
Aurelius Valentius
Imperial Academy Amarr Empire
322
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Posted - 2013.01.04 03:36:00 -
[2] - Quote
CCP SoniClover wrote: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
Here are some thoughts: 1. the game has plenty of combat modules, but lacks in areas that are not combat... I found a good deal of space in areas that the game has yet to really impliment, but there are also gaps in the mainstay... so here is my list:
T2 versions of ALL drones, for T2 ships or just in general progression - and I think you should tie the models skins to the ships, like you did with turrets and laundchers... just for the sake of consistancy and favor.. so Khanid ships with say Hob IIs would have black and silver hobs, etc..
Heat absorbers for HS, something you can put into a ship, it could be a HS, a MS or a LS, "heat exchanger" which would help bleed the heat, we have nano paste so otherwise I feel heat is fine.
EW, how about some no active stuff: RAM, LAM, MAM, GAM - x Absorbing materials, for say use on covert ops, in the MS, something to put when you just want to run around and most of your modules are going to be pointless as you cloaked most of the time... something like a module that would increase lock times of ships... hence you get no tank for it, in fact you might lose EHP, but you would have a more stealthlike hull and electronics/engineering... you could have absorbant materials, mountings, etc.. look at modern subs for inspiration on naming items... they could affect lock times, sig radius and the like... some new modules for SB, CO, etc. that would be something you have to limit to that class but which take up the so often times not used MS/LS.
I Often felt that EVE needed a module that you could mount small weapons on large ships and while not get a bonus you you could do something like this:
HS Lrg and Med sized modules [low would be pointless] the Medium allows you to put in two small weapons into a single HS, so instead of a medium pulse laser and the bonus, you get two small pulse in it's place, with no bonus, but you get something like an anti-aircraft battery effect... and the larg is 3 small... it would only work witth small weapons... rather a multi turret Hard Point mount module.
It could be shown as simply a single small weapon on the ship, it would have a single module in the slot, so graphically the same, but it would function as three small weapons, so you simply make a version of the module, put it in the small section, it uses 3x the same PG and CPU, and it's balanced by not being a bonused weapon as no med/lrg ship I know of has a bonus to small weapons. you could do the same with rockets and small launchers... in a manner of giving the large ships a anti-frigate/drone option over say fire-power on a combat role... much like the AAA cruisers of WWII, there they mounted something like 10x AA turrets instead of normal cruiser armaments.
T3!!!
I would really like to see, a DYNAMIC Description put on T3 ships... so that when you put the modules on, your bonus info is not just the standard - heat bonus... but it would show all the bones stacked from the ship in one place... Look at all the Macks in local...impressive...very impressive...I see you have fashioned a new exhumer...much like you father's...your skills as a miner are now complete...indeed you are powerful as CCP Devs have foreseen. -á321 people are totally baffled. |