|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Gerrick Palivorn
Caldari Provisions Caldari State
91
|
Posted - 2012.01.17 07:21:00 -
[1] - Quote
Suicide Drones: Drones that attatch to an enemy ship and blow up, Slow and powerful
Hull Repair Drones: Yep definately would be useful
Stealth Plates: Low slot module that reduces Sig Radius passively
Spacial Disruption Generator: Mid slot, active module, that reduces sig radius
Ewar bubble probes: Functions like the warp disruption probes but provides specific ewar effects at a reduced effect to there focused counterparts. Launched off of Dictors
Scripted ECM: Drop racial jammers and move all ecm to scirpts, reducing off race jam chances to 0%
Targeted/bubble/system wide cyno jammers: Self explanitory and badly needed
Jump drive modules: Can be fit to regular ships or to ships already fit with a Jump Drive to enhance there capabilities, high fitting requirements and severe penalties should be applied
High Slot: Allows the current ship to jump to Cynos, Penalties to sig res and sig radius
Mid Slot: Determines range of Jump Drive 1 LY base and a 1 LY increase per module. Penalties to Locking Range and cap recharge.
Low Slot: Adds a fuel bay to the ship, base fuel bay would depend on size of the ship, BS:1000 BC:600 Cruiser: 450 Frigate: 200; excludes ships that already have a fuel bay. Additional modules at 20% more to the fuel bay. Penalties to speed and cargo bay.
I think thats all for now. |

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 05:04:00 -
[2] - Quote
Damage to modules.
Have something simular to nanite repair paste, Nanite Acid, it can by added to conventional ammo, ofcourse there will be a reduction in volley damage, but it will provide a damage over time effect to modules. For game fluff, Missiles/projectiles have it added to there payload, Lasers have a plasma burst effect at the end of the shot that causes secondary fires and explosions on the victim, hybrids have Nanite injected to the charge and imbedded into the hull.
There are many tactical uses I could see for this, Smaller ships using Acidic ammo to disable larger ships modules. It would provide massive tactical changes and the need for a new module.
Internal Dampener: Simular to a Damage Control in fitting and power usage, it allows the use of Nanite Repair Paste while the module is active. It also adds a 50%(60% T2) resistance to acidic ammo, but when modules are overheated they take damage faster than normal. The module also updates the modules hp repair status at the end of everycycle, so you don't have to wait for the whole cycle to finish to recieve the repair effect. |

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 11:30:00 -
[3] - Quote
Endeavour Starfleet wrote:CCP I present again my idea for a new module and probe system to deal with the issue of AFK cloaking in a fair way that does not seriously impact the activities of those that are actually at their keyboard. https://forums.eveonline.com/default.aspx?g=posts&m=667646The only change I need to note is I now support a time limit before the probes even reveal there is a cloaked craft in the area scanned. 15-30 mins should be fair so that W-space pilots have a bit of time to go to the bathroom if needed. It has images showing the basic idea for implementation. I hope you will consider this.
CCP in the December CSM summit Minutes mentioned both the issue of Local being used as intel and the use of a new cloaking probing technique. CSM agrees that these issues go hand in hand.
They are reviewing the material and the arguments on both sides to find the most balanced way to approach this hotly debated topic.
Truthfully most people who afk cloak right now won't mind a cloaking prober if local is properly removed as a flawless intel tool, because it removes the reason they afk cloak. Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.
Good luck |

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 11:36:00 -
[4] - Quote
Moonaura wrote:But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.
There are thousands of killmails on battleclinic that directly opposes that satement. Bombers can kill a BS 1v1 easily.
I like the idea of anchorable beacons that ping the system for cloaked ships.
|

Gerrick Palivorn
Caldari Provisions Caldari State
97
|
Posted - 2012.01.26 07:26:00 -
[5] - Quote
Temuken Radzu wrote:Temuken Radzu wrote:I would like to see a entirely new weapons system, something like this
New weapon: Focus Cannons Basically the idea is that those cannons can be manualy charged, then fired at the target for increased damage. The longer it charges, the higher the damage. But at the same time, the longer it is charged the tracking goes down fast, limiting one shot frigate kills with a maximized charged Focus Cannon...
The weapon is itself splitted in two separate modules: One of course is the cannon, the other is the charge holder. If the charge maximun is reached, the weapon must fire before it can be charged again. The more cannons, the more shots can be fired at the cost of less damage from each of those cannons because the charge have to be splitted between the cannons The more Charge holders, the faster the weapon charges and the more destructive the cannon is.
Both the Cannon and the charge module are Highslot modules so you have to choose how you will fit your ship. If you want faster shots, use more weapons and and less charge modules. If you want a immensly powerfull shot to obliberate your targets use more charge modules and less cannons. Still hoping for some comments :P
[comment]...[/comment]
-ECM Scripts -Modify the DCU to allow repair paste to repair modules while active -Heat Inducers that are simular to nuets but add heat damage to the modules on opponents ships -Coolant tanks (lowslot) -Coolant control systems (midslot) |

Gerrick Palivorn
Caldari Provisions Caldari State
102
|
Posted - 2012.02.01 06:00:00 -
[6] - Quote
Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship |

Gerrick Palivorn
Caldari Provisions Caldari State
103
|
Posted - 2012.02.08 11:06:00 -
[7] - Quote
ry ry wrote:Gerrick Palivorn wrote:Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship Deadspace inducer is actually a cool idea, but surely any fight is a case of seeing who can drop caps then Deadspace the site? Also, no acceleration gates. So can you warp straight into the pocket or not?
I can see your point about the hotdrop, maybe combined with spool up timers it could make for some interesting fights.
I was not thinking that acceleration gates would be required to warp in, just a ship in the pocket or a 100% scan
I would like to add a few things, so I will reiterate the original idea and clarify.
Deadspace Inducer -Restricted to Black Ops Battleships -Uses 1000 Stront to initiate -When Used it cannot be used again for 20 Minutes, it has a 10 minute duration, Originating ship cannot warp/cloak for duration due to the stresses creating the field, if ship is destroyed effects remain for the duration. -It creates a deadspace pocket approximiately 150-175 KM radius -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Ships warping into the pocket will stop at 150-175 KM from center of pocket, once on grid they will be able to warp in normally, provided they have a place to warp to
Hypothetically a cyno can be lit on grid and then the ships can warp in, but it would prevent the direct counterdrop.
|

Gerrick Palivorn
Caldari Provisions Caldari State
158
|
Posted - 2012.03.04 11:23:00 -
[8] - Quote
T2 Fighters
Prerequisite: Fighters V, Electronic Warfare Drone Interfacing V
Fighters that act like interceptors for the Carrier, T2 Fighters will do 1/2 the dps with a point and the racial ewar.
Amarr: Tracking Disrupt Caldari: ECM Gallente: Damp Minmatar: Web |

Gerrick Palivorn
Caldari Provisions Caldari State
179
|
Posted - 2012.03.19 08:23:00 -
[9] - Quote
T3 Ammo:
Long Range: Range 80% of T2 LR; Alpha dropped by 50% with a damage over time effect due to cascading explosions, DOT effect based on round type and applied in 10% increments. This will play havoc with logistics as they will have to spend time repping a ship that is not being fired upon.
Short Range: Range 120% of SR; DPS dropped by 50%, and 2 second Residual effect of racial EWAR, stacking penalties applied. Hybrid: Sensor Dampening; Lasers: Tracking Distrupt; Projectile: Signature Increase; Missiles: Chance for target lock break (race of ship depending on damage type: EM Amarr, Kinetic Caldari, Thermal Gallente, Explosive Minmatar) |

Gerrick Palivorn
Caldari Provisions Caldari State
338
|
Posted - 2012.10.28 13:43:00 -
[10] - Quote
Just ran into this gem;
https://forums.eveonline.com/default.aspx?g=posts&t=167239&find=unread
Basically it's a standings set warp beacon much how fleet warping works but it's a fire and forget type, it lasts 15-120 min I don't know about duration. Seems like something that has potential.
Maybe something that you put in an expanded probe launcher? MMOs come and go, but Eve remains.-á -Garresh- |
|
|
|
|