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Kilroy Kilgore
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Posted - 2003.12.31 02:48:00 -
[1]
I have a few ideas for new modules/items and the support skills for them.
System Management Software - Uses CPU space to run programs that give a bonus to a subsystem. Example - Shield Recharge Management Software. Basic - 5% Bonus Advanced - 10% Bonus but uses 5% more CPU Military Grade - 15% Bonus but uses 10% more CPU
Software management Skill Intelliagence and Memory Lvl 1 - decreases needed CPU by 3% Lvl 2 - decreases needed CPU by 6% Lvl 3 - decreases needed CPU by 9% Lvl 4 - decreases needed CPU by 12% Lvl 5 - decreases needed CPU by 15%
Persuit Tracking Module - High Slot item Allows you to follow a ship that is enetring warp to an approximate destination, how close depends on skill lvl.
Persuit Tracking Skill Perception and Intelligence Lvl 1 - Lets you follow a ship to 110Km of it's destination. Lvl 2 - Lets you follow a ship to 90Km of it's destination. Lvl 3 - Lets you follow a ship to 70Km of it's destination. Lvl 4 - Lets you follow a ship to 50Km of it's destination. Lvl 5 - Lets you follow a ship to 30Km of ots destination.
Subsystem Disruption weapons - Allows a chance to target and temporarily disrupt a ships subsystem once shields are down. Duration of the effect would depend on the weapon size and skill level. Example - Disruptor Cannon and Disruptor missiles.
Subsystem Disrupion Skill Intelligence and Perception Lvl 1 - 10% Chance of disabling targeted subsystem Lvl 2 - 20% chance of disabling targeted subsystem and 5% effect durration bonus on successful subsytem hit. Lvl 3 - 30% chance of disabling targeted subsystem and 10% effect durration bonus on successful subsystem hit. Lvl 4 - 40% chance of disabling targeted subsystem and 15% effect durration on successful subsystem hit. Lvl 5 - 50% chance of disabling targeted subsystem and 20% effect durration on successful subsystem hit.
Ship Jacking skill - Ship must be completely dissabled, all subsystems. Intelligence and Willpower Lvl 1 - Allows cargo holds to be raided one item every 5 minutes Lvl 2 - Allows Low slot modules to be raided one item every 5 minutes, or 2 items in cargo hold. Lvl 3 - Allows Mid slots modules to be raided one item every 5 minutes, 3 cargo, or 2 low slot items. Lvl 4 - Allows High slots modules to be raied one every 5 minutes, 4 cargo, 3 Low, or 2 medium slots. Lvl 5 - Allows every 5 minutes a 25% chance of ejecting the pilot into space in his/her pod and a 25% chance of autodestructing the ship, or 2 High, or 3 Medium, or 4 Low, or 5 Cargo items.
New missile type - Leech drains a percentage of targeted ships cap, works best after shields are down, has a chance to penetrate shields. Ammount depends on missile size (light, heavy, cruise, and torps) and skill of pilot.
Leech missile skill Perception and Willpower Lvl 1 - 10% chance to penetrate shields, 5% more Cap leeched Lvl 2 - 15% chance to penetrate shields, 10% more Cap leeched Lvl 3 - 20% chance to penetrate shields, 15% more Cap leeched Lvl 4 - 25% chance to penetrate shields, 20% more Cap leeched Lvl 5 - 30% chance to penetrate shileds, 25% more Cap leeched
These are just some ideas I wanted to put out there to see what the Devs and fellow gamers think. Please feel free to expand or add to this post. The more ideas we put forward in this game, the more fun and interesting this game will become. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2003.12.31 03:21:00 -
[2]
Hopefully everyone who PvP's will see the need for these to be implemented. There is something appealing in jacking a Raven and stripping the Siege launchers and sending them on there way "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2003.12.31 03:57:00 -
[3]
Maybe CCP needs to implement 'No logging out durring Combat' like other MMO games. Could solve some of the problems. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2003.12.31 22:02:00 -
[4]
Edited by: Kilroy Kilgore on 31/12/2003 22:05:56 Had a few more ideas this morning.
If you look back at the newbie weapons we got when we first started playing EVE there we several types. For example the Gatling Rail gun. Why not make larger varients. They would have a shorter range and overall less damage than the standard rail but would fire considerably faster. Something to bridge the gap between railguns and Blasters. Or create a new medium range hybrid weapon type. A Plasma Cannon with middle of the road stats between them could work. Also I have seen other post asking for point-defense type weapons for engagements at ranges under 5km against missiles and frigates. Something like a Particle beam Phalanx would be a good idea. Defenders should only work at ranges over 15km in my opinion. They should have that range to accurately align themselves for intercept of the missile it is targeted against.
Also what about adding Named NPC pirates. What I mean by that is create NPC Pirate characters that fly around with the normal NPC pirates that have extra abilities and better loadouts. They could have huge bounties or story line significance sourrounding them. Like create Guristas Pirate Fleet Commanders. The fleet they would be in would be extreamely difficult. A mix of frigates, multiple tech 2 cruisers, and up to 6 battleships.
Again just a few ideas. Please feel free to add or comment on them. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2003.12.31 22:34:00 -
[5]
Fair enough. I have some ideas for few whole new class of weapons.
Quantum based weapons - uses a coherent quantum pulse that is effective vs. shields and disrupts the charge in a ships capacitor. Damage ratios EM 60%, Thermal 10%, 30% cap drain once shields are down.
Gravatic or Gravaton weapons - Have reduced damage vs shields, normal vs. armor and double damage to structure. Damage ratios EM 10%, 30% Exp vs Armor, 60% Exp vs. Structure.
What about shield piercing weapons? Gives you a % chance on bypassing shields and applying damage directly towards armor.
Same with armor penetrating, gives a % chance on applying damage directly to the structure. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.03 05:45:00 -
[6]
Edited by: Kilroy Kilgore on 03/01/2004 05:47:07 Some new ideas for you coming from ol' kilgore.
First off I know for a fact I am not the only one in the game who sees a need for new weapon types to add a little variety to EVE.
Take a look at other SCI-FI games. There are an abundance of weapon types. For example there are Particle beam weapons, lightening field generators, gravaton weapons, quantum weapons, phased energy weapons, ion based weapons, warp field based weapons, etc.
I belive Hybrid weapons are a misleading term. There should be Rail based weapons(rail guns and gauss guns) that fire a solid projectile at relativistic speeds. With that there could be long range versions like a sniper rifle that has poor tracking at short ranges and low firing rate, but hits like bull at its long but optimal range(70-100km). Standard rails like what are now in the game. Gatling rails that fire in machine gun like bursts w/ reduced damage per round and slightly reduced tracking due to recoil. Make a point defense version that is used to defend vs missiles and frigates at extreamly short ranges w/ a high rate of fire.
Then the blasters should have different ranged versions aswell. Particle beam cannons for long ranged engagement, blasters as they are now and autoblasters that fire in bursts.
Also a plasma cannon that is similar to them but with one exception. You need to equip and mid slot plasma reactor. From this the plasma cannon gets its plasma and is directed out of the weapon via electromagnetic fields like blasters and rails. It would produce plasma from the ships power core(CAP) similiar to how laser weapons work. But in addition to the CAP needing to be recharged, the plasma level in the reactor would have to recharge aswell. It would for this hinderment do extream damage at medium to close ranges with thermal damage being its primary attribute(w/ some explosive). Just a few more ideas, I intend to keep them coming. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.07 14:35:00 -
[7]
Well thanks for reading them, I intend to keep them flowing. CCP should take some time to read these forums. Lots of good ideas here in the idea lab. Wonder if there going to save them for tech 3 and above. Mybe we will see them next year:( "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.26 04:19:00 -
[8]
One thing that is needed is piracy skills to board and steal cargo, modules, or even kick people out of thier ships in there pods. Read above i have laid out some ideas on the subject "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.26 04:41:00 -
[9]
here is an idea. Deployabe proximity sensors that trigger a corp/alliance wide or selected individuals with an alarm. You could configure it for your enemies or everyone. Could be useful in defending systems. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.26 04:52:00 -
[10]
The ability to extract implants from your vanquished foes corpses. If implants are now uber rare then this could be needed. Also might add another dimension to the game. Then you would have implant hunters out to make a hefty profit on extracted implants. Maybe when you get a corpse you would need a special skill to know to look for impants and a second skill to be able to extract them. Like lvl 1 might gove you a 20% chance to extracting an impant. Just an idea. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.26 05:44:00 -
[11]
Please If you feel like adding to my post do so, the more ideas the better. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.26 18:27:00 -
[12]
I agree the higher the quality level the higher the chance of failing or damaging it. "These snoosh berries taste like snoosh berries!!!" |

Kilroy Kilgore
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Posted - 2004.01.27 08:43:00 -
[13]
Hmmmm Im brain dead tonight. I say add grappling hooks or tractor beams to tow with!!! Good idea, but not mine. But worth the tome to add to my own spot. Oh yeah, what about a NPC fleet controll skill. Have an extra frig or cruiser lying around collecting dust. Why not install a NPC pilot and have him fly on your wing. Or have a remote controll option to make it act like a drone "These snoosh berries taste like snoosh berries!!!" |
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