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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!!!" |

Havocide
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Posted - 2003.12.31 02:55:00 -
[2]
defo worth the read, some innovative and creative ideas indeed
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Bellona
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Posted - 2003.12.31 03:07:00 -
[3]
Great ideas Kilroy This would definitely help make the game a lot more fun and challenging  
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Marichek
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Posted - 2003.12.31 03:10:00 -
[4]
I like the ideas a lot...even the amounts of increase
DannyThe Great > i have an urge to kill anyone who isnt in my corp and has a smaller ship. |

Kilroy Kilgore
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Posted - 2003.12.31 03:21:00 -
[5]
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!!!" |

Sharon Stone
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Posted - 2003.12.31 03:47:00 -
[6]
I like the leech missile idea... It makes me wonder why there isn't already implemented.
Only thing I would say is that the leech missiles should do EM damage only against shields, but once shields are down, instead of doing armor damage it would suck energy out of the ship (capacitor drain). That way, it would act as an energy drain against the shields (which are energy) and then an energy drain against the ships power.
The idea for running software which does not take any ship slots but uses up CPU is really neat. It makes total sense too --- a program that you install in the ship's computer (uses CPU) that could do certain things... i.e., "shield optimization software" would improve the maximum shield capacity and perhaps improve the recharge rate. "Armor repair optimization" software would reduce the amount of time an armor repair module requires to do its given repairs. And so on.
For the ship jacking stuff ... well, I don't see how it could work unless you could lock a ship down so that even if the guy logs out, his ship wouldn't disappear. There should definitely be a way to disable a ship, board it, and steal it instead of being required to simply blow everything out of the sky.
Anyway, these ideas are definitely worth looking into ... especially the leech missile and software running on the ship's CPU.
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Kilroy Kilgore
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Posted - 2003.12.31 03:57:00 -
[7]
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!!!" |

Jehutty
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Posted - 2003.12.31 10:36:00 -
[8]
Great post Kilroy really enjoy the persuit skill.And the ship jacking skill I believe we talked about it once before.Keep up the ideas and maybe the "god's" of Eve will hear and see and impliment ideas made by the players! No matter how big No matter how strong It always boils down to name calling !!! |

Kilroy Kilgore
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Posted - 2003.12.31 22:02:00 -
[9]
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!!!" |

Black 5
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Posted - 2003.12.31 22:10:00 -
[10]
some good ideas some bad ideas, either way keep it up
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Sharon Stone
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Posted - 2003.12.31 22:12:00 -
[11]
Hmmm ... well to be honest blasters really REALLY need more range. Yes, I know that they have been improved in range in almost every patch. But really ... the tracking speed on large blasters isn't enough to hit ANYTHING at 7km.
Large blasters need an optimal range of about 20km with a falloff of 20km. 425s are about right atm with optimal of 60km but really falloff needs to be upped a bit. As it is, unless the person sits RIGHT in your optimal range, it's impossible to do any damage with 425s. They just suck, plain and simple.
WTF happened with the Merlin's damage mod for rails? I used to love the merlin but now it blows with the gimpy range mod gimme the dmg mod back!
In terms of the bridge between blasters and rails, there's the dual-rail of the lower type. However, I just don't understand how a "dual" 250mm railgun takes large ammo. Wouldn't it just take 2x medium ammo? Kinda dumb. Anyway.
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Kilroy Kilgore
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Posted - 2003.12.31 22:34:00 -
[12]
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!!!" |

Christopher Xen
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Posted - 2004.01.01 07:22:00 -
[13]
Nice post, very nice ideas
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Darsk'hul
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Posted - 2004.01.01 09:51:00 -
[14]
Leech missile is really a good idea. __________
No more CEO of Placid Partners Inc. Contact for this corp is now Yilo.
Freelancer at Lost Order |

Kilroy Kilgore
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Posted - 2004.01.03 05:45:00 -
[15]
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!!!" |

Davin
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Posted - 2004.01.06 03:19:00 -
[16]
I must say, I really do love the ideas here.. I hope CCP take some notes and maybe think about adding some of this..
Why do only the really good ideas get buried. Guess IÆll kick this back up to the front page..
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Kilroy Kilgore
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Posted - 2004.01.07 14:35:00 -
[17]
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 -
[18]
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 Kilbane
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Posted - 2004.01.26 04:25:00 -
[19]
How about a reload skill that cuts the reload time on turrets and bays each level cuts a second of reload time so at lvl 5 it would only be 5 sec load time.
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Kilroy Kilgore
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Posted - 2004.01.26 04:41:00 -
[20]
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 -
[21]
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!!!" |

Alexis Machine
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Posted - 2004.01.26 05:40:00 -
[22]
Some nice ideas here!! I specially dig the tracking one. God knows I hate it when the buggers warp away! 
Seriously though, someone needs to get on some of these. *clears throat and looks in CCP's direction* that would be you. 
----------------sig---------------------------- Dtai'kai'-dte sa-de nau'gkon dtain'aun bpi-de.
if you don't wake up, i'll have to stop kissing you. all that flailing has made you sleepy. you rest while i untie you. stay here until they find you. My hand made mannequin. i won't let them get you. they'll know you're mine by the fingerprints on your throat. isn't she lovely? isn't she wonderful? like the *****s that we are, swatting flies from the wounds we design. |

Kilroy Kilgore
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Posted - 2004.01.26 05:44:00 -
[23]
Please If you feel like adding to my post do so, the more ideas the better. "These snoosh berries taste like snoosh berries!!!" |

Darkargar
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Posted - 2004.01.26 14:25:00 -
[24]
lol ofcorse this area has to come from a biomass cartel! but i like it anyways... but i dont want it to be posible to extract 100% tho... rather 60-70% MAX.. and if posible.. if the higher version of the implant fail's there is a 50% chanse of part's of the extracted to be an lower powered version.
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Kilroy Kilgore
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Posted - 2004.01.26 18:27:00 -
[25]
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 -
[26]
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!!!" |

Kilroy Kilbane
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Posted - 2004.01.27 20:55:00 -
[27]
how about antimater beams 
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