gallente Federation
170
|
Posted - 2014.08.29 00:23:00 -
[1577] - Quote
Another need is a graphic around the Deployable Structure's circular icon that would denote how full the structure was. The amount of cargo space being displayed would only be seen by the Capsuleer who deployed the Deployable Structure.
This would be very useful because I use both to Remote Mine with. The MTU to tractor and store the mined ore with the MD used as an overflow holding depot. |

Kell Braugh
Caldari Provisions Caldari State
3
|
Posted - 2014.08.29 22:30:00 -
[1578] - Quote
How bout disable local in all nonempire/npc space unless you have the structures out to actually make is happen and have it not just be in-game magic.
You should need a deployable at each gate [Local Area Sentry] and a Control Tower -attached communications array. Players in the corp who owns the control tower effectively get back local.
Could add a third (sov structure based) module to broadcast this intel feed to the rest of your alliance and not just corp.
Local Area Sentries should go into reinforcement like a mobile depot and carry about the same HP.
The Control Tower mounted module can also be reinforced to disable all Local Area Sentries. CPU/Power usage up for debate obviously.
It would give a buff to Sov holders that fully utilize their space, and a much needed nerf to those who have more space than they really use. |

Elisiist Aldent
Underground Coalition
5
|
Posted - 2014.08.30 03:38:00 -
[1579] - Quote
Is CCP'S still monitoring this thread?
What about a mobile structure that whenever someone comes on grid with it, the structure broadcast their Character name and ship type into either local chat. Only with ships that appear on overview even if it is only for a split second (cloaky ships that come through gate and recloak) Could be named Mobile Intel Unit, Mobile Broadcaster, or Mobile Listening Post.
Short anchor with a couple minute online. 2 hour life with a roughly 25-50M price tag. Banned in empire space. Cannot be scooped. Light tank low hp(comparable to cyno inhibitor)
The short life and fairly high cost would keep its use in check. Chances are some guy mining a C1 isn't going to keep these things on the hole. I know a lot of Null and WH ppl would love something like this.. and a lot that would hate it. |

TheFairyClinkerBell
The Fork Clever Use of Neutral Toons
0
|
Posted - 2014.09.02 12:02:00 -
[1580] - Quote
I did have a look in the thread for something like this but I gave up after 20 pages and only as I was writing this did I see the post from Elisiist Aldent which was slightly like what I'm about to suggest.
Envisage a module that can be only be deployed within 50km of a jump gate in either low or null sec and, after activation, generates a field with a radius from the centre of the jump gate and has one of the following abilities (selected by the pilot when deploying) and these apply when the vessel enters the effect radius (regardless of whether it is cloaked/just jumped in):
- the field causes any vessel within a 500/750/1000km radius of the gate to have no list of pilots and to act as though in delayed mode.
- the field causes any vessel within a 2000km radius of the jump gate to not have any Local chat window functionality for a period of two and a half minutes.
Local would function normally for anyone out of the radius of the module and people entering/leaving would appear/disappear as they currently do.
The first effect would be useful for people just on or off grid who are laying in wait in a cloaked ship whilst the second effect could be very useful for hiding a fleet either in warp to the gate (who'll be landing in a minute or two) or hiding just off-grid but aligned and ready to warp.
Due to the nature of the module it would affect all vessels within any field radius and d-scan would only show results outside of the effect radius. e.g. Any objects within radius do not appear on d-scan results, but outside of this they would appear as normal.
Notes:
The module would have the following properties:
- Be single use only with a fixed life of 2 hours
- Small enough (~50m3) for any a ship of frigate size or larger to carry and deploy
- Deployment/anchoring time of 60 seconds
- Only one module could be deployed within gate range at one time
- Reinforcement timer of 30 or 45 minutes once shield reaches 25%
- HP: 250,000 Shield, 100,000 Armour and 40,000 Structure with 50/50/50/50 resists
HP statistics are just an idea, I've used a multiplier of 2.5 as the basis for these but of course they may be too much or too little. |
|

Lonewolf174
Lonewolf174 Corporation
0
|
Posted - 2014.09.03 01:15:00 -
[1581] - Quote
Mining disruptor: Instead of siphoning moon material, reduces the amount mined by a larger percentage and doesnt take anything.
Remote Cyno Unit: Able to remotely light cyno within certain light year range.
Sheild Siphon unit: Slowly depletes pos shield over an extended period (a few days, time varies on HP and resists?), causing it to reinforce. When deployed POS owner recieves mail notification (something like "anomaly detected in shield subsystem" or "anomalous shield fluctuation detected"), usable only in low and null. Essentially assists in taking down unattended pos's.
Stationary smartbomb: Anchorable smartbomb structure (small med large = single smartbomb module from equivalent ship size) Short time duration (<30 mins?) damages istelf with the smartbomb, and thus has limited lifespan/number of pulses. Limitation of units deployed on grid (or by corp/allaince) at any given time?
Billboard: Advertise whose space this is, or tell them to get out! (sov null, only withing certain distance of gate) |

Lonewolf174
Lonewolf174 Corporation
0
|
Posted - 2014.09.03 01:27:00 -
[1582] - Quote
Cynosural Disruption Unit: Viewable on overview, Area of effect in AUs, any ship jumping to or from an area in its effective area is displaced from landing spot by greater distance than 5km (maybe up to 50 or 100km radius, possibly more?) Anchor time: 1hr usable only in owned systems with cynosural jamming upgrade. Intended effect: discourage direct hotdrop capital use in certain area of system. |

Escort DarkAven
Orbital RnD Industries
0
|
Posted - 2014.09.03 11:30:00 -
[1583] - Quote
To many pages to read.. so possibly allready posted.
Deployable Covert Ops Cyno.
50m3 Deploy time, 10min Activation time, 1hr - then goes inactive Activation cost 25 LO Cargo Capacity 100 units of LO Only deployable in -0,4 and below security sectors
(Construction cost 50-100mill )
The idea is a deployable beacon that allows a group of Black Ops, to jump back without needing a cyno alt in the return system. There is a steep deploy time, to try and keep ppl from bringing it on every single noobship they own.
After 1hr the cyno goes down, and the beacon has to be reactivated. |

Momiji Sakora
Omni Galactic
25
|
Posted - 2014.09.04 20:59:00 -
[1584] - Quote
Can we have mines back? :D |

Tau Cabalander
Retirement Retreat Working Stiffs
4109
|
Posted - 2014.09.06 00:32:00 -
[1585] - Quote
Mobile Compression Array |

Tolkaz Khamsi
Empire Reclamation Services
27
|
Posted - 2014.09.07 18:42:00 -
[1586] - Quote
Tau Cabalander wrote:Mobile Compression Array
Please, please, please do this. This would make my logistics chain *so* much more efficient. My miners can just compress right in the belt, the hauler picks up. The Compression Unit could have the same penalties/attack profile as the MTU to preserve the risk profile, and it wouldn't compete with POS compression as the Mobile Compression Unit would be only for a given pilot, not for a whole corp.
With the Mobile Depot and Mobile Compression Unit, I can run small mining ops anywhere in Eve space and not have to mess around with POS nonsense. (PVP pilots also get a brand-new way to grief miners. Win win!)
Edit: alternatively, add Compression to Exhumers so you can compress ore right in the bay (mini Rorqual!). That would give, e.g., the Mackinaw a large advantage over the Retriever that it now lacks. I guess it would gimp the Rorq, but honestly, the Rorq is already gimped to the point of near-uselessness. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3813
|
Posted - 2014.09.07 18:51:00 -
[1587] - Quote
Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered? Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Tolkaz Khamsi
Empire Reclamation Services
27
|
Posted - 2014.09.07 20:02:00 -
[1588] - Quote
Steve Ronuken wrote:Mobile Compression array would pretty much destroy a need for the pos compression. Yes, only a single pilot could use it. But is that really a concern, unless it costs a stupid amount, and can't be recovered?
I don't think that's true. If you're in a big mining op with Orcas and Hulks, you've already got a logi chain back to your POS where you're doing all your stuff anyway. On-the-spot compression isn't that big a deal because you're not holding onto the ore for long nor moving it very far in any case. But it is a very big deal indeed for solo or small-gang miners, and it would go a long way to fixing the horrible high/low ore imbalance right now. (Ark is barely better than straight veld right now. Why is that? Because nullsec miners are desperately trying to wring every bit of trit out of their high-ends. Give them a lower-cost way of moving compressed low-ends to null, and the prices of high-ends will go back up.)
The problem isn't that miners are mining too much low-end more; the problem is that hisec miners aren't mining *enough* low-end more (or at least not at a price nullsec finds reasonable). Hence the over-mining of high-ends in nullsec.
A Mobile Compression Unit would go a long way towards making it attractive for hisec miners to go after Veld and Scord, which is what the Eve supply chain desperately needs right now. The POS compression array and POS anchoring changes were welcome, but the MCU would address the problem right at the root.
|

DrysonBennington
Aliastra Gallente Federation
176
|
Posted - 2014.09.07 23:43:00 -
[1589] - Quote
Siphoned Material Reclamation Depot - This Mobile Depot would attempt to reclaim any siphoned material siphoned by the Mobile Siphon Unit.
* MTU upgrade - Make it possible to select or deselect Wrecks or Jet Cans that way when multiple MTU's are deployed in a belt one can be set to tractor and loot wrecks while another only tractors and loots Jet Cans. |

Akashi Suenobu
Raven's Flight Northern Associates.
23
|
Posted - 2014.09.09 14:34:00 -
[1590] - Quote
What about a mobile web unit. Anything within, say, 5km of it gets webbed.
- affects all ships, so you could potentially snag yourself or your allies if deployed improperly - small radius so as to not be too overpowered - interesting tactical choices in 1v1 and small gang, less useful individually for large fleets but potentially still useful. - make it relatively low HP, so it really could only momentarily slow down an enemy, but could give you a crucial buffer distance. - could be balanced by making it fairly large, so you couldn't drop too many of them, or playing with the activation time after dropping.
|
|

Valleria Darkmoon
Convicts and Savages Shadow Cartel
317
|
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.
|

kidkoma
Catastrophic Overview Failure Brave Collective
15
|
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
|
Posted - 2014.09.13 07:51:00 -
[1595] - Quote
Deployable Lavalamp. |

DrysonBennington
Aliastra Gallente Federation
177
|
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.
|

Idril Celebrindar
Sirius Fleet
0
|
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
|
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
|
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
|
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. |
|

Prester Tom
Death By Design Did he say Jump
8
|
Posted - 2014.09.17 18:16:00 -
[1601] - Quote
Mines! |

Krops Vont
Imperial Shipment Amarr Empire
23
|
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
|
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
|
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
|
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
|
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
|
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...
|

Flashrain
Vanguard Frontiers Intrepid Crossing
19
|
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
|
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
|
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. |
|

Sephira Galamore
Inner Beard Society Affirmative.
359
|
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
|
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
|
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!
|

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
|
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
|
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
|
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
|
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
|
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 |
|

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. |
|

MBizon Osis
State War Academy Caldari State
51
|
Posted - 2014.11.18 00:08:51 -
[1651] - Quote
Deployable Logi Structures Ship and POS sized mods like the ingame (NPC) Magnetic Double-Capped Bubble. (This construction recharges the shields on ships within range.) |

Michael Fye
Corporate Scum Cult of War
0
|
Posted - 2014.11.18 00:56:48 -
[1652] - Quote
A cloak breaker of some kind. Something that can be incapped and is expensive. |

Vulfen
Snuff Box Snuffed Out
154
|
Posted - 2014.11.18 16:30:30 -
[1653] - Quote
Nanite "Hive"
When anchored nanite repair paste can be placed in the structure, this structure will then use the nanite paste to automatically repair any none active module on any ship within 10km, this will effect enemies and friendlies. It should have a bay for a person to place nanite paste in, if the bay is empty for 30 minutes it will self destruct. Cannot be re-scooped. It consumes nanites even if it is not repairing anything but at a reduced rate. |

Ender Fry
Dreddit Test Alliance Please Ignore
0
|
Posted - 2014.11.20 01:26:57 -
[1654] - Quote
I would love to see a mobile radio transmitter! Or possibly a probe type transmitter. It would automatically take over all audio transmissions within a specific distance of the transmitter. You know you would love to play propaganda messages or music within systems or near enemy stations. Just imagine the fear when you start to hear "Ludwig Van Beethoven's 5th Symphony in C Minor" all over your system..... you will just know that nothing good is coming.  |

Alavaria Fera
GoonWaffe
6483
|
Posted - 2014.11.20 04:52:46 -
[1655] - Quote
A "Caltrop" Jump Fatigue Enhancer
Unlike the mobile cyno inhibitor (which stops cynos), you can light a cyno and jump/bridge to it. However, if you land within (X Distance) of this module, you will take a much greater amount of fatigue (as though you had jumped three or more times the distance).
This module obviously was of an ancient (sleeper?) design.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
|

Hakan MacTrew
MUTED VOID Takahashi Alliance
874
|
Posted - 2014.11.23 18:33:06 -
[1656] - Quote
Has anyone suggested a mobile repair depot? Dual functionality, allows all ships within 3km to pay to repair damage to modules, shields, armour, structure and drones in exactly the same way they do in a station. Obviously, would only be usable if the pilot has no agression/combat timers at all.
Friends
|

Red Teufel
Mafia Redux
402
|
Posted - 2014.11.23 19:48:59 -
[1657] - Quote
I would like a mobile structure that disrupts drones. So i can just drop it in a middle of a pack of sentries and in a few seconds those sentries basicly go inactive. |

Lugh Crow-Slave
229
|
Posted - 2014.11.25 20:40:36 -
[1658] - Quote
OmgNetGirl wrote: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!
lol and suddenly my freighter is free to move around from hub to hub with no fear of camps |

Alavaria Fera
GoonWaffe
6484
|
Posted - 2014.11.26 05:50:05 -
[1659] - Quote
Lugh Crow-Slave wrote:OmgNetGirl wrote: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! lol and suddenly my freighter is free to move around from hub to hub with no fear of camps Better add freighter and the bowhead to that list of ships that cannot use it
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
|

Arla Sarain
145
|
Posted - 2014.11.26 13:37:58 -
[1660] - Quote
Mobile Hull Assembler
Repairs a portion of your hull, will likely have to be a flat amount and not a percentage and then sorted in sizes. 1 time use and disappears when used. Anyone can use.
Some time to deploy. |
|

Nightfox BloodRaven
State Protectorate Caldari State
22
|
Posted - 2014.11.27 15:43:24 -
[1661] - Quote
Moblie structure that when you place it in the system gives u a notification if someone you are tracking is passing through .
|

Dustpuppy
Rox Inc
31
|
Posted - 2014.11.27 16:01:27 -
[1662] - Quote
Arla Sarain wrote:Mobile Hull Assembler
Repairs a portion of your hull, .
buy cheap small hull repper, buy a small armor repper. Put both in a mobile depot, fit when required, turn on, drink coffee, armor and hull fixed.
Also saves you from paying fees for repairing ships in stations.
|

Debora Tsung
The Investment Bankers Guild
1345
|
Posted - 2014.11.27 18:59:36 -
[1663] - Quote
Mobile drone hive for deployment of 5 light drones at ranges of up to 40km. deploy, stack it with the drones you want it to field and it'll just attack anything in range according to your safety seetings. 
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
|

Harvey James
The Sengoku Legacy
982
|
Posted - 2014.11.27 19:01:51 -
[1664] - Quote
Debora Tsung wrote:Mobile drone hive for deployment of 5 light drones at ranges of up to 40km. deploy, stack it with the drones you want it to field and it'll just attack anything in range according to your safety seetings. 
you want a mobile frigate killing hive what now??? .. must be a troll --> the bad one line idea thread thing please
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
|

Debora Tsung
The Investment Bankers Guild
1345
|
Posted - 2014.11.27 19:33:43 -
[1665] - Quote
Harvey James wrote:Debora Tsung wrote:Mobile drone hive for deployment of 5 light drones at ranges of up to 40km. deploy, stack it with the drones you want it to field and it'll just attack anything in range according to your safety seetings.  you want a mobile frigate killing hive what now??? That would be a good idea too, I hear thos ceptors are getting rather annoying. ^^
Tho seriously, since you wouldn't lauch said drones by yourself they probably wouldn't be supported by your skills. Which would make them rather sad drones. 
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
|

Arla Sarain
145
|
Posted - 2014.11.27 19:46:39 -
[1666] - Quote
Dustpuppy wrote:Arla Sarain wrote:Mobile Hull Assembler
Repairs a portion of your hull, . buy cheap small hull repper, buy a small armor repper. Put both in a mobile depot, fit when required, turn on, drink coffee, armor and hull fixed. Also saves you from paying fees for repairing ships in stations. It only takes 15 minutes to rep 1000 hull with a small repper.
Nope. |

Dustpuppy
Rox Inc
31
|
Posted - 2014.11.27 19:50:37 -
[1667] - Quote
Arla Sarain wrote: It only takes 15 minutes to rep 1000 hull with a small repper.
Nope.
More coffee, relax, chat with friends 
|

Risingson
89
|
Posted - 2014.11.28 00:21:53 -
[1668] - Quote
mobile drug lab
Eveeye Maps Alpha | Eveeye-áPrototype YD-114 Onboard Computer Systems
|

Azazel The Misanthrope
Animadversion Tactical Operations Index Legion of Immortal Corporations
37
|
Posted - 2014.11.28 07:51:56 -
[1669] - Quote
A deployable structure with a fleet hangar. Someone has probably mentioned that already, but dammit it is a good idea for groups that can't afford carriers. |

Azazel The Misanthrope
Animadversion Tactical Operations Index Legion of Immortal Corporations
37
|
Posted - 2014.11.28 07:53:58 -
[1670] - Quote
Debora Tsung wrote:Harvey James wrote:Debora Tsung wrote:Mobile drone hive for deployment of 5 light drones at ranges of up to 40km. deploy, stack it with the drones you want it to field and it'll just attack anything in range according to your safety seetings.  you want a mobile frigate killing hive what now??? That would be a good idea too, I hear thos ceptors are getting rather annoying. ^^ Tho seriously, since you wouldn't lauch said drones by yourself they probably wouldn't be supported by your skills. Which would make them rather sad drones. 
This seems like it would buff gate camps too much. It would need to be set very far from gates and stations. |
|

Azazel The Misanthrope
Animadversion Tactical Operations Index Legion of Immortal Corporations
37
|
Posted - 2014.11.28 07:55:30 -
[1671] - Quote
Risingson wrote:mobile drug lab
in fact mobile pos structures in general would just be a good idea. A way for an explorer or miner to research and manufacture on the go sounds like a good idea for those long exploration roams. |

Debora Tsung
The Investment Bankers Guild
1345
|
Posted - 2014.11.28 14:49:25 -
[1672] - Quote
Azazel The Misanthrope wrote:Debora Tsung wrote:Mobile drone hive for deployment of 5 light drones at ranges of up to 40km. deploy, stack it with the drones you want it to field and it'll just attack anything in range according to your safety seetings.  This seems like it would buff gate camps too much. It would need to be set very far from gates and stations. Nah, AI Drones set on auto agression are notoriously slow to react. it really is more of a defensive item, besides if certain structures can only be deployed in a certain distance from eacht other, the same could be applied to the Hive.
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
|

Psyatt
3
|
Posted - 2014.11.28 22:08:49 -
[1673] - Quote
Azazel The Misanthrope wrote:Risingson wrote:mobile drug lab in fact mobile pos structures in general would just be a good idea. A way for an explorer or miner to research and manufacture on the go sounds like a good idea for those long exploration roams.
If you scroll up the thread a few, I suggested a mobile generator that would be able to run minimal arrays. Like a mini-POS without a shield bubble. Just PG/CPU for running things near it. |

uka Kouvo
LE CENTRE OMEGA New Eden Legion
0
|
Posted - 2014.11.29 12:56:29 -
[1674] - Quote
and why not a mobile structure that used electronic attack that targets prevents except stiff |

TheExtruder
Blue Republic RvB - BLUE Republic
31
|
Posted - 2014.11.29 16:24:51 -
[1675] - Quote
a mobile structure that you can rent out by allowing people to subscribe to the contents inside of that mobile structure. For example if I create my own inventory which I find usefule during my own pvp (50x drones, 10.000 antimatter S, cap booster 200's) then people can become members of my little club and gain access to all my mobile structures for their piece of the pie. its selling convinience (provided that I have structures a bit everywhere, people should be able to see how many structures I have and in what systems and at what gate/station they are located, and how far off the gate/station it is) |

Dradis Aulmais
Ignite Llc. V.L.A.S.T
13
|
Posted - 2014.12.01 16:11:18 -
[1676] - Quote
Cloaked small ship/matence array
Mobil aaa guns
Mobile target enhancer |

Sgt Soulless
Republic Military School Minmatar Republic
19
|
Posted - 2014.12.01 23:53:10 -
[1677] - Quote
D-scan Relay Module
Place the module anywhere in space. Then when you d-scan the scan reports everything in range of your ship, and also in range of any of these modules in the system (belonging to you or your corp). The particular reason I want to see something like this is that d-scan is often worthless as a defensive tool for w-space PvE. Combat sites don't have to be scanned down, so you won't see probes, and the WH entrances are often farther than 14au away. I'm not sure what the best range for a module like this to have would be, but it would even be ok if it only reported things on grid with it. It would also be nice if you could assign a color to the report of each module so you could tell which one was reporting a given object.
Interdiction Nullifier Field
Basically, this is an anti-interdiction bubble that cancels the effects of interdiction bubbles where the two overlap. Because bubbles are a poorly designed cheese mechanic with no proper counter. There should be a method of countering interdiction tactics when you're prepared for it. Then that leaves single target tackling, where a scram still beats a warp stab, and a heavy point still beats everything, but both are susceptible to target jamming, which is countered by sensor backups. This is a much richer string of tactics and counter-tactics than the current "bring a dictor because why wouldn't you" gameplay.
The module should have an anchor time of a few minutes so it can't be dropped and anchored in the middle of most ganks, and it should have HP similar to a disruption bubble. |

MrQuisno
Perkone Caldari State
1
|
Posted - 2014.12.07 17:00:57 -
[1678] - Quote
Its time we add few more ideas to this table here now...
++Mines - Bomb can easy set them off! Threw unit up and place mines around it. 1,000 KM (Limit Per Placement) (10 placement per united used)
++Repair platforms (Control Unit) - Allows you to get quick repairs from local unit. 500KM Limit per placement
++Warp Inhibitor (Area effect) - Which slows your jump rate but dose not stop you from warping/jumping 500KM Limit per placement S-35% M-45% L-55% |

TheExtruder
Blue Republic RvB - BLUE Republic
36
|
Posted - 2014.12.09 14:05:53 -
[1679] - Quote
A structure which has a point A and point B. You anchor your point A somewhere in space and whatever you put in the cargospace of point A will be automatically hauled by NPC transport ships to point B but very slowly in smaller chunks. The dangers involved in owning these sort of "supply chains" is 1. the structure itself can get killed with all that loot inside it 2. The npc haulers can get intercepted and ganked (sometimes legally if the owner is a criminal or has a kill right on him).
The npc's could have their own highway that is separated from capsuleers whenever they pass through gates and stations, i guess the other alternative is npc transport ships that look very official with white paintjob or something.
Killrights mechanic would benefit a lot from this probably.
Also i think these structures has the potential for you to hire different faction NPC pvp forces to escort each little transport ship. So whoever attacks your transport ships has to deal with the NPC's. |

Saint Celeste
School of Applied Knowledge Caldari State
9
|
Posted - 2014.12.12 00:39:00 -
[1680] - Quote
Mobile Mining Depot: similar in function to mobile depot, only does mining jobs such as remote processing of ore. it has 1500 cargo bay, and a 20,000 ore bay, it also has an reprocessing array which owning capsuleer/corp/alliance sets tax rate similar to POCO's which uses a modified fitting "service" for said remote processing of ore. 15,000 hp. 15,000 shield. no resists. no reinforcement timer. automatic adjustable bounty on object [capsuleer/pilot] which destroys the mining depot. to represent a counter to attacking them and also to further employ bounty hunters.
i see mining bases for NPC's and wouldn't mind one for myself.
Mobile Corporate Clubhouse: make this a test for WiS and in station combat, a new way to play the game, new PVE/PVP elements, can be destroyed, causing occupants to auto warp back to their default station. can buy and sell contraband or illegal items there [which might not be allowed, example certain drugs/boosters] in empire space less than 0.6, and also a way for all our toons to interact in a Character [non ship] to character way.
can buy/sell contraband in empire space. can interact with other capsuleers. test for WiS gameplay mechanics. new PVE/PVP arena. new way to play EVE.
100k ehp 100k shield, no resists, has a buy sell of certain items [only items that Empire space deems illicit].
max 1 per player owned and/or named corporation.
i see the mini strip clubs, npc habitation, and the like and wonder what it'd be like to WiS. this could test that out.
Mobile Drone Assembly: functions to produce drones on the fly while mining, so you don't have to warp back to your hangar. only produces light and medium T1 scout [combat] drones. decays if abandoned for 1 day. has similar features as Mobile Depot, only fitting or storage for drones, and/or materials needed to manufacture them.
Mobile Asteroid Base: same function as Mobile Depot, though it anchors to a asteroid [large non destructible object]. allows WiS type of deal, though only has one or two rooms and one has room with a window, the other Aurum bought decorations.
i don't know i am running out of idea's and am sure i am just repeating what others have said.  |
|

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.
|

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. |
|

Debora Tsung
Die Woge des Wahnsinns Greater Western Co-Prosperity Sphere
1439
|
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.
|

Aeril Malkyre
Knights of the Ouroboros
388
|
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
|
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
|
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]
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5687
|
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
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5687
|
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
|

Mario Putzo
Welping and Dunking.
1107
|
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
|
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.
|

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1478
|
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
|

JuricM
The Church of Awesome Caldari State Capturing
7
|
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.
|
|

Korean Ninja
Im Watching You
2
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2015.02.25 12:32:35 -
[1737] - Quote
A cloaked Mobile Depot |

Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
303
|
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
|
Posted - 2015.02.25 22:01:31 -
[1739] - Quote
yeah it looks like ccp plan is no new mobile structures  |
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