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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
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CCP SoniClover
C C P C C P Alliance
0
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Posted - 2012.01.16 17:22:00 -
[1] - Quote
Hello capsuleers!
One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.
To give a little bit of framework and to get the ball rolling, here are a few keywords:
Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).
Thanks in advance, SoniClover
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
0
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Posted - 2012.01.16 17:28:00 -
[2] - Quote
Here is one:
Set a module / rig on mining ships.
Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.
Intended for mining barges and exhumers. |
Praerian
FireStar Inc Curatores Veritatis Alliance
6
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Posted - 2012.01.16 17:37:00 -
[3] - Quote
Structure repair drones, let's finish the set.
Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.
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Jade Imp
Caldari Provisions Caldari State
4
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Posted - 2012.01.16 17:42:00 -
[4] - Quote
I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly. |
Jade Imp
Caldari Provisions Caldari State
4
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Posted - 2012.01.16 17:43:00 -
[5] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
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Selar Nox
19
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Posted - 2012.01.16 17:52:00 -
[6] - Quote
AoE: Range based Ganglinks (instead of the systemwide old ones) |
Goose99
677
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Posted - 2012.01.16 17:55:00 -
[7] - Quote
Rigs that add a hig/mid/low slot.
Buff faction guns so they don't completely suck against t2. |
Selar Nox
19
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Posted - 2012.01.16 17:57:00 -
[8] - Quote
Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine ) because of the huge dimensions of the device it uses two fitting slots |
Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:01:00 -
[9] - Quote
Remote Heat Sinks, Takes heat from one ship and slumps it into itself, uses coolant as ammo.
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Nestara Aldent
EVE University Ivy League
29
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Posted - 2012.01.16 18:02:00 -
[10] - Quote
Ideas above I don't like. Nobody would hull tank anyway so module would be for lulz only and too from fiction POV Empire navies wouldn't develop useless things. And the game isn't WWII as well, leave it alone!
There are broken modules in the game, T2 800/1600mm plates worse than meta 4 plates for example, useless 50mm/100mm and 200mm plates and Micro and Small shield extenders etc. They need to be fixed somehow.
What would be nice are faction and officer and deadspace Covops cloaks maybe, which would need less CPU and maybe have less targeting delay after deactivation.
Faction deadspace and officer moded rigs!
For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability).
I'll add more and edit the post later. |
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Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:05:00 -
[11] - Quote
Fire and Forget Missiles /w Launchers
Fire and Forgets are fast foward firing missiles best when used in chasing other speed targets. Size of target biggest factor on damage conveyance (so a battleship will do diddly squat against a frigate with these) FaFs also exhibit FoF behavior in a forward cone anything out of the forward cone will not be hit.
High damage Low Magazine Space Slow refire
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Yophant
Shadow of xXDEATHXx
28
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Posted - 2012.01.16 18:06:00 -
[12] - Quote
Area of Effect: Can Looter I
With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button. It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis. |
Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:07:00 -
[13] - Quote
Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
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Goose99
677
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Posted - 2012.01.16 18:08:00 -
[14] - Quote
Nova Fox wrote:Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
You should make that 5000mm instead. Confirming more hp is what we need in Eve. |
Krystal Flores
Missions Mining and Mayhem Northern Coalition.
0
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Posted - 2012.01.16 18:10:00 -
[15] - Quote
Could finish off making 2 versions of things that dont have them yet like was done with the last update. In particuler i was thinking t2 sw/tp/td drones as well as other non t2 mods.
Ive also noticed there is no dmg drone rigs, and like was said above some t2 items are worse than meta 4. |
Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:11:00 -
[16] - Quote
Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon.
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Bloodpetal
Mimidae Risk Solutions
271
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Posted - 2012.01.16 18:11:00 -
[17] - Quote
Consumable modules?
Interesting idea. How powerful would these be compared to normal modules?
My ideas :
Active Tank "Overload" module
An Armor / Shield "Siege Style" effect for armor repairers and shield boosters. This could come with some penalties, it would NOT CONFER a damage bonus. It would simply be a way to make some active shield setups more viable in heavy fleet situations.
This could very easily become overpowered, of course. So I'm saying very adamantly this is only a concept to make certain active tank ships more possible.
The module would take a slot in the respective tank, so it would sacrifice tank in other areas to achieve the same effect. I.e. Shield Boost "Overload" would be a mid-slot, and Armor Boost "Overload" would be a low slot, etc.
These ships would probably still be very vulnerable to being "Alpha'd" off the field, so would take some balance considerations.
Infinite Warp Core Stabilizer (1 Time Consumable - Subcaps only)
You could create an infinite warp core stabilizer. This would be a ONE TIME usage module (using your idea). It would allow you to get 30 seconds of infinite warp core stability to escape bubbles and gate camps. This would probably not be allowed to be fit on capital ships at all.
This would allow for a player to escape certain situations, but only ONCE, meaning they'd be very vulnerable after that. The effect on the ships should also be very visible so all the gate campers who go WTF!!! realize what just happened.
Overheat Sink Would allow you to "dump" all your overheat a la Mechwarrior. This would either be a consumable module, or could use some kind of "heat sink ammo". It would take up a slot, so would only be used on specialized ships designed around overheating the **** out of everything. :) Might also reduce the amount of heat absorbed as you are overheating, acting like an "empty module slot" while in the slot.
Rainbow Hardeners /Reinforcers Hardeners that can be scripted on the fly for specific resistances. They would obviously NOT be as good as dedicated hardeners, and you'd need the specific script on hand to swap between resistances. Would be interesting...
Slot Convertor Would allow you to DOWNGRADE a slot from a High to Medium, or Medium to Low (wouldn't make sense to go upwards, producing more power from a 'low' slot to a 'medium')
So you could take a high slot and add a medium slot, or a medium slot and make it a low slot.
DRONES :
Salvaging Drones : Drones that salvage for you. Act like mining drones.
Hull Repair Drones. Self-Explanatory
Small Webifier Drones: Only available in Large currently. Would give a SMALL 5-10% webifier, but could be used in conjunction with other drones for effect.
Will post more.. just want to get on the first page. ;p Mimidae Risk Solutions Recruiting |
Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:13:00 -
[18] - Quote
Heat Slump
This module asorbs all heat generated, taking damage to itself. Once the heat on this module hits critical it self ejects destroying itself in the process after which normal heat begins to be applied.
Works for only the rack its installed on. This module is self destructing.
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Jarnis McPieksu
Aliastra Gallente Federation
212
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Posted - 2012.01.16 18:13:00 -
[19] - Quote
Before adding new modules, you should go and fix all broken/useless modules. EVE has a far too long list of of modules that are effectively useless for anything other than reprocessing into minerals.
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Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:16:00 -
[20] - Quote
Field Generator
This is a scripted module,
Counts as a gang link.
This generator produces various field effects to anything inside the effect of the field.
Scripts include but not limited too.
Stealthing (reduces siganture radius) Force Field (temporary protective barrier this destroys script on use) Sensor Boost Webifier Field Various WH type effects.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:17:00 -
[21] - Quote
Improved FoFs
These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.
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Max Von Sydow
Droneboat Diplomacy
160
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Posted - 2012.01.16 18:18:00 -
[22] - Quote
Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. |
Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:19:00 -
[23] - Quote
Stealth Plating
This mid slot module reduces signature size by a small percentage. Consumes more CPU than usual modules would.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 18:19:00 -
[24] - Quote
A highslot module which would act like a damage mod (MFS, Gyro, etc), but for the drones. (probably not allowed or with reduced effect for carriers).
A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
Salvager and/or Tractor Drones
A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).
t2 defender missiles which protect your fleet members as well.
t2 FoF missiles
Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs
Remove/reduce stacking penalty for Ewar Drones and make t2 versions.
Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.
Find something for high or midslots to fit in when you have 0 PWG and/or CPU left, just like nanofibers in the low slots. People in this thread will probably come up with something useful and reasonable. I think of removing the fitting requirements of ECCM and/or Drone Link Augmentors for instance.
Buff the t1 interceptor hulls to the overall level of t1 Assault Ship hulls, bcs at the moment they are just subpar versions of them. Keep them faster and a bit less offensive, but give them midslots and cpu to make up for it.
More to come... |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
0
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Posted - 2012.01.16 18:21:00 -
[25] - Quote
Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon.
COOL!
Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform.
Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier.
Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. |
Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:22:00 -
[26] - Quote
Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:23:00 -
[27] - Quote
Emergency Repairs.
This module consume hull to bring forward as either armor or shields and additional resistances.
If left on too long it will self destruct the ship.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 18:24:00 -
[28] - Quote
Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here. |
Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:24:00 -
[29] - Quote
Drone Bay Expanders.
Consumes a moderate amount of cargo for drone bay space. (about 5m3 cargo for 1m3 drones) Does not increase bandwidth.
Do not offer a bandwidth increasing module if this where to be offered.
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Nestara Aldent
EVE University Ivy League
29
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Posted - 2012.01.16 18:25:00 -
[30] - Quote
Iris Bravemount wrote: A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
That got to be dumbest idea ever... it will make Myrmidon as good as Ishtar, for only fraction of the price. Like BCs aren't as good as HACs anyway for fraction of the price (except Ishtar, but Cerberus, who uses it instead of Drake)? It will make only HAC that's somehow not useless, Ishtar, completely useless. |
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